1.1 - Altered many of the animations to work while moving back, forward, standing and pressing both left and right buttons (LT and RT OR MOUSE LEFT CLICK and MOUSE RIGHT CLICK)
1.1.1 - Deleted the 180 turning animations when slighting trying to move. when activating some objects a different animation will play. may or may not fixed the issue with the freezing loading icon
1.2 - Changes a couple animation layouts, killcams will work on all humanoid types, added camera control to skeletion
1.3 - You can now use the deathclaw withoutt worrying about save crashing, just setrace 1deathclaw and it will be animated.
1.4 - Added a alternate way to turn into a deathclaw. You can craft the item at a chemlab under UTILITY. Dont equip or unequip it while in pipboy. add it to your hotkey to equip and drop it to unequip. Needs main file.
1.4.2 - Dirt throw usable with throwing weapon.
1.5, 1.5.1 - All Alternate skins have been turned into its own race, craft it at the chemlab and hotkey the items. Craftable dirt throw items. Packed into a Ba2 format, Comes with 1st person arms
1.5.2 - Added idles u can play with, added two factions. Deathclaw and gulper faction. Will make DCs GCs and Gs friendly towards u if they aren't already hostile. Some other edits... Craft the idles and the faction items at the chemlab Added animations for the cannibal and sandman but may be buggy and wont work correctly.
If you are having problems with any of these race mods...
You can only use one playable creature mod at a time. If you try to use more than one, then one of them will be in a stuck t pose. and u will uninstall the one you don't wanna use to fix it.
--------------------------------------------------------------------------------- Xboner Port
I think I managed to fix the collusion on the deathclaw skeleton so It's about the same as that of a human. I've tested it multiple times but It may have issues because I haven't done anything like this before...
Here's the link: https://drive.google.com/drive/folders/17eJESoJ9b4HAErex9DPzlATDS4vP37kn?usp=sharing Place it in Fallout4/Data/Meshes/Actors/PowerArmor/CharacterAssets
BLESS THIS COMMENT AND YOU!! I can now play as a deathclaw in dungeons/tight spaces with no problem now! Thank you SO much! I did not have a PowerArmor folder in my data, so I went to Fallout4/Data/Meshes/Actors/Deathclaw and place that .nif right in, works like a charm!
simply means it's close but I think this line of testing is not without merit. perhaps start adding back in Collison on feet related nodes and see if any one node in particular could restore lost function?
The best solution I've found for fitting my big ass into buildings is to download the FO4 hotkeys mod and bind the noclip command (tcl) to a key. And then imagine crawling through these areas in first person lol.
Also, use this command to disable your health regen: Player.ForceAV HealRate 0
so, I turn into a deathclaw for about 5 seconds, then the animations bug out for a second before it swaps me back to a human with full weight capacity, anyone knows whats going on? everything is enabled and this happens with both the console command and item
genuinely don't know whats wrong, because I have everything installed, everything shows up, it "works" I just turn back into a human instantly no matter which way I go about the transformation. I really hope someone understands whats wrong, I have no other playable creature mod or anything of the sort, just really confused rn and I see no one else having nor had the same issue, just a lot of invisible deathclaws never someone turning back into a human after 5 seconds.
Whenever I go into third person, the camera does loop-dee-doops whenever I try to turn. Also, the deathclaw attacks aren't working. Any ideas as to why this is happening?
I ran into a few of the recurring issues others are noting here, so Imma toss in how I fixed em:
1. Invisible Deathclaw Caused by looks menu, fixed by booting save with an older version, 1-6-18 is the specific one that worked.
2. Commands not working First, the way its written in the description is weird. The actual commands are in lowercase, and the format between the Numbered versions and the ones where a letter is used are different. (eg. Glowing Deathclaw Matriarch is 5555deathclaw, where as Quantum Deathclaw Matriarch is 4qdeathclaw). Secondly, if it actually wont take, then check the chemistry bench for a DEATHCLAW tab. If its not there, see 3.
3. Nothing in the chemistry station, commands don't work, character bounces a little but nothing else happens Probably ESM related, try reinstalling the mod itself, then disabling all your other mods, then slowly add them back in one at a time. This should iron out whatever conflict is happening, and It should start working.
(?). Gulperclaw Happened only once, but all animations were replaced with the gulper animations, causing deathclaws to be unable to do a normal attack, and sprint in the derpiest manner I've ever seen. Reinstalling the mod fixed that one, not seen it mentioned anywhere else.
That's what I've got. Other stuff has answers in the thread, dig a little and you'll find them, but these ones all had questions asked 2 years ago, got an edit that said they fixed it, with no further context. I love this mod, so here's all the stuff you might need if you run into those! Happy Rampaging fellow Lizards!
EDIT: I don't use unique player, that also plays a part in the invisible deathclaw thing, keep that in mind if you use that one.
If anyone is interested, I was able to get this and Proto-Argonian Race to work. Just added an item to have the change form call for Proto-Argonian Race instead of human.
I want to upload it but also want to test it on a fresh install... so if anyone is interested in testing, please message me or reply and I can send you see if it works. I only poke around in CK, so need a test dummy!
So I don't know why, but this mod breaks npc power armor as well, makes it invisible, which is odd because the playable robots mod for example does not. I'm trying to figure out what the difference is between them implementation wise, but thus far no luck.
Edit: Managed to fix it, by extracting the "powerarmororiginal" meshes from playable robots ba2 into the data folder. Not even sure what that did, but it fixed it.
Going try this work around when I install Fallout 4 base next, thanks for sharing. Was just using this mod with Fallout London, so might not be right away but will report back if i learn anything else.
