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Adding a Hunter/Tamer Plot

Sajuuk333

Member
Messages
45
Dear All,

I picked up FO4 recently, and I've been a long time fan of SS1, and SS2 is shaping up REALLY nicely (I LOVE the quests).

However, I was thinking if a plot or quest/questline that would net you a beastiary or some new pets would work. Currently, there is only this mod on the Nexus, and it hasn't been updated in a very long time.

We have a system for creating robots, why not a simpler one for taming? SS2 could add that through an addon or perhaps even in the full version.

The plot would need an assigned hunter, which would hunt daily. Depending on plot level and hunter stats, he could return with pets that you could then either butcher or recruit. They could replace your active companion, or possibly just Dogmeat (I usually play with Dogmeat as a second companion, as intended). The highest level plot, with a sufficiently skilled settler, would have a daily chance of netting you rare or extremely strong variations of Deathclaws, ghouls, whatever else is possible.

Of course, the plot would consume lots of food and water (for bait and maintenance), and possibly even security. Then, it could take different types of ingredients in order to raise chances of catching certain creatures (craft at cooking stations).

Thoughts?
 
I think there is already a pet store if you want to add pets, Uituit has added through Junk Town 2 the possibilities to buy every scary crature you can imagine (Deathclaws, Behemoths etc) and I don't think we need another new type of plots to do what the pet store already offers.

A hunter plot (as part of the agricultural category) is not out of the question, it makes sense to have food production made by hunting so I'm in favour of this part but the whole "get free new pets" I'm not.
 
There's also the "bait cages" added in one of the mini expansions that, if you have the right perks, lets you capture and "tame" a series of increasingly large creatures up to Deathclaws. Admittedly those used to cause problems with plots but that's fixed now so there's really no reason you can't just swarm a settlement with, say, Deathclaws or Cats. Aside from the meat that you need to bait the cage, at least. Also, don't do this in the Triangle of Death. I crashed a test game pretty hard making Sanctuary into a crazy cat town in order to increase happiness without spamming recreation plots.
 
There’s a lot things that could be done. I have a good number of butcher, hunting, fishing related mashups (in Salty Oat Outfitter mod) that could be used. Question is what value is being provided... meat? hides? pets? trapped feral animals? cache of mounted heads? Or something more useful (eg strength boost like rec plot)?
 
lots of options... tamed animals and enabling sales at furniture store would be good things to consider enabling

tbh, was thinking of RDO animal rescue missions. poachers (hunters) have feral animals inside cages (FO4 has cages), and when the animals are released you have to be careful. the predators attack; the hunted bolt off in a flash
 
My add on has a residential plot that spawns in a dog.
I also have agricultural plots that are a chicken coop and a rabbit hutch which spawn these animals that can be killed and harvested if you so desire.

If you want plots to spawn different creatures its something you can design. It might even be possible to lock the different creature plots behind quests to capture that type of creature with the existing in game mechanics.

I can easily see a martial plot that spawns a deathclaw. You will have to play with their faction settings to make sure they don't slaughter everyone but it can be done.

If this is something you want I absolutely recommend downloading the Creation Kit and going through the tutorials KingGath has created. That way to can create something that fits your ideas.
 
My add on has a residential plot that spawns in a dog.
I also have agricultural plots that are a chicken coop and a rabbit hutch which spawn these animals that can be killed and harvested if you so desire.

If you want plots to spawn different creatures its something you can design. It might even be possible to lock the different creature plots behind quests to capture that type of creature with the existing in game mechanics.

I can easily see a martial plot that spawns a deathclaw. You will have to play with their faction settings to make sure they don't slaughter everyone but it can be done.

If this is something you want I absolutely recommend downloading the Creation Kit and going through the tutorials KingGath has created. That way to can create something that fits your ideas.
I knew that you could harvest meat off the animals but I usually do it when they die in settlement attacks. I'll have to maybe do some clean up in a couple settlements. Will they respawn if killed for meat? the chickens and rabbits? And thank you soo much for tiny living, its a life saver and I love the plots can't wait to see what you have in store next.
 
I knew that you could harvest meat off the animals but I usually do it when they die in settlement attacks. I'll have to maybe do some clean up in a couple settlements. Will they respawn if killed for meat? the chickens and rabbits? And thank you soo much for tiny living, its a life saver and I love the plots can't wait to see what you have in store next.
Assuming I did everything correctly, yes they should respawn. In not sure about the time it takes (whatever the games default is, I may need to do more testing). Depending on your immersion level you could always force a respawn with a plot refresh. (this would also work on the SBF plot to force the dogs skin to change.)

Glad I could be of service.
Right now I am working on commercial and industrial plots. The plan is to use the skin system to allow them to work as both interior and exterior plots.
There might be a few xtra new plots added in as well.
 
Assuming I did everything correctly, yes they should respawn. In not sure about the time it takes (whatever the games default is, I may need to do more testing). Depending on your immersion level you could always force a respawn with a plot refresh. (this would also work on the SBF plot to force the dogs skin to change.)

Glad I could be of service.
Right now I am working on commercial and industrial plots. The plan is to use the skin system to allow them to work as both interior and exterior plots.
There might be a few xtra new plots added in as well.
eI put the dog and their person plot at the end of a pier and the poor guy kept falling off into the water. Had to make more space around it to help him out. And yeah there's some good food recipies that need the rabbit or chicken parts
 
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