Features: -Fixed a bug with trying to collect an item from your second creature companion. -Version 1.4 of the Exotic Creatures patch now allows you to tame Nuka World creatures. Naturally, you need the Nuka World DLC.
The incorporation of Nuka World creatures is untested, but it should work without issue, since the changes needed were so simple. But if you find a problem where a particular Nuka World creature gives you trouble when trying to tame it, let me know.
PSA: If your glowing creatures are being attacked by your settlers, run the Debug option in the Beast Master holotape. That will switch out their harmful radiation cloak for one that won't hurt your allies.
1) GO READ THE DESCRIPTION. ALL OF IT. If you've already read it, go read it again. Things may have been updated.
2) If your creature was caught prior to version 1.1, YOU WILL NEED TO CATCH A NEW CREATURE. No, I can't make it so that the old creatures are still compatible. I want to, believe me. But it's not possible. Bad planning on my part when I first made this mod, perhaps, but it is what it is.
3) If you are using Unlimited Companion Framework (UCF), disable "Quick Recruit". It completely borks Beast Master.
4) Put Beast Master LAST in your load order. If you have 50 mods, it should be number 50. (If you also have the Exotic Creature patch, the patch should be number 51).
Fair warning: I am completely done with stupid questions and questions that are clearly answered in the description. If you ask a question that is already answered in the description or in this post, I WILL DELETE YOUR COMMENT.
Wondering if anyone else has this issue: I had a chameleon deathclaw, and after awhile I left it at one of my settlements. After coming back a few in-game days later, it changed from chameleon to glowing. Any way to change them back?
game is ruined now im stuck with a deathclaw because i cant talk to it i cant dissmiss him and its ruined everything i genuinly wish i never use this mod
Dw I got you Go somewhere you want to leave the deathclaw and use tai command on it it will freeze it there till you use tai on it again Atleast that's my solution for it
Thank you so much. I've had a brahim that wouldn't leave me alone even when I had my mutant hound following me. I kept getting trapped and cutscences ruined by it. I was ready to unistall and reinstall the mod but now I won't lose my mutant hound Atlas, thank you,
Hey I'm using the Bethesda version of this mod without the exotic creatures I guess, but I was wondering was the skill thing ever implemented and are there any other designs for the body paints on a deathclaw besides the tribal?
I'm currently trying to add a giant big fluffy cat (deathclaw AI) from another mod as a companion. Being vague here as its meant to be a secret part of the mod but when you find this fella, he's an enemy. I've got as far as making it friendly with console commands, so...
I was wondering if this mod made a unique companion type for its companion creatures which I could set my big fluffy friend to in order to get dialogue with it and order it around like a normal deathclaw captured in the mod?
So far i've tried setting it as a 'normal companion' and a 'dogmeat companion' but only trading and basic commands work. It would be great to set da big boy as a companion from this mod so that i can hopefully talk/dismiss/change tactics/etc.
Hello everyone, I really like this Mod but for some reason I can't make this mod works. I follow each and every instructions but I cant make it work, the problem that I have is that I can't inject the chip, I know im using the right chip but I can't, there is the indicator where in I can inject but for some reason its not working. please help me
1774 comments
Features:
-Fixed a bug with trying to collect an item from your second creature companion.
-Version 1.4 of the Exotic Creatures patch now allows you to tame Nuka World creatures. Naturally, you need the Nuka World DLC.
The incorporation of Nuka World creatures is untested, but it should work without issue, since the changes needed were so simple. But if you find a problem where a particular Nuka World creature gives you trouble when trying to tame it, let me know.
PSA: If your glowing creatures are being attacked by your settlers, run the Debug option in the Beast Master holotape. That will switch out their harmful radiation cloak for one that won't hurt your allies.
1) GO READ THE DESCRIPTION. ALL OF IT. If you've already read it, go read it again. Things may have been updated.
2) If your creature was caught prior to version 1.1, YOU WILL NEED TO CATCH A NEW CREATURE. No, I can't make it so that the old creatures are still compatible. I want to, believe me. But it's not possible. Bad planning on my part when I first made this mod, perhaps, but it is what it is.
3) If you are using Unlimited Companion Framework (UCF), disable "Quick Recruit". It completely borks Beast Master.
4) Put Beast Master LAST in your load order. If you have 50 mods, it should be number 50. (If you also have the Exotic Creature patch, the patch should be number 51).
Fair warning: I am completely done with stupid questions and questions that are clearly answered in the description. If you ask a question that is already answered in the description or in this post, I WILL DELETE YOUR COMMENT.
I had a chameleon deathclaw, and after awhile I left it at one of my settlements. After coming back a few in-game days later, it changed from chameleon to glowing.
Any way to change them back?
Go somewhere you want to leave the deathclaw and use tai command on it it will freeze it there till you use tai on it again
Atleast that's my solution for it
I was wondering if this mod made a unique companion type for its companion creatures which I could set my big fluffy friend to in order to get dialogue with it and order it around like a normal deathclaw captured in the mod?
So far i've tried setting it as a 'normal companion' and a 'dogmeat companion' but only trading and basic commands work. It would be great to set da big boy as a companion from this mod so that i can hopefully talk/dismiss/change tactics/etc.