Animal Companions/Familiars Attacking Bunnies

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Curmudgeon
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Animal Companions/Familiars Attacking Bunnies

Post by Curmudgeon »

You can prevent your companion or familiar from rashly attacking any animal that comes into sight by Examining her and choosing the Behavior tab, set Puppet Mode to On (AI off).

You can still order your companion's actions with Broadcast Command or via Voice Emote (which you can quickslot).
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dob85y
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Post by dob85y »

if you order them to follow, then they shouldnt attack untill told to, and if you have a panther, you can order it stealthy, cool eh!
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AsuraKing
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Post by AsuraKing »

Yeah, i tried doing the puppet mode, but it gets very annoying, more so than just telling them to stay once in a while.
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Post by Veilan »

How about making the animal spawn non-hostile again? While their hostility does neatly showcase your new morale system, it can be confusing. Someone who wants to hunt can figure out how to attack a non-hostile target fine I'd think, and this way, we work around the assumption some folks have that hostile ooc = hostile stance ic, free to kill.
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Burt
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Post by Burt »

Actually it's impossible for a wizard to attack non-hostile targets. You just can't target them with spells (barring AoEs I suppose). As such, I welcome hostile animals which I can murder with aplomb.
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Post by danielmn »

*hands Burt a Quarter Staff of Flames* :D
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Wynna
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Post by Wynna »

I'm looking for solutions to animals that should be running away attacking familiars and animal companions. Right now, I've found that if you control your familiar/companion so that they do not attack in return and if your PC clicks on the bunny/deer/horse to attack but veers off before actually hitting, the creature behaves right and runs away at that point because the onattack event kicks in that forces them to run away. (This does not work on higher morale critters that would be attacking anyway. The mountain lion is still going to eat you.) I will be testing various methods of having them not attack at all today.

On the other hand, under the morale system, if a PC attacks an animal that's running away, it's now a RP choice. Good RP or poor RP, but a choice.
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Mozinwrath
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Post by Mozinwrath »

Im just re-iterating the specific nature of the Wabbit Fwet. I typically only control the familiar to chase away larger game from the beaten path( stags,deer,horses,stallions,badgers, anything that would appear near the road). So far, I haven't had an instance of anything retaliating against the familiar. It's when I'm walking my PC through an area and come within "attack range" that they bear their bloody fangs. I've tried to attack with the familiar, but then the morale script works, and they take off running. Since I only have 4 HP and no real armor, killer bunnies are a real threat.
As such I've taken upon myself to purge the world of unsightly hares.
So at the end, I'm wondering. Does the morale script only check for humanoids and not other creature types?

EDIT: Wabbit Season is over, having been killed by a wild horse on my way to Rivermoot. And no, I didn't attack it.
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Burt
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Post by Burt »

Mozinwrath wrote: EDIT: Wabbit Season is over, having been killed by a wild horse on my way to Rivermoot. And no, I didn't attack it.
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I suggest you ask Wynnie for help, I'm pretty sure they're not supposed to attack.
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AsuraKing
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Post by AsuraKing »

Burt wrote: Hooved demons claim another soul.

I suggest you ask Wynnie for help, I'm pretty sure they're not supposed to attack.
Then why are the bloody things set to hostile?! :mad:
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Vendrin
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Post by Vendrin »

Because the wonderful morale scripts which were apparently needed only work on hostile creatures.
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Kest
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Post by Kest »

Are you certain the morale scripts ignore PC level? I've only ever seen horses run away from Vask.
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Post by Dorn »

So.

Morale only works on hostiles.

Perhaps:

1)
'Animals and neutral humanoids' - non-hostile
'Nasty's' - hostile

2)
Script that when 'Animals and neutral humanoids' are attacked they turn hostile for 5 minutes.

3)
They turn hostile and triggers morale check.

Outcome:
- Normally they're fine, esp for ranger/druids....even moreso for mages
- After attacked they can either attack or run (realistic and existing script)
- After attacked if they run away they stay wildeyed for about 5 mins (realistic)...or they are dead so it doesn't matter
- scriptig would have to be done which may be too hard and i don't know how
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Teric neDhalir
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Post by Teric neDhalir »

I know this is an issue, and it is being addressed, but as a matter of interest what do players with companions/familiars do when faced with creatures you would expect to be hostile like orcs or undead? Do you not have the same problem of having the companion dash off to attack?
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AsuraKing
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Post by AsuraKing »

Teric neDhalir wrote:I know this is an issue, and it is being addressed, but as a matter of interest what do players with companions/familiars do when faced with creatures you would expect to be hostile like orcs or undead? Do you not have the same problem of having the companion dash off to attack?
Yes!, its even worse... my bear runs off chasing an enemy while i'm to busy focused on another one and ends up getting the attention of all the other enemies in the area... ending up with me running away from a huge army of orcs or undead...

(think in Star Wars when Han Solo chases the storm troopers though the halls and ends up chasing them to the imperial army, ending up with him and Chewbaka running to the ship)
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