Fallout 4

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  1. Thirdstorm
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    FAQ:

    What about Load order, where should this mod sit?
    -First Don't use LOOT, it doesn't work as well as people think.
    -Second I know every author says this, but as a low as possible, I touch almost every "Creature" (Non-humanoid except for Ferals), not just the NPC record, but it's Outfit, Leveled list Armor Record (Skin) and ArmorAddon's for the Skins. If there is a conflict just adjust the positioning so the mod you want to win is lower than the other.... and maybe look at making a patch! :)

    Wait you Touch Dogmeat, this is a terrible mod!
    That is a Statement, not a question....
    No, as I said above, I don't touch the Vanilla Textures, I ADD to them, in this case I edited the Dogmeat model, allowed for some dismemberment, and added a German Shepherd to the possible Raider Dogs with Random Textures.

    I just installed this Mod and Don't see any new textures!!
    So this functions similar to a mod that adds new Texture / paint options to Armor, so you won't see changes on any creatures already spawned in your Cell "Buffer"... Once a cell reset occurs (The good kind) or you travel to a far away place not currently buffered you should see the new options.

    That said this mod should be subtle, and if I've done my job right sometimes the changes and new options will be small.
    Look especially at packs of creatures, for example the "Bugs" and you should notice more variety in both the "Name" of the creature that has spawned and the appearance of them.

    Does this Conflict with XXXXXXX mod?:
    Well, if it's got creature edits, most likely...
    I'd suggest placing which ever one you want to "win" under the other mod, and/or looking at making a patch.
    (Check under Spoilers Tab)
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    Some frequent questions as people can't seem to understand ;)

    Beast Master - Creature Companion Overhaul?
    100% incompatible
    I've got a PM open with the author to discuss permissions for something else and will open a dialog about this also.

    D.E.C.A.Y - Better Ghouls?
    100% incompatible
    Replacer Plugin(s) Included in the FOMOD

    Crazy Safari 3.0?
    100% incompatible

    Crows And Creatures
    99.95% Compatible, only the hermit crab has a conflict.

    More Deathclaw Variety?
    100% incompatible , but more or less included if you use Deadlier Deathclaws, that said I add a significant variety to deathclaws on my own. I made a bunch of new models for them.

    Night of the Creeps
    99.95% Compatible, author doesn't modify vanilla assets.

    Pack Attack NPC Edition - Gangs With Group Combat Tactics
    99.95% Compatible in theory, author adds via script and edits different fields.

    Plutonium Creatures
    99.95% Compatible in theory, author adds via script.

    Rad Spiders - Giant Spiders of the Commonwealth
    99.95% Compatible in theory, author states no vanilla edits were made, but it's included in "Creatures and Monsters" ... So...

    Size Overhaul - All-In-One
    100% incompatible

    Super Mutant Redux?
    99.95% Compatible, Place SuperMutant Redux below Creatures and Monsters

    Yagisan's Better Caravans?
    100% incompatible
    However had made a patchfor us to use!


    Why did you make XXXX Change??? I hate it!:
    Post a comment and we can talk about it, but be constructive and detailed in your comments / argument and maybe I'll humor you.

    Why didn't you include XXXXX retextures?
    Could be I missed it, I spend as little time as I can on Nexus, because I get distracted easily and stop modding to look at pretty mods others have made, OR I've reached out to the author and been denied permissions.

    Post suggested mods in a thread, with links and details and I'll look, and hopefully the author(s) will be open to sharing their work.

    Why didn't you include XXXXX new creature mod?
    Same as the Retexture question...

    Post suggested mods in a thread, with links and details and I'll look, and hopefully the author(s) will be open to sharing their work.

    Will you be making more patches for other mods?:
    Any Mod I actively use, yes, but keep in mind I've not actually "played" the game in more than a year, been modding like a mad man!
    Besides that I might humor requests, but really this is designed as a Framework, and one set up to be very "Mod Author Friendly" so I'm hoping others start making patches, and sharing them (with me or just publishing them).

