About this mod Adds a follower system for pack animals with lots of customizations.

- Formerly Personal Pack Brahmin Permissions and credits Credits and distribution permission Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permission You are not allowed to upload this file to other sites under any circumstances

Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator

Conversion permission You are not allowed to convert this file to work on other games under any circumstances

Asset use permission You are allowed to use the assets in this file without permission as long as you credit me

Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets

Console modding permission This mod will not be available on Bethesda.net for console users Author notes This author has not provided any additional notes regarding file permissions File credits Contains modified pieces of several vanilla meshes, as well as several edited textures and voice audio files from the base game. Donation Points system This mod is opted-in to receive Donation Points Changelogs Version 1.01 Fixes:

- the leveling system should now actually do something

- renamed and moved used armor slots to match community standards

- new slots are '41 - [A] Torso' for packs, '46 - Headband' for implants, and '50 - Neck' for collars

- default animal races' morph + armor race settings now carry over to pack animal races - for a future update

- increased idle chatter min + max times for pack animal races

- (testing) minor tweak to AI packages as an attempted fix for pack animals disappearing in some instances

- pack mirelurks should allow interaction now (woops)

- fixed the dog pack addon's skinning

- tracking should work more consistently now Gameplay Tweaks:

- increased capture chances for all animals (all sources)

- capture chance is now influenced by Animal Friend, Wasteland Whisperer, and Luck (maximum +22%)

- removed XP reward for killing pack animals (maybe...?)

- pack dogs can no longer open doors

- pack animals now use the standard follower command interface Misc:

- converted most debug text to message format - still a few more left

- added crafting menu display objects for pack animals

- base work for vicious dogs and FEV hounds for a future update

- base work for Far Harbor + Nuka World DLC support

- the tracking quest is back to being listed as a side quest instead of misc objectives

- improved compatibility with game start by not starting the manager quest until an animal trainer is built

Version 1.00 completely rebuilt the mod with the creation kit

Version 0.62 - fixed uninstall script stalling until pack animals are deleted.

- fixed uninstall/reset procedure to properly clear tracked pack animals and reset the count variable

- fixed brahmin health being set to 5.0 when arriving at settlements they were sent to (facepalm)

- edited dead cleanup to allow for more than one body to be marked for delete per hour

- pack brahmin sandboxing behavior should now be identical to default workshop brahmin behavior

Version 0.61 fixed reversed Wait on Player Enter Interior option

Version 0.9 - increased pack brahmin speed

- configuration is now handled by a holotape

- pack animal aggression can now be configured

- added the option to make pack animals essential

- pack animals are now protected/essential when spawned while the option is enabled

- lowered script update time to every 30 minutes game time (from an hour) to work around pathing issues

- added cheat 'equipment' for carry weight and speed

- (probably) fixed settlers randomly attacking your pack animals

- added the option to track pack animals when they die

- cleaned up + optimized scripts (somewhat)

- preparations to allow default game animals to be managed by the mod

Version 0.6 - removed broken default/alternate follow AI

- added a toggle to allow pack animals to follow the player into buildings

- added "(player name)'s " to pack animal names

- tracking targets now display the target's name in preparation for additional animal types in a future release

- fixed packs not being properly removed from the interaction menu

- fixed most instances of pack animals getting stuck while travelling

- replaced most of the scripted debug text with message forms

Version 0.5 initial release



This mod adds an alternate follower system for pack animals.

Several methods of obtaining pack animals are included, as is the ability to craft and upgrade equipment for them.





NOTE: Don't install this mod if you have a problem with scripts for some reason.

- I'm sure the scripts in this mod aren't perfect by any definition, but I did what I could to keep everything optimized.





** Keep in mind that this is a work in progress - It mostly works, but definitely needs some more work and lots of testing. Some features are poorly or not at all documented. This was done on purpose to encourage experimentation :P **





Included animals

Brahmin, Raider Dog, Molerat, Radstag, Deathclaw, Gorilla, Yao Guai, Cat, Radroach



Animals with visible packs for now: Brahmin, Molerat, Raider Dog, Radstag

- more soon.

