The mod will introduce wild boar and feral hogs to the province of Skyrim. The end goal is to have adult male/female variants of both spiecies, as well as young piglets.

Planned Features:
-Migrating heards based on season/month
-Pigs raiding settlements/farms in search of food
-Agressive male adults, hearding sows and piglets
-Food harvested from hogs compatible with IMCN (Imp's More Complex Needs)
-Harvestable hide(s) and other animal parts
-Guide book to migration patterns, prefered habitat, recipes and other useful info for hunters to use on pig hunts.

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Development of the adult male AI packages is well underway. The first set is complete for the Public v0.1 beta demo.

The set includes:
*note* Combat interruption applies to these packages

Foraging (Dawn/Dusk)

These 2 packages make the adult male hogs go out and graze 16384 units (roughly 234 metric meters) from their respective nesting area.

Nesting (Daytime)

This package will make adult males seek out "foliage" objects to sleep in/around/under (trees).

Raid (Nightime)
This package will make adult males seek out one of the following objects relevant to NPC developed areas within a 16384 radius perimeter from adult male position during Raid package initiation with the intent of showing the adult males actively trying to exploit settlements etc for food/prey creatures to eat. So basically long story short, pigs using the raid AI package will be drawn to settlements etc at night:P

Relevant Object Reference Keyword List
(for adult male raid AI package):


To be added to the list:
-edible plants (wild or farmed)
-children or dogs

The sequence for the package is the engine will go down the reference keyword list and once it lands on one that is in pigs radius, it marks that travel procedure, the pig goes to radius of object, and starts sequence procedure idle meaning he'll do idle stuff once he gets there or most likely attack villagers/animals. I need to tweak theadult males a bit still to make them a tad more timid, they will stand there and give you some warning grunts but once you are in combat with them, they rarely run off... or have a chance to >:D

One thing I am wondering about is how to make the object reference keyword list order I am using for the travel sequences randomized so that if an adult male keeps spawning in the same general area, the object reference keyword they choose to move to isn't always the first one in the list the engine encounters. IE if a grain mill is near the adult male and the grain mill sequence is at the top of list, and each night the pig goes out on his raid the chosen travel sequnce he will always take will be the the one which contains the first keyword which is relevant to him which will always be "GrainMill".

Stay tuned...

Progress Report 21/06/03

Progress Report 21/06/03

2 years ago News 0 comments

A summary of recent work activity related to the mod in development.

 Progress Report 19/06/03

Progress Report 19/06/03

2 years ago News 4 comments

A summary of recent work activity related to the mod in development.

Progress Report 18/06/03

Progress Report 18/06/03

2 years ago News 0 comments

A summary of recent work activity related to the mod in development.

Progress Report 14/06/13

Progress Report 14/06/13

2 years ago News 0 comments

A summary of recent work activity related to the mod in development.

Post comment Comments  (0 - 10 of 18)
Dosenmais Sep 7 2014 says:

Well, this looks like its dead.

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Guest Aug 20 2014 says:

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foleydude1 Jun 17 2014 says:

I hope this sees the light of day, I love the adition of new wildlife to Skyrim. The game has been out for a while and some virtual hunting is always a good way to kill time =)

+1 vote     reply to comment
Guest Jan 6 2014 says:

i love it

+1 vote     reply to comment
scandaldog Online
scandaldog Jan 2 2014 says:

hope this hasn't died, patiently waiting for the final version. i really like the mod, ceep it up! :D

+2 votes     reply to comment
Dutcher Aug 13 2013 says:

Any luck with the boar aggro sound?

"waiting at the Bannered Mare for my porkchops to be served" ;)

+2 votes     reply to comment
Wilson_B Creator
Wilson_B Jul 8 2013 says:

One other issue which is preventing the beta release is an issue with the boar aggro sound. I didn't use anything sound, armour, skin, actor, quest, quest dialogue, combat style, voicetype, package etc related to the cow, and yet when the boar spots player or another actor and goes to warn them to stay away, the boar moos like a cow... The only things I am using related to the cow is the boneset and hkx behviour... None of the boar sound descriptors are cow moos, none of the packages/quest dialogue I made call up crCowVoice at any point... this is frusterating as hell... I ... just ... wanna ... release ... this ... :biggrin:

+2 votes   reply to comment
Wilson_B Creator
Wilson_B Jul 5 2013 says:

Hey guys, quick update - Wrapping up stuff for public beta, solved the audio problem I was having and unfortunately noticed that the pig walk/run anims are not being displayed on models at distance (especially noticable on the Whiterun Hold plains). Trying to see if I can fix this small annoyance before release... Stay Tuned!

+2 votes   reply to comment
Wilson_B Creator
Wilson_B Jul 1 2013 says:

HogsGoneWild v0.1 Public Beta will be released in the next couple days hopefully.

Ran into some issues with getting the unique adult boar voicetype setup not working yet in-game which I am in the process of fixing (hopefully quickly).

Long weekend here in Canada so I lost a few days being able to finish up work on the public beta but am back on track now and will work towards demo release post haste.

+2 votes   reply to comment
maniac2109 Jun 23 2013 says:

What a nice idea. I love the amount of details on the models as well as on their behaviour. I hope you will reach all your planned features! Keep it up :)

+4 votes     reply to comment
Wilson_B Creator
Wilson_B Jun 24 2013 replied:

Thanks for your interest and comments!

+3 votes   reply to comment
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