I didn't play it with it start to finish, only added it later in the campaign, but it worked and was quite fun to run around as deathclaw in London. It was not perfect of course, it seemed to crash when I entered water (water with RAD's), if I switched between human to deathclaw when taking RADs, or picked up a legendary item when in deathclaw. But it was manageable and I had fun with it.
Just to be clear, the mod is great, only reason I had crashes is due to running it with a complete overall mod. Dont let me dissuade you from trying this on a normal fallout 4 game.
this mod is incredible, especially for people that hate being humans in games like myself, and also, you are the first and only one to do this. What do i mean by this? i mean that you dont have competition; if people want to play as a deathclaw they will have to come to your mod, so i kindly ask if you could please fix some issues with the mod
some people have even precisely pointed out the issues and how to fix them.
568 comments
1.0 - Released
1.1 - Altered many of the animations to work while moving back, forward, standing and pressing both left and right buttons (LT and RT OR MOUSE LEFT CLICK and MOUSE RIGHT CLICK)
1.1.1 - Deleted the 180 turning animations when slighting trying to move. when activating some objects a different animation will play. may or may not fixed the issue with the freezing loading icon
1.2 - Changes a couple animation layouts, killcams will work on all humanoid types, added camera control to skeletion
1.3 - You can now use the deathclaw withoutt worrying about save crashing, just setrace 1deathclaw and it will be animated.
1.4 - Added a alternate way to turn into a deathclaw. You can craft the item at a chemlab under UTILITY. Dont equip or unequip it while in pipboy. add it to your hotkey to equip and drop it to unequip. Needs main file.
1.4.2 - Dirt throw usable with throwing weapon.
1.5, 1.5.1 - All Alternate skins have been turned into its own race, craft it at the chemlab and hotkey the items. Craftable dirt throw items. Packed into a Ba2 format, Comes with 1st person arms
1.5.2 - Added idles u can play with, added two factions. Deathclaw and gulper faction. Will make DCs GCs and Gs friendly towards u if they aren't already hostile. Some other edits... Craft the idles and the faction items at the chemlab Added animations for the cannibal and sandman but may be buggy and wont work correctly.
If you are having problems with any of these race mods...
Add this in Fallout4Custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Its in Documents\My Games\Fallout4
---------------------------------------------------------------------------------
You can only use one playable creature mod at a time. If you try to use more than one, then one of them will be in a stuck t pose. and u will uninstall the one you don't wanna use to fix it.
---------------------------------------------------------------------------------
Xboner Port
Playable Deathclaw 1.6
Playable Deathclaw 1.6 - All Dlc
I think I managed to fix the collusion on the deathclaw skeleton so It's about the same as that of a human.
I've tested it multiple times but It may have issues because I haven't done anything like this before...
Here's the link: https://drive.google.com/drive/folders/17eJESoJ9b4HAErex9DPzlATDS4vP37kn?usp=sharing
Place it in Fallout4/Data/Meshes/Actors/PowerArmor/CharacterAssets
Hope this helps!
Bye!!!!
PS Amazing mod! =^._.^= ?
Also, use this command to disable your health regen: Player.ForceAV HealRate 0
1. Invisible Deathclaw
Caused by looks menu, fixed by booting save with an older version, 1-6-18 is the specific one that worked.
2. Commands not working
First, the way its written in the description is weird. The actual commands are in lowercase, and the format between the Numbered versions and the ones where a letter is used are different. (eg. Glowing Deathclaw Matriarch is 5555deathclaw, where as Quantum Deathclaw Matriarch is 4qdeathclaw). Secondly, if it actually wont take, then check the chemistry bench for a DEATHCLAW tab. If its not there, see 3.
3. Nothing in the chemistry station, commands don't work, character bounces a little but nothing else happens
Probably ESM related, try reinstalling the mod itself, then disabling all your other mods, then slowly add them back in one at a time. This should iron out whatever conflict is happening, and It should start working.
(?). Gulperclaw
Happened only once, but all animations were replaced with the gulper animations, causing deathclaws to be unable to do a normal attack, and sprint in the derpiest manner I've ever seen. Reinstalling the mod fixed that one, not seen it mentioned anywhere else.
That's what I've got. Other stuff has answers in the thread, dig a little and you'll find them, but these ones all had questions asked 2 years ago, got an edit that said they fixed it, with no further context. I love this mod, so here's all the stuff you might need if you run into those!
Happy Rampaging fellow Lizards!
EDIT:
I don't use unique player, that also plays a part in the invisible deathclaw thing, keep that in mind if you use that one.
EDIT 2:
Added some context to 2.
I want to upload it but also want to test it on a fresh install... so if anyone is interested in testing, please message me or reply and I can send
you see if it works. I only poke around in CK, so need a test dummy!
Edit: Managed to fix it, by extracting the "powerarmororiginal" meshes from playable robots ba2 into the data folder. Not even sure what that did, but it fixed it.
I didn't play it with it start to finish, only added it later in the campaign, but it worked and was quite fun to run around as deathclaw in London. It was not perfect of course, it seemed to crash when I entered water (water with RAD's), if I switched between human to deathclaw when taking RADs, or picked up a legendary item when in deathclaw. But it was manageable and I had fun with it.
Just to be clear, the mod is great, only reason I had crashes is due to running it with a complete overall mod. Dont let me dissuade you from trying this on a normal fallout 4 game.
also it would be cool when using the two claws going up you would be able to flip cars like deathclaws do with that animation normally
this mod is incredible, especially for people that hate being humans in games like myself, and also, you are the first and only one to do this. What do i mean by this? i mean that you dont have competition; if people want to play as a deathclaw they will have to come to your mod, so i kindly ask if you could please fix some issues with the mod
some people have even precisely pointed out the issues and how to fix them.