- other equipment is visible for all included animals.





Installation



NOTE ON UPDATING : If you have an older version installed, remove it. The new version has been completely rebuilt, including the plugin name.





If you use Nexus Mod Manager, follow the installer's instructions.

- If you have problems with the archive version, use the loose files version.

- Installing the BA2 archive version ('00a - Core - BSA' if doing a manual install) is recommended since there are some performance improvements to texture loading that are not used when using loose files.



Manual Install:

- Extract the contents of either 'ModFiles\00a - Core - BSA' or '00b - Core - Loose' to your Fallout4\Data directory.

- Extract the plugin from 'ModFiles\01 - Plugin - Main'

- Activate the plugin.





Basic Usage



Build an Animal Trainer structure in one of your settlements. It can be found in the workshop menu under Resources -> Misc.

- A holotape with somewhat finished instructions will be added to your inventory once it's built.

- This structure contains several 'crafting' recipes to create packs for your captured animals, convert animals to live in a settlement, and 'order' new animals to be captured.



A half-finished buggy way to assign settlers as guards is included, and can be accessed by building a Guard Center and assigning settlers to it.



Pack animals can be captured by using Beta Wave Grenades and Mines, which can be crafted at Chemistry Stations or Animal Trainers.

- Each animal type has a different chance of being captured by grenades and mines.

- I'm still testing this part, so it may take a lot of grenades to capture some animals :D



Pack animals can be ordered around like any other followers, and include a dialogue menu with several options and commands that can be accessed by using 'Talk' in the main dialogue menu.



After building a pack, you can upgrade it at an Armor Workbench to add tracking capabilities and extra pack capacity. Bigger packs will slow animals down.





Known Issues / ToDo list:



The following animals' packs are invisible for now:

Deathclaw, Mirelurk, Gorilla, Yao Guai, Cat, Radroach

- Their stat increases still work, but no meshes are inclued for them yet.



Molerat packs and Brahmin bandanas have clipping issues with some animations.



Remote Commands don't work yet.



Lots of debug text is still visible.



There is currently no limit to the number of idle pack animals. Don't overdo it. Your save file will thank you for it.



Track all Idle/Active is not currently enabled. You will need to equip your pack animals with either an implant or an RF Emitter pack upgrade.



The Animal Trainer and Animal Guard Center structures are slightly retextured copies of the Caravan Center for now.

- They will be replaced with custom meshes in a future release.



Radstags have a tendency to sit down and slide across the ground instead of walking.



Radstag and Dog heavy pack addons are identical visually to light ones.



Pack lamps don't work yet. They can be attached to brahmin packs, but will not light up.



Several people have reported their pack animals disappearing when waiting or being sent to a settlement.



Pack inventory will sometimes (rarely) disappear. Don't store things you're attached to in animal packs for now.



Sending a pack animal from Far Harbor to a Commonwealth settlement can cause it to disappear.



The animal selection menu that appears when selecting an animal to guard or converting a pack animal to a workshop animal will show the first animal's option again after you selected one. Click Cancel when this happens for now.



If you convert pack animal to a workshop animal, it will not retain its skin (glowing, etc).







Compatibility



I'm not aware of any issues caused by loading this before or after other mods, as it doesn't override anything.







Notes/Misc



legal:

- This mod (like all other mods) is not made and/or supported by Bethesda Game Studios.

- This mod includes modified versions of audio files, materials, meshes and textures created and owned by Bethesda Game Studios.





- Please don't 'convert' this mod for use with consoles. I will get to it when it's ready. Some of the scripts still depend on debug functions, which are not compiled when targeting consoles.







Tools used

Creation Kit, NifSkope 2.0 dev, Material Editor, Outfit Studio, Blender (PBR custom build), GIMP, Notepad++