looking for a mod that just removes deathclaw in concord. Combined with a mod that greatly enhances all deathclaw, it makes it impossible to defeat at first
One problem I came across, because there is no deathclaw to burst out of the sewer gate, once you leave the sewers, you cant get out of the hole, because the sewer gate is still closed. Its not game breaking, but it is kinda annoying that you have to back track out of the sewer.
Thanks everyone I really appreciate all the feedback this mod has gotten. It's a long time ago now. But if anyone is interested in implementing any of the great suggestions made by people in this thread then you are very welcome to take use my mod as a base. I have no intention of opening the Creation Kit again soon, maybe some rainy day in the future.
Have you thought about instead of removing the power armor just instead have an power armor frame there. That way it doesnt have any armor protection but we could jump off the roof still. Also then we would have to get the armor plating off of enemies to get it fully functional. Probably would have to start with raider armor since thats what I usually see first in game which would be nicer since its the lowest class. I think Bethesda forgot the idea of an RPG is to start at the bottom and work your way up.
I definetly like the idea. I get tired of how games now a days want to throw a boss in your face right at the beginning of a game or give you some awesome weap or armor that you wont even be able to find a better one untill 3/4 through the game.
@fadingsignal Coming from you thats quite the compliment thank you. Been using your mod True Storms since Skyrim. I like the new ghoul attacks during radiation storms especially the creepy ghouls sounds before they start coming for you.
You still can get full T-45 set from two relatively close places, one is near Drumlin Diner on the train tracks crossing the road to Lexington the other on the same train tracks near that settlement which Preston points you after Concord quest. I would rather like this whole power frame removed since you can get it for cheap in Diamond City. Plus it doesn't make a lot sense that you meet Brotherhood of Steel in Lexington and they don't really make an impression like in previous games because you already have a power armor of your own.
The eyebot is an overkill though. I would instead place a Radscorpion with weak stats or Yao Gai.
For this part of the game, it is what Some Assembly Required does. However, SAR also makes a boatload of other changes to power armor and its availability throughout the game. I think just the frame here and a slightly easier fight--bigger than an eyebot, like a radscorpion or yao guai, as others have mentioned--might suit some people more than the change to the power armor in the museum PLUS all the tons of other changes SAR makes.</p>
I like the idea of this mod, but would you consider adding an additional few waves of raiders in place of the deathclaw? I always felt I chewed through the raiders even missing the gatling gun, perhaps even a wooden board bridge over the street to the building where the raider sees you to access the other roofs aside from the church via the vertibird tail?
Would this be compatible with Minutemen's Last Stand? I'm "guessing" it would, but I reckon there's no harm in asking.
Basically, if you haven't tried it, that mod kills off all of Preston's group and disables the quest to help them entirely. But it leaves the power armor and minigun on the roof, which I'd rather just get rid of.
Pretty much does what it says in the description. I use other mods that modify Concord so I am betting there was a conflict. The quest triggers for those two items were moved up to the points higher on the museum roof and they caused the armor and minigun to spawn in those locations. To remedy this for myself, I just used FOEdit to put a "-" sign on the Z Axis. That should drop them well below the surface of the world and keep them out of my hair. I'll report back when I take another test character through.
I also, for my purposes, swapped out the Eyebot for something a little more scary. In this case, a Yao Guai. Again, once I build a test character and run them through the museum, I'll post further.
Obviously, by editing the ESP file directly, I do not expect support from you on this matter.
EDIT: And here I am being rude by not saying "Thank you!" Brilliant idea!
Okay. Putting the "-" in front of the Z axis numerical did remove the Minigun and Power Armor completely from the playing field. I was also able to finish the fight, though I recommend a Stunted Yao Guai* instead of the full meal deal. I survived on Survival difficulty but only by using my head and using the little cloth overhang next to that building with the Safe in it as you come down from the bloodbugs. The Yao Guai was able to otherwise follow me into the buildings. A Stunted Yao Guai might prove a challenge but a manageable one. Especially if he gets whittled down by the Raiders.
Once all the Raiders were killed and the Yao Guai slain, I completed that quest and headed back to Sanctuary. Everything seemed normal when I fired up Ye Old Workshoppe, with 5 people listed as being part of the colony. I stopped my test at that point since all the guest triggers seemed to fire (I got the XP and the messages) and Sanctuary seemed to be behaving properly.
Hopefully this little monologue helps you out a bit. Just curious about one thing though; does deleting the quest triggers for the Minigun and Armor have negative side effects. I was just wondering why you moved them instead of deleting them.
