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Though I'll be honest in that I'm not entirely sure. I disabled the explosions and called it a day - my testing was only so much as ot ensure that part worked. Most of my recent gameplay has been prototyping in Creative so I haven't had much personal experience with the Hounds either way.
Tried just removing the action itself but that caused an error.
<BTNode xsi:type="MyObjectBuilder_BehaviorTreeActionNode">
<ActionName>Explode</ActionName>
</BTNode>
in the AIBehavior file then I can assure everyone this works perfect on a dedicated server, Those are the only 3 lines I removed on my mod and my server runs great with normal dog aggro and attacks just no more Jihad explosions. I was about to upload this same mod but I saw yours up.
If you're using a paid host, they should have instructions on how to install mods for their servers. There's likely instructions for manual installations on your own DS somewhere on the forums if you're going that route.