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?
Alright, so I've basically figured out how this mod works, I think.
It basically replaces or piggybacks on the vanilla power armor function to allow the player two forms, since there's the Player's race which works in conjunction with PowerArmorRace, which is why this mod breaks power armor.
The best way to go about it would have been to just use SetRace on an actual deathclaw creature and map stuff directly instead of piggybacking on PA.
Overall, the tradeoff with PA kinda makes sense, if you TF'd while in PA in terms of lore you'd either be completely squished and die, or you'd destroy the power armor. From a gameplay standpoint, it's just a massive inconvenience.
This mod has some core issues including feature creep, and users are complaining and sniveling about things that basically break the premise of this mod:
Core issue: PA disabled Core issue: Default camera settings for normal human are annoying
Core issue: the script handling transformations is poorly written. It should GetRace on player, store that to a variable, and then SetRace when changing back. This is specifically for custom races, such as Blaze69's Deathclaw Player, which I use. I had to manually adjust the script and set DeathclawRace as a masterfile for Playable Deathclaw.
Core issue: Feature Creep. Or maybe creature creep. Many people who want this kind of mod really just want deathclaws. Gatorclaws are lazy reskins and gulpers just suck.
User complaint: Deathclaw too big to fit in doors.
Well no s#*! sherlock, it's a deathclaw. It's big. It's not gonna fit in your bedroom.
User complaint: Mod doesn't work.
That, to everyone reading this, is an astoundingly massive skill issue on your part. I am quite a stupid person and managed to get it working the way I want it within a couple hours with the CK and FO4Edit.
User complaint: [feature] doesn't work or exist
This mod is EIGHT YEARS OLD. The last mod the author published was FOUR years ago. Skill issue, fix the mod yourself.
From a secondary developer standpoint, there's too many 'claws to choose from and too many QoL issues to make this mod any more than a novelty. I would never install this as a main feature of a playthrough. In addition, the formIDs within the ESP itself are really, really annoying to work with, making fixing problems and incompatibilities more tedious and annoying than it has to be.
Abba, I emplore you to at the very least fix some of these problems. As they would say, ATBGE. But in this case, it's GMBHI. Good mod, but horrible implementation.
As I know the Nexus staff are ban and warning happy, this isn't intended to disparage this mod, as it is just a genuine review and criticism.
Regarding this: "Core issue: the script handling transformations is poorly written. It should GetRace on player, store that to a variable, and then SetRace when changing back. This is specifically for custom races, such as Blaze69's Deathclaw Player, which I use. I had to manually adjust the script and set DeathclawRace as a masterfile for Playable Deathclaw."
Would you mind expanding on how exactly you have the two mods working together and what that manages to fix/add vs. just having Playable Deathclaw installed (if I want to keep my Human base race but still be able to transform into a deathclaw in a less glitchy manner)? Also, if you wouldn't mind giving a slightly-longer-than-TL;DR on what exactly you did to get them to cooperate, that would be fantastic!
Ok, I hand this problem for a while, but I finally fixed it, so I'm posting it here so you don't have to struggle as I did.
Quantum and Glowing Deathclaws will aggro NPCs due to their radiation. This can make it rather hard to play as one, which sucks cause they are easily the best looking. SO, if you want to play as either of these, without being the commonwealth pariah, you need two things; 7ZIP, and FO4edit. 7zip is easy enough to find online, and Xedit, where FO4edit is found, is here on the nexus. Once you install FO4edit, here's the process:
chose the race you want to fix, either the Glowing ones in base, or the Quantum ones in the addon
In the View screen, near the top, is Actor Effects. The culprit is crGlowingDeathclawCloak "Radiation Cloak"
Right click and remove this line. FO4edit will ask you to confirm, and once you hit accept, ctrl+s or exit to save.
It doesn't seem to work for pre-existing save files, but your new saves should no longer be a problem. It took me 8 hours to work this out, so avoid my pain and use this method. If it still doesn't work, make sure there isn't another mod overwriting the race with another. If there is, do the same thing to the overwriting mod. If it still doesn't... IDK. I'm not a modder. That knowledge probably would have spared me the pain. If you know a simpler or better method, please tell me.
I tried using the various skeleton fixes to make the playable deathclaw able to fit through doorways and whatnot but they don't seem to be working. Is there a specific mod I should use to set up the "Fallout4/Data/Meshes/Actors/PowerArmor/CharacterAssets" path? I tried replacing the skeleton through "Fallout4/Data/Meshes/Actors/Deathclaw" as well as a few other methods but nothing seems to work, I also tried having this as the only mod to avoid conflicts and even starting a new game. Thanks to Abba for the amazing mod and Plum for working on a custom skeleton and improving it multiple times!
P.S. I'll link both of the google docks that have the various versions of the skeletons for reference, I tried using all versions but I fear I'm missing something important.
First version from Jan 2022 https://drive.google.com/drive/folders/17eJESoJ9b4HAErex9DPzlATDS4vP37kn?usp=sharing
Second version from May 2022 https://drive.google.com/drive/folders/1z-yNlQWv_l5GviS_HkBDVvrTyaEzoc3M?usp=sharing
I'm replying to my own comment because I have found the problem I was having and I was able to fix it, so here's the fix for anyone having the same issue as myself. You must download the optional Mini Deathclaw file, then use the .nif file from Plum's May update. In the files of the Mini Deathclaw mod, you exchange the skeleton for Plum's updated one. It's a simple fix but this wasn't explained very well (or I'm just dumb). Thank you again to Abba and Plumb, y'all did an amazing job! I hope this helps people avoid the time consuming troubleshooting and trial and error that I experienced.