    Wait are you telling me XXXX mod is included and I can remove it from my load order?!?!?
    I know it's crazy... but yes.. and the list includes (but is not limited to):
    -NightStalkers
    -Glowing Animals emit light
    -DeathWings
    -Squirrels of the Commonwealth
    -etc...

    I HATE THIS XXXXXXX, Remove it!
    All the creatures included are more or less lore friendly, are balanced, and look cool...
    I'd say give them a chance before you call it quits...
    If you don't like it, patch them out, or wait for someone else too, but I won't be doing it.

    ......Are there any cell edits that might affect precombines/previs?
    I have not intentionally deleted / moved any items.
    It was built with great care to maximize performance, so there are only "Additions" to the worldspace, no removals.

    Are the encounters spread across the whole game or restricted to the habitat they usually spawn in, i. e. Gatorclaws in the Commonwealth?
    You "may" see a very rare unusual encounter in the commonwealth (There is a very rare chance of a wolf spawning with Feral dogs, it's actually lore friendly and I tweaked the factions)..
    But to be clear, as an example I've not put Nukaworld creatures in the Commonwealth, different Biomes

    I hate Scaling, I mean it's fun to sneeze on a Raider in Concord, or a RadRoach and have it instantly turn into a fine red mist...
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    Let me be clear, I will not make a non-scaling version, period.

    This is for a number of reasons, but most importantly it will break a core feature of the mod, which is randomizing the creatures you see in the commonwealth..

    Ever wonder why at certain levels you only see the same specific sub-species over and over again?

    It's because most creatures were configured to show up at specific levels (especially those that don't scale) and once you hit the top of the "food chain" only the last / highest level creature will appear..
    If I remove scaling it will revert a ton of the creatures back to that very very limited system.

    That said..
    Some people like bugs/creatures that cap, others like bugs that increase in difficulty with them, a perfect middle ground is what I aimed for..
    I know perfection is impossible but most people seem to be enjoying it, I'm willing to accept feedback on scaling that isn't "remove it" especially since it's a feature of the vanilla game.

    I'm happy to include a patch if someone makes one, but I have hundreds and hundreds of hours into this mod, and have another 2.5 major projects to finish. I can't / won't invest major time catering to everyone's specific playstyle.

    *edit*
    That said, a non-scaling patch will result in either a serious reduction in variety, or an imbalance in what you encounter, super low level creatures when your high level for example.

    If you run a BeastMaster / Wasteland Whisper Build check out Pacify Reworked .


    -Load Order?
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    Downside of Fallout 4 is no 2 load orders will be the same but let me start with a couple thoughts...
    -DO NOT DEPEND ON LOOT, MOD ORGANIZER etc to sort the mods correctly
    -DO NOT LET MOD ORGANIZER make a patch for you, IT WILL BE INCORRECT

    Beyond that I suggest checking out the two links.
    1)FO4 Load order and enhanced performance by Cybertard
    Good tutorial, it's one of the resources I used to learn the game.

    2)Armorsmith Extended by Gambit77
    Even if you don't use ArmorSmith Extended Gambit77 usually had a well sorted and tested Load Order.

    Last... Specific instructions...
    ......
    .........
    ............
    RaiderOverhaul.esp
    (Any Patches)
    Unique NPCs - Creatures and Monsters.esp
    (any patches)
    SuperMutantRedux.esp
    .......
    Unique NPCs - Creatures and Monsters_SMR.esp

    ........and the spawns are hard leveled list change or scripting thing?
    -I do not use scripts /script injections, especially when doing the hard work nets a better result.
    -spawn and leveled lists have some tweaks, but mainly to add new creatures or added diversity.
    -there is scaling, but it's balanced.

    Why do I have to download Armourkeywords for a "Monster Mod"?
    (Credit to Gambit77 on a great response)
    Thirdstorm set up modcols in AWKCR for the omods that apply color swaps to the creatures. It's setup the same way as the outfit color swap framework, so a modder that wants to make retextures for an outfit/creature, all they have to do is make their texture, make a material file for it, make a material swap record, and make an omod record that applies the material swap record, and then add their omod to the corresponding modcol from AWKCR and their retexture will be propogated to npcs. It's never been easier for modders to put their textures in game, they don't have to mess with armor/weapon/npcs records anymore, which makes their plugin work much simpler to do and it removes compatibility concerns, other than possibly needing to patch multiple mods using the same modcol (which is also a super easy task). The framework is set up to make creating mods easier for beginners, since a lot of modders start off making retextures.
    (Spot on, thanks!)

