I just wanted to say, I use this mod in combination with A Storywealth, and your mod is so well made I honestly forgot it's not included in that modpack.
Would you ever make a regular "glowing" variant of this mod to replace all the base game's glowing mobs with the newer models/textures/glow maps of this one just... green? lol :P
Would love that, as I'm a huge fan of the glowing, quantum, and plutonium creatures' aesthetics and made a patch for the Transdogrifier to change Dogmeat into a quantum or a plutonium mongrel, but would LOVE a glowing version as that nuke green is my A E S T H E T I Q U E!
I personally won't be making such an edit at least for now, as I have no real desire to mod FO4 at the moment. In theory it should be pretty simple to do though, the glow color of each creature can be edited with a material editor, and the models could be swapped pretty easily.
There are loads of recent posts on the Quantum Creatures page suggesting the two mods don't play nice together. By the sounds of it, you have to use one of the other - not both.
It's a shame really. Having the benefit of both mods would be ideal.
I'd love to see Quantum Creatures get updated (bump the level scaling) if the mod author doesn't support it anymore, I'd love to see you work on it. Later levels is difficult to find them vs Plutonium creatures, I like seeing them both honestly.
1. is this compatible with the mod that adds cages for exotic creatures from Far Harbor? I'd love to tame a wolf or fog crawler thru Beast Master, but plutonium creatures never show up in those cages. I have no idea how this adds creatures to the cages so I have no idea if the cages just like, pull from creature spawns in general or something.
2. do you happen to know how to shrink a creature including it's hit box? I ADORE the plutonium deathclaw, but it's enormous and gets stuck indoors when I tame one. just using the console command to shrink it only changes it visually, it's hit box remains the same, so it keeps getting stuck as if it were the same size.
1: I'm looking at the script now and it seems like it should be adding Anglers, Fog Crawlers and Gulpers to lists from Exotic Workshop Creatures. I certainly remember testing the Fog Crawlers spawning in, but I do not remember why I excluded wolves. 🤔
2: However, sadly, no. I think you can do something with the skeleton in NifSkope by shrinking individual bones, but I never got around to learning how it's done.
Interesting, are you certain it's from this mod? This is the first time I've had this reported in over five years.
Edit: I just reinstalled the mod and took a look in game, seems fine to me?
Double Edit: Okay, I see what you mean. It's not crashing for me but I see I saved it and three other textures in a weird format for some reason. I'll post a fix in a bit.
Triple Edit: Done.
I'm honestly not sure how I managed to pack the textures like that the first time around, as now it actually crashed the CK and Archive2 errored out whenever I attempted to repack them before fixing it.
In my case I discovered it by modifying the mod on my own, I wanted to edit the texture and the file was damaged, then I found the creature in the game and a buffout error appeared notifying the same damaged texture, I deleted it and the problem was solved
It also happens with the bosses and legendary creatures mod in the patch that uses these same textures
Would be extra Gojira if the Deathclaw version had a special attack where they charge (the howl animation) followed by a radiation and heat AOE blast :p
Even though I love this mod and it's Quantum counterpart I do have one problem with it. The spawnrate of Plutonium Creatures are absurdly high on higher levels to a point where 5/6 enemies are Plutonium with one regular schmuck. Especially noticable with Ghouls since I also use Feral Ghouls Expansion Pack and More Feral Ghouls, I only ever see Plutonium Ones, it gets annoying and monotonous very fast.
Don't know if the author is still acitve on here so I'm gonna try to figure out how to adjust the spawn rate myself.
I seemingly remember for Ghouls I accidentally added them to the wrong spawn list, but for everything else they're placed in the vanilla spawn lists. The only real way to make them even rarer would be to place duplicate versions of the base creatures in each list as well since the game just randomly picks one from the list to spawn while checking against the player's level.
The only reason I never got around to fixing the ghoul bug was because I had been waiting for my modding partner to finish up the rest of the creatures before updating the mod again, but she's since gotten busy with IRL things and lost interest in modding.
It's not just the ghouls, I went to the Nahant Oceanological Society and the coast at the back was completely filled with Plutonium Mirelurks. So I went and checked the plugin and removed the common spawns for Plutonium Creatures so only legendary enemies are Plutonium. That resulted in normal spawns to be filled with Quantum creatures now and whenever I try to remove them as well the affected enemies start spawning and moving sideways, gonna have to find out how to fix that but I'll just leave that on for now.
And yes, Plutonium Creatures adds the Plutonium ones to the common list but leaves the glowing ghoul list untouched so I changed the value myself, no biggie.
The mod is too cool to uninstall and I don't expect you to update it, I'm used to fixing and modifying things for my personal use so don't worry about it. But now I think some other mod is changing how enemy spawn works in the game, need to check my load order again which can be tough with 300ish mods installed...
Excuse me, could you upload your modification or some guide to make the same adjustments? I have the same problem they spawn excessively the plutonium and it prevents the quantum from spawning :(
@WulfMangetsu I'm also interested in your edits to make this mod playable. I really want to try it, but I use a lot of stuff like ghoul mods, and I don't want 90% of my spawns overwritten by plutoniums as well.
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It probably should be. This mod is awesome.
Would love that, as I'm a huge fan of the glowing, quantum, and plutonium creatures' aesthetics and made a patch for the Transdogrifier to change Dogmeat into a quantum or a plutonium mongrel, but would LOVE a glowing version as that