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dpillari

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dpillari

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38 comments

  1. TheRealGeneral
    TheRealGeneral
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    I know it's a matter of taste but I've always found anything dangerous to be more intimidating without glowing eyes (for skyrim I used mod that removed glow from undead eyes) because it's like boulder or a some force of nature or another. Soulless like a machine, programmed only to end your life. The glowing eyes seem a bit cartoonish horror, the empty eyes are death. Imo lol
  2. JonThackery
    JonThackery
    • BANNED
    • 228 kudos
    Would love to see them in Skyrim damn...
  3. vec0
    vec0
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    Since this mod seems to be abandonned i started editing this mod and created different glowing eyes for each deathclaw variant. I migh publish the mod when i ll tweak everything according to my taste but if any of you want the files feel free to ask me.
    1. RedfordMax
      RedfordMax
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      gl ill endorse if you improve it
    2. hoangdai94
      hoangdai94
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      @vec0 Please check your PM
    3. StrifeFury1
      StrifeFury1
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      I'd like to take a look when you're done if possible.
    4. streetyson
      streetyson
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      An added variants version was just released on Nexus. It requires the original mod here. Still not a plugin, just more material files (BGSMs) covering the variants, and an extra glowmap just for a savage deathclaw (it only has one glowing eye). Install both mods.
  4. User_44948562
    User_44948562
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    The fanart is by comrade-tony on Tumblr if anyone was still wondering. This mod is one of the first links generated when doing a reverse image search of that image on Google, so hopefully it will stop circulating without credit.
  5. ShotVirus87
    ShotVirus87
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    Does this apply to all deathclaws?
  6. deleted42942155
    deleted42942155
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    that art piece is sick af
  7. Preowned
    Preowned
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    • 3 kudos
    Nice mod thank you!

    One thing, seems the glowing eye is not applied to the Alpha Deathclaw and Matriarch (perhaps chameleon as well, but didn't check)
     
    Would love to have this for Alpha Death claws and other types. 

    Would it be possible to add it to the other deathclaws? Is it something as simple as renaming the files or do you need to edit the file its self?

    EDIT:
    Figured out how to do it, will post how too here, as you just need to copy the files and edit the names... or I will upload the files if its ok with dpillari 
     
    EDIT 2:  Ah never mind, needs to be more in depth.  Just coping the files seems to edit the skin color of the other death claws. 
     
  8. XricsX
    XricsX
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    • 77 kudos
    Hey there, simple and very nice mod thanks for it! Sorry if it has been asked before but do you plan on adding the other deathclaws?
  9. HeavyIronMods
    HeavyIronMods
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    Excellent aesthetic, but it is not applied to all deathclaw variants, and the mod repeatably causes immediate or delayed CTDs. Ruled out Creature Visuals Enhanced (4k) as a possible contributing factor.

    Install the mod -> multiple different stable saves will crash to desktop immediately or after walking a short distance.
    Uninstall the mod -> stable saves will load correctly once again.

    Afraid this mod is not really in a playable state for now.

    To begin replicating the bug with this mod installed, I would recommend spawning and setting a deathclaw as a follower via the console and then saving, loading, running around the map, etc.

    TCAI
    player.placeatme 002499DA 1
    setrelationshiprank [entity/reference ID] 4
    setplayerteammate 1
    setconsolescopequest followers
    forcerefintoalias companion
    TCAI
    1. dpillari
      dpillari
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      dude its a glowmap, its not a esp. it dosnt conflict with anything. any issues are engine related
    2. HeavyIronMods
      HeavyIronMods
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      The problem might be engine-related, but not caused by the engine alone. If that were true, then all users of this mod would be experiencing the same bug so long as they installed it on the same revision of Fallout 4.

      I have performed some additional troubleshooting and narrowed the issue down further. The problem is triggered only in the presence of a deathclaw that has been affected by this mod; that is to say, default deathclaws only.

      When I spawn any variation of deathclaw that does not exhibit the glowing eyes provided by this mod, the crash will not trigger. This means albino, alpha, chameleon, matriarch, et cetera.

      When I spawn in a default (plain) deathclaw that _does_ exhibit the glowing eyes provided by this mod, a crash will trigger as soon as I wander too far away. I cannot verify that this occurs on a cell border, as the TB (Toggle Borders) command is nonfunctional in Fallout 4. However the distances at which the crashes trigger are always exactly the same.

      The same issue occurs if I remain in place, and command the deathclaw to navigate away from me.

      From this we know that:
      1.) The crash is related to the alterations made to default deathclaws by this mod.
      2.) The crash is related to the way that Fallout 4 processes outdoor spaces and/or entities and/or distances.

      Could this be a shadowmaping, texture mip-mapping, or LOD issue? Might the engine be trying and failing to downsize the texture or somesuch as the distance between the player character and deathclaw increases? Could the issue be caused by video settings?

      [...]

      In addition, I have discovered that the issue only occurs with Version 1.1 of this mod.

      Version 1.0 (which contains the 4096 texture) does not precipitate any crashing.
      Version 1.1 (which contains the smaller texture) precipitates crashing under the conditions specified above.

      From this we now know that:
      1.) The crash is related to the alterations made to default deathclaws by Version 1.1.
      2.) The crash is related to the way that Fallout 4 processes outdoor spaces and/or entities and/or distances.
      3.) The crash is related to Version 1.1's texture resolution.

      Upon closer investigation, I found version 1.1 to contain a 1028x1028 texture - not a multiple of two.

      1028/2=514
      514/2=257
      257/2=128.5

      Floating values will not fit into an integer memory position.

      I would then hypothesize that the crashing is caused by the engine's inability to mip-map or otherwise process 1028x textures. Correcting the texture resolution to 1024x1024 may resolve the problem.
    3. dpillari
      dpillari
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      that should do it, that would explain why no one commented about it before i changed the resolution
    4. ovanmaru
      ovanmaru
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      Can confirm what MachineMedic is saying. I was having CTD issues until I turned this mod off. I almost resorted to a full reinstall. Glad I tried uninstalling first XD
    5. Impulseman45
      Impulseman45
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      You must always verify that your textures are in either 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096, etc... All Gamebryo based games require the rule of two for textures. It such a simple mistake to make, but it can cause so many headaches. Many a mod over the years have been plagued with these kind of crashes and it was all down to a texture simply not being the right size. I have even seen mods go offline because they couldn't figure out why it was causing a CTD, and it was a simple texture size glitch all along. I am guilty of this happening to me, so it is a common problem. Glad it was figured out and can be fixed in a snap.
    6. boomdude08
      boomdude08
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      Jeeeesus.I never would've guessed it was this. It makes sense though. I was having constant crashes but only after nuka world launched. (I hadn't updated my version of this in MONTHS)
  10. SturmBrightblade
    SturmBrightblade
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    OMG I spent over a week trying to find out what was causing my issue.

    Reinstalled Fallout 4 and all my mods. Redid all my custom esps.

    I can't believe it was this texture. Is it fixed in the new version 1.2?
    1. HeavyIronMods
      HeavyIronMods
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      Version 1.0 and 1.2 should work fine. Version 1.1 is the troublemaker.