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[MOD] Friendly Animals - Friendly animals united against the zombie hordes!

Uploaded Friendly Animals for War of the Walkers as well! Haven't done any spawning editing yet though, but at least now you can play War of the Walkers with friendly animals!

 
Uploaded Friendly Animals for War of the Walkers as well! Haven't done any spawning editing yet though, but at least now you can play War of the Walkers with friendly animals!
Oh oh, do Valmod, lol. I've never played War of the Walkers, I remember reading something on it that I wasn't interested in. Maybe I wouldn't care now, haha.

 
btw, is there a way to make it to where only wolves are friendly? or at least the location to find it all to make them enemies? And as for the Friendly Animals (WotW), is that all part of the same file, or separate?

 
Oh oh, do Valmod, lol. I've never played War of the Walkers, I remember reading something on it that I wasn't interested in. Maybe I wouldn't care now, haha.
WotW has some bugs like some zombies having invisible bodies. Will take a look at Valmod, thanks!

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btw, is there a way to make it to where only wolves are friendly? or at least the location to find it all to make them enemies? And as for the Friendly Animals (WotW), is that all part of the same file, or separate?
I can't really explain how to mod the game as it's complicated, but it's all in the entityclasses file. The WotW file is meant to be copied over after WotW is applied as it says in the instructions inside the zip.

 
WotW has some bugs like some zombies having invisible bodies. Will take a look at Valmod, thanks!
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I can't really explain how to mod the game as it's complicated, but it's all in the entityclasses file. The WotW file is meant to be copied over after WotW is applied as it says in the instructions inside the zip.
Okay, that makes sense. So it's like most mods. I've seen some where they are actually separate files. And that may be why I didn't play WotW, I remember reading something about the bugs and was like, nope, don't have the patience. I've yet to find any bug in Valmod, lol. Though it is one of the simpler mods out there.

 
Okay, that makes sense. So it's like most mods. I've seen some where they are actually separate files. And that may be why I didn't play WotW, I remember reading something about the bugs and was like, nope, don't have the patience. I've yet to find any bug in Valmod, lol. Though it is one of the simpler mods out there.
Cool, will give it a try, thanks for the recommendation! ^n.n^

 
Friendly Animals v2.0 released for A17!

I'm not using the xpath feature yet as that will require a lot more work as you have to specify every change you make to the base files, and I've made quite a few changes.

The spawning.xml file hasn't been done yet, so all spawning is default for A17. This will come in a future version.

 
Lol, I've yet to look into the files to see how they've changed. Having too much fun with vanilla finally, haha. Sadly, so far, the only meat I've got is from wolves that have been attacking my base, haven't seen any other animals yet x.x... it's made me really sad, but sadly, it's only way I've been living :( ... And it's day 4... so if that says anything

 
Lol, I've yet to look into the files to see how they've changed. Having too much fun with vanilla finally, haha. Sadly, so far, the only meat I've got is from wolves that have been attacking my base, haven't seen any other animals yet x.x... it's made me really sad, but sadly, it's only way I've been living :( ... And it's day 4... so if that says anything
Food has been a bit scarce for us but not too bad so far. No issue with wolf brothers yet but this mod certainly makes so that's not an issue obviously and we'll be playing with it over the next few days. Try it out, please! We did discuss perhaps adding alternative sources of fresh meat and that's an interesting idea, but where? You could add them to loot containers to be a random drop that is more common. You could also add a chance to find raw meat instead of rotting flesh on zombies. I did double the amount of fresh meat from chickens, since Foxie hates chickens, lol. But yes, if there is a game balancing issue, re-balancing it is definitely within the scope of this mod so suggestions are welcome!

 
The coolest way would be to be able to "create" a wolf like you can vehicles. Say you need a collar (for name), iron (for armor/claws), fresh meat, animal hide, etc. to craft a wolf. Then have it follow you around and only have it target and attack when you attack (for now for simplicity, then can add stuff such as guarding a base, patrol, etc.) Then for animals, remove wolf as a spawned animal or lower the chances of one spawning (I know there was some issues with A16.4, hopefully easier now for A17E) that way other food sources are spawned instead.

 
The coolest way would be to be able to "create" a wolf like you can vehicles. Say you need a collar (for name), iron (for armor/claws), fresh meat, animal hide, etc. to craft a wolf. Then have it follow you around and only have it target and attack when you attack (for now for simplicity, then can add stuff such as guarding a base, patrol, etc.) Then for animals, remove wolf as a spawned animal or lower the chances of one spawning (I know there was some issues with A16.4, hopefully easier now for A17E) that way other food sources are spawned instead.
I'm starting off simple until learning more complex stuff like that, but is an interesting idea! It was pretty awesome, there's a new "investigate noise" task which is what makes zombies come towards a noise and investigate it, and giving that to the wolves made them follow me around. It was pretty cool! Unfortunately they stay RIGHT next to you at all times instead of a little ways off so I could see how they could get in the way. Plus, would make the game too easy, lol. But it was still neat!

As for spawning more of X, that's very simple to do, once I roll out the spawning.xml updates in the next version or two.

 
hmmm, you could even have the wolf as a "roaming backpack" even if you don't get the attacking done. Just have him follow, not fight, but be like an inventory like a vehicle. But still "craft" it. That may be the best way to start it. That way you don't have to worry about stats, just a wolf following you and being able to be used as inventory.

 
hmmm, you could even have the wolf as a "roaming backpack" even if you don't get the attacking done. Just have him follow, not fight, but be like an inventory like a vehicle. But still "craft" it. That may be the best way to start it. That way you don't have to worry about stats, just a wolf following you and being able to be used as inventory.
Make a special woof call ^n.n^

But yeah all that's much more NPC/RPG-like and advanced, but hopefully doable once I can learn those advanced topics.

For now, spawning modification!

And also the xpath thing.

 
Make a special woof call ^n.n^
But yeah all that's much more NPC/RPG-like and advanced, but hopefully doable once I can learn those advanced topics.

For now, spawning modification!

And also the xpath thing.
I know recipes and how they work, I can easily do that. Linking it as an inventory, I'd just have to look at a chest and see how they did that, and how to create new I'd names.

 
I know recipes and how they work, I can easily do that. Linking it as an inventory, I'd just have to look at a chest and see how they did that, and how to create new I'd names.
Cool! Will have to look into that.

 
Version 2.2 for A17-E b199 released. Just an update to incorporate the new changes in A17-E.
I'll try it out once it seems the builds slow down and I have a better grasp of the new release. Finally got to the farm and found 3 pigs. Was so freaking happy, sitting on 81 raw meat atm, looking for eggs now for Bacon and Eggs. That stuff is wonderful, no water, 5 meat, 2 eggs, and lots of food from even one. Hope they don't change that up, lol.

 
2.3 released, just updated for the new b208. Xpaths mod version coming soon so these updates will be needed less frequently!

 
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