    How do I format the Nexus posts like you? (Links inside words, Spoilers, etc:
    Formating and BBCode in Descriptions


    Omg I am terrified of XXXXXX, make me a patch!!
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    No anti-creature patches, once I open the door to one Phobia / I don't like this creature, I have to do it for everyone, but I'm happy to help you patch it out.

    Below is a quote from helping someone else, but it applied for each creature type.

    Go to the LeveledNPCs section of the mod in FO4Edit, and find the RadRoach and RadScorpion entries (legendary, standard, ambush) and remove the entries for the spiders. In some cases there is a *_rare table that has the spiders on it, and you can remove that entry from the list.

    Specifically you want to edit:
    LCharRadScorpion [LVLN:00020B87] and remove the "LCharRadSpider_Rare [LVLN:5D00A2CC]" (You can just delete the entry)
    same for...
    LCharRadroach [LVLN:0016CA45], remove LCharRadSpiderBaby [LVLN:5D00A2F3]..

    And if you HATE all bugs, you can swap them out for a different creature entirely...


  2. Thirdstorm
    Thirdstorm
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    StawPoll... give the community a voice - Updated 10/29/2018

    Open Polls: 100 Votes Minimum / 2 weeks to "pass muster"

    Are there too many chickens in the CommonWealth (as of v2.x+)
    -Needs 100+ Votes for any of the "Yes" options before I'll consider looking at it.

    Are there too many Rabbits in the CommonWealth (as of v2.x+)
    -Needs 100+ Votes for any of the "Yes" options before I'll consider looking at it.

    Are Squirrels still the bane of the CommonWealth (v2.1+) and are so OP it makes you want to ragequit Fallout 4
    -Needs 100+ Votes combined for the "Yes" options.

    Closed Polls
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    -StrawPoll for the Silent Hill nurses (Non-Sexy terrifying one) to hospitals as a rare encounter (Nukanist.)
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    66% Yes.........
    Going to see about permissions and then likely make a secondary "addon" plugin for less Lore Friendly creatures.

    Strawpoll for the The Hounds of the Cabots and Demon DeathClaw Textures and effects (Reshirou)
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    Polls in the future need to be a little "cleaner".... but we will call this a 69% Positive
    Reached out for permissions, will mull over how to include them, the argument that Red Flaming is really no less lore friendly then green glowing has some merit.

    Strawpoll for the Mostly Hostile Relay Grenades (DrEvilstien / Reshirou)
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    74% Positive...
    Around 100 votes.... I am going to pass for now, using an Executive Veto.
    Before people loose their minds, DeathClaws currently have about x20 the variety roughly double the textures of any other Species, representing basically1gb between the base and DLC variants.
    I love Deathclaws too, but I think it's reasonable to hold off for now, especially since another "Fiery" Deathclaw Variant is pending permissions.

    Strawpoll to create a RedDeath variant to spawn randomly on the tables...
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    121 Votes, 81% Positive.....
    I'll see if I can't find a nice Lore friendly way to not take away from the "Red Death"...

    Strawpoll to include (if permissions obtained) for Aquatic Bestiary suggested by Reshirou
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    120 Votes, 91% Positive.....
    Once I get a break I'll try to run down permissions and see how to include them.

    Strawpoll to include Mirelurk Queen Variants if Permissions obtained. (natezomby)
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    Under 100 Votes, so tabled for now.

    Strawpoll to see if any DLC Creatures should be included in the Commonwealth... (natezomby)
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    Poll was to vague (didn't realize until later) and no single option got more than 100, going to see about a more streamline poll in the future.

  3. Thirdstorm
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    Next Update:


    Note: Will be included once I have some custom models for ClickerFiend ghouls, those and the sounds will be set up as a Sub-Species.
    *I could use some help here is anyone is interesting in helping make some awesome models



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    Mod Permission Requests and Status:
    This is to help with the flood of PM's / post suggesting mods (sometimes the same ones) multiple times.
    I'll add to the list as I pull some of the suggestions from the comments sections, but these were sets I had already reached out for.