Thanks again. All we need now is some dialog edits to remove references to the Power Armor and Minigun. Can probably use an edited Preston voice "Please help us." Or something. I don't have the technical expertise to extract and edit the sound file to get the desired effect.
The amusing part is later on, when Sturges and Mama Murphy talk about the Deathclaw, you can chalk it up to exaggeration. Same with the school kids at Vault 81. I don't know if the protagonist voice ever uses the words "Yao Guai" so I don't know if you can insert that change in.
Still a really cool mod that only requires a little bit of mental flexibility to fit into head canon. Wish I would have thought of it myself.
*Not that I really expect you to change the Eyebot to a Yao Guai. I was just posting for completeness sake since I mentioned that I had changed it.
Hello, thanks for the in-depth review and ideas for my mod, I am so sorry that I haven't responded, I simply had forgotten my responsibility as a mod owner(and the mod itself), I will take the idea of the Yao Guai to the planning board, but if that is going to be an enemy there, then I think I would need to place another weapon, or maybe some more fusion cells for the laser musket since taking down a Yao Guai is still a pretty difficult feat
How about salvageable armor parts near vault 111 to represent the PA guard from the prologue. Although the frame would have to be damaged beyond repair. something like a dead body on the bottom of the hill wearing the armor. and if possible make it when you remove the helmet, a skull is seen. But you won't know unless you read some terminals or something. Or maybe somewhere in fort hagen since it is a military base.
35 comments
looking for a mod that just removes deathclaw in concord. Combined with a mod that greatly enhances all deathclaw, it makes it impossible to defeat at first
I definetly like the idea. I get tired of how games now a days want to throw a boss in your face right at the beginning of a game or give you some awesome weap or armor that you wont even be able to find a better one untill 3/4 through the game.
https://www.nexusmods.com/fallout4/mods/12050/?
Coming from you thats quite the compliment thank you. Been using your mod True Storms since Skyrim. I like the new ghoul attacks during radiation storms especially the creepy ghouls sounds before they start coming for you.
The eyebot is an overkill though. I would instead place a Radscorpion with weak stats or Yao Gai.
For this part of the game, it is what Some Assembly Required does. However, SAR also makes a boatload of other changes to power armor and its availability throughout the game. I think just the frame here and a slightly easier fight--bigger than an eyebot, like a radscorpion or yao guai, as others have mentioned--might suit some people more than the change to the power armor in the museum PLUS all the tons of other changes SAR makes.</p>
Basically, if you haven't tried it, that mod kills off all of Preston's group and disables the quest to help them entirely. But it leaves the power armor and minigun on the roof, which I'd rather just get rid of.
I also, for my purposes, swapped out the Eyebot for something a little more scary. In this case, a Yao Guai. Again, once I build a test character and run them through the museum, I'll post further.
Obviously, by editing the ESP file directly, I do not expect support from you on this matter.
EDIT: And here I am being rude by not saying "Thank you!" Brilliant idea!
Once all the Raiders were killed and the Yao Guai slain, I completed that quest and headed back to Sanctuary. Everything seemed normal when I fired up Ye Old Workshoppe, with 5 people listed as being part of the colony. I stopped my test at that point since all the guest triggers seemed to fire (I got the XP and the messages) and Sanctuary seemed to be behaving properly.
Hopefully this little monologue helps you out a bit. Just curious about one thing though; does deleting the quest triggers for the Minigun and Armor have negative side effects. I was just wondering why you moved them instead of deleting them.
Thanks again. All we need now is some dialog edits to remove references to the Power Armor and Minigun. Can probably use an edited Preston voice "Please help us." Or something. I don't have the technical expertise to extract and edit the sound file to get the desired effect.
The amusing part is later on, when Sturges and Mama Murphy talk about the Deathclaw, you can chalk it up to exaggeration. Same with the school kids at Vault 81. I don't know if the protagonist voice ever uses the words "Yao Guai" so I don't know if you can insert that change in.
Still a really cool mod that only requires a little bit of mental flexibility to fit into head canon. Wish I would have thought of it myself.
*Not that I really expect you to change the Eyebot to a Yao Guai. I was just posting for completeness sake since I mentioned that I had changed it.
something like a dead body on the bottom of the hill wearing the armor. and if possible make it when you remove the helmet, a skull is seen. But you won't know unless you read some terminals or something.
Or maybe somewhere in fort hagen since it is a military base.