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)

Features:
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)

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

Raid (Nightime)
Features:
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):

-BanditCamp
-GrainMill
-SmallCookingPot
-CookingSpit
-Farm
-ForswornCamp
-GiantCamp
-Settlement
-Town
-MilitaryCamp
-OrcStronghold

To be added to the list:
-reagents
-edible plants (wild or farmed)
-chickens
-goats
-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

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

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

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

News 0 comments

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

Post comment Comments  (0 - 10 of 18)
Dosenmais
Dosenmais

Well, this looks like its dead.

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foleydude1
foleydude1

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 =)

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Guest
Guest

i love it

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scandaldog
scandaldog

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

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Dutcher
Dutcher

Any luck with the boar aggro sound?

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

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Wilson_B Creator
Wilson_B

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:

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Wilson_B Creator
Wilson_B

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!

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Wilson_B Creator
Wilson_B

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.

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maniac2109
maniac2109

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 :)

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Wilson_B Creator
Wilson_B

Thanks for your interest and comments!

Reply Good karma+3 votes
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