    Brighter Bloatflies
    -Request sent, pending response.

    Crows And Creatures
    -Permissions Denied politely, author is still working on the overhaul

    Detailed Deathclaw Skin
    -Request sent, pending response.

    Deathclaws Remastered
    -Request sent, pending response.

    Detailed Feral Ghouls
    -Request sent, pending response.
    DogMeat HellHound Armor v2
    Permissions request sent for a Unique Creature, and optional plugin

    Fallout Texture Overhaul Mole rat 4K
    -Permissions Denied politely, author is not giving permissions to anyone.

    Fallout Texture Overhaul Radscorpions 4K
    -Permissions Denied politely, author is not giving permissions to anyone.

    Giant Ants of the Commonwealth
    -Author PM'ed a couple weeks ago, message read but not responded to yet.

    Radical Roaches
    -Request sent, pending response.

    Realistic Radstags
    -Request sent, pending response.

    Respawnable Legendary Bosses and Hard Legendary Giant Creatures
    -Request sent, pending response. (Would be optional)

    Shadow the Dark Husky Companion
    -Request sent, pending response.

    Skeletal Feral Ghouls
    -Request sent, pending response.

    Striking StingWing
    -Request sent, pending response.

    Terrifyer - Ghouls
    -Request sent.

    Tuxedo Cat Retexture
    -Request sent, pending response.

    Ven's Ghoul Dogs
    -Request sent, pending response.

    Mod Requests that are not likely to happen soon... but keep suggesting new ones!


    Zombie Walkers
    I really like the look of this mod, and might reach out to the author as some of this would fit perfectly for some of the new content I had in the works, however the configurable scripting (and scripting in general) makes me hesitate... "Creatures and Monsters" is designed to be "Light weight" (no significant performance impact, safe to install/uninstall on the fly...)

    M's Abominations
    Maybe... I love m150's stuff, but people react very strongly to this mod, either love or hate. I think allot of them would look much better with upgraded textures, but the knee-jerk reactions makes me think it would be better to patch.

    Add and Remake Creatures Boss Commonwealth
    Unlikely, as Respawnable Legendary Bosses and Hard Legendary Giant Creatures is a remake and is very solid.

    Plutonium Creatures
    It is awesome and 99.5% compatible, author has already contributed a bunch and since there are no conflicts to patch I think I'll wait a while before trying to include the mod.

    The P-113 - A highly moddable heavy Plasma Caster
    Does have an awesome creature, but I'd need permissions from Niero and MrCasual which complicates things... (Double permissions needed)
    Also it is part of the mod itself, so anyone who used it would see extra instances..
    This is in "maybe later" pile, it's cool as heck, but has some complications.

    Shin Red Death
    Unlikely, I'm not 100% sure I want to start editing some of the core encounters and changing that part of the Experience.

    Shin Red Death
    Unsure, might "Jump the Shark" a bit, and I Can see people would be split on this.

    Fused Creature Resorce
    "Maybe"
    Requires Rigging, good textures, and some work to make it function as a unique ghoul variant or mutations.

    Darkness of Commonwealth
    Unlikely at this time.
    Overall love the authors work on Robots (not all of it is in my wheelhouse but options are rarely bad) but sold on the Mutated Power Armor Ghouls. (Proving there are no original ideas I actually made a Power Armor Ghoul a year ago I need to dig up, dust off and see how it looks.)

    Aliens of the Commonwealth (AOTC) BETA
    Unlikely, as interesting as it looks, it pretty lore breaking and still a beta.

    Colonial Marines - A Wasteland Adventure
    Hard No. It looks solid, however I am trying to stick to "Creatures and Monsters" and not humans and guns..

    YK-16 Trauma Override Harness
    Hard No, due to the fact I'm sticking to Non-Biped monsters (Ferals aside) in this mod, but I'll consider it someplace else.
    Coming soon.