Hello, I think I have found out the reason for Npcs sometimes becoming aggresive when you get close to them. For me this only happens to me with the Glowing and quantum deathclaws. Checking in the files reveals that the Races have the 'crglowingdeathclawcloak' 'spell' on them, which give off rads to anyone too close to them. Removing that should fix the issue and allow them to be played with the same ease as the other deathclaws.
549 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! =^._.^= ?
It basically replaces or piggybacks on the vanilla power armor function to allow the player two forms, since there's the Player's race which works in conjunction with PowerArmorRace, which is why this mod breaks power armor.
The best way to go about it would have been to just use SetRace on an actual deathclaw creature and map stuff directly instead of piggybacking on PA.
Overall, the tradeoff with PA kinda makes sense, if you TF'd while in PA in terms of lore you'd either be completely squished and die, or you'd destroy the power armor. From a gameplay standpoint, it's just a massive inconvenience.
This mod has some core issues including feature creep, and users are complaining and sniveling about things that basically break the premise of this mod:
Core issue: PA disabled
Core issue: Default camera settings for normal human are annoying
Core issue: the script handling transformations is poorly written. It should GetRace on player, store that to a variable, and then SetRace when changing back. This is specifically for custom races, such as Blaze69's Deathclaw Player, which I use. I had to manually adjust the script and set DeathclawRace as a masterfile for Playable Deathclaw.
Core issue: Feature Creep. Or maybe creature creep. Many people who want this kind of mod really just want deathclaws. Gatorclaws are lazy reskins and gulpers just suck.
User complaint: Deathclaw too big to fit in doors.
Well no s#*! sherlock, it's a deathclaw. It's big. It's not gonna fit in your bedroom.
User complaint: Mod doesn't work.
That, to everyone reading this, is an astoundingly massive skill issue on your part. I am quite a stupid person and managed to get it working the way I want it within a couple hours with the CK and FO4Edit.
User complaint: [feature] doesn't work or exist
This mod is EIGHT YEARS OLD. The last mod the author published was FOUR years ago. Skill issue, fix the mod yourself.
From a secondary developer standpoint, there's too many 'claws to choose from and too many QoL issues to make this mod any more than a novelty. I would never install this as a main feature of a playthrough. In addition, the formIDs within the ESP itself are really, really annoying to work with, making fixing problems and incompatibilities more tedious and annoying than it has to be.
Abba, I emplore you to at the very least fix some of these problems. As they would say, ATBGE. But in this case, it's GMBHI. Good mod, but horrible implementation.
As I know the Nexus staff are ban and warning happy, this isn't intended to disparage this mod, as it is just a genuine review and criticism.
"Core issue: the script handling transformations is poorly written. It should GetRace on player, store that to a variable,
and then SetRace when changing back. This is specifically for custom
races, such as Blaze69's Deathclaw Player, which I use. I had to
manually adjust the script and set DeathclawRace as a masterfile for
Playable Deathclaw."
Would you mind expanding on how exactly you have the two mods working together and what that manages to fix/add vs. just having Playable Deathclaw installed (if I want to keep my Human base race but still be able to transform into a deathclaw in a less glitchy manner)? Also, if you wouldn't mind giving a slightly-longer-than-TL;DR on what exactly you did to get them to cooperate, that would be fantastic!
Quantum and Glowing Deathclaws will aggro NPCs due to their radiation. This can make it rather hard to play as one, which sucks cause they are easily the best looking. SO, if you want to play as either of these, without being the commonwealth pariah, you need two things; 7ZIP, and FO4edit. 7zip is easy enough to find online, and Xedit, where FO4edit is found, is here on the nexus. Once you install FO4edit, here's the process:
Run FO4edit
Load Playable Deathclaw/ Deathclaw - Gatorclaw & Quantum
Go under the mod and find the Race tab
chose the race you want to fix, either the Glowing ones in base, or the Quantum ones in the addon
In the View screen, near the top, is Actor Effects. The culprit is crGlowingDeathclawCloak "Radiation Cloak"
Right click and remove this line. FO4edit will ask you to confirm, and once you hit accept, ctrl+s or exit to save.
It doesn't seem to work for pre-existing save files, but your new saves should no longer be a problem. It took me 8 hours to work this out, so avoid my pain and use this method. If it still doesn't work, make sure there isn't another mod overwriting the race with another. If there is, do the same thing to the overwriting mod. If it still doesn't... IDK. I'm not a modder. That knowledge probably would have spared me the pain. If you know a simpler or better method, please tell me.
RESOLVED: There is an item for that.
its this compatible with other death claw mods?
P.S. I'll link both of the google docks that have the various versions of the skeletons for reference, I tried using all versions but I fear I'm missing something important.
First version from Jan 2022
https://drive.google.com/drive/folders/17eJESoJ9b4HAErex9DPzlATDS4vP37kn?usp=sharing
Second version from May 2022
https://drive.google.com/drive/folders/1z-yNlQWv_l5GviS_HkBDVvrTyaEzoc3M?usp=sharing