    World to Come - Gojira Quest Mod
    Hard No unless I consider an expansion into an Optional Plugin with "Bosses" and more hand placed Unique/Single spawn NPC's.
    I think this would turn many people away from the mod.

    Alien Encampments
    Hard No, Biped rule, and the 6 encampments is far to much, I could "maybe" see one research station, probes and all, but that makes them far to common IMHO.

    SyntheticZombies
    Hard No, Biped Rule, and my other Team has already made these, and several other awesome things to be released in a different mod.

    Terminator Synth Gen2
    Hard No, Biped Rule, and not lore friendly (but cool)

    Watcher Crows
    Very simple edit, I like it, PM sent to author.
  4. Thirdstorm
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    This blew up a little faster and larger than planned, thanks again for the 6 days of Hot files BTW!)

    Ok, as a result of the positive feedback and download numbers I've actually gotten permission for, or been given more new content.
    Add in the stuff I'm making I'm falling even further behind...

    At the moment I need someone who knows Creation Kit and it comfortable with Worldspace edits..
    I'd prefer a fellow author, but if you think you've got the chops shoot me a PM or find me on Discord.
  5. ddrum18
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    Hi,

    Not sure if this mod or thread is still active but I've come across a peculiar bug with this mod. Last night I saved at Sanctuary, safe, with no enemies nearby. Today I load my save and a "squirrel rat" has spawned at my feet. It's health bar constantly resets upon depletion, console commands do not kill it, it makes a lot of noise, and it disrupts my settlers. He can't hurt us, only give us squeaky nudges. Can I tame it and make it a follower?
  6. Dasioreq
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    Great mod, thought it'd be cool if the newly feraled ghouls could scream "Die!" like the ones in fallout 3
  7. bucky699
    bucky699
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    Anyone have a Scourge patch for this, I enabled this mod and started a new game and the starting Vault all its enemies are too high level...they have the skull icon and take forever to kill lol and they are just roaches and spiders 
  8. Toriansdad
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    Can you catch these new creatures in cages? Or is there a patch that would allow it? I really wanna use a beta wave emitter to catch one of the Sea Claws and have it patrolling my settlement.
  9. xChurch117x
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    I've noticed that the Supreme Super Mutant Behemoth randomly dies.

    I don't know or see what could cause it but everytime I reload my game to try and go fight it, I hear it howl and see it drop dead.

    I've only come across a about 10 or so of these Boss creatures and have only seen the Behemoth do this.

    "EDIT"

    I've also come across a Mirelurk King Yao Guai and, Ahab the Worldslayer Bosses that are also doing this but they die in 1 shot from any weapon. I think it's the same issue with the Behemoth.
  10. SpectraBlank
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    Does this mod touch aggro range? I assume it does because i don't think i have any other AI altering mods in my game, since starting my game every raider, companion and creature has an aggro range of 200000 miles, i have Danse skirting the river attacking something on a building on the other side in Boston, Piper running off 2 streets away to beat a bandit to death, and Dogmeat, god don't even get me started on dogmeat randomly disappearing only to find him fighting ghouls in some random part of the map. Anyone know what causes this or more importantly, how to fix it?
  11. EzicStar
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    Anyone getting one-shot (one bite?) by Night Stalkers all the time?
  12. KnightAngelic
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    Anyone know of any mods similar to this, but minus the AWKCR requirement? I'm not a fan of AWKCR or any of the overhauls that rerquire it. Love this mod, used it for years, but finally decided that it's not worth tolerating AWKCR for and I'm looking for alternatives now
    1. aBeeLincoln
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      https://www.nexusmods.com/fallout4/mods/48637?tab=description
      :)
    2. GlaiveWilson420
      GlaiveWilson420
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      not all heroes wear capes but aBeeLincoln does haha
  13. lock10100
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    Thanks for mod.Varied fauna of commonwealth is awesome!
    And aBeeLincoln ,thanks for this link on awkcr free version.Were ctds when tried to build some energy.Now works well.
    Is this all about those chickens on the base?))
  14. Koshehage
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    Having an issue with locking up in the Vault 111 refuge*, sometimes after just killing a couple of spiders but guaranteed if I autosave in there. Anyone else having a similar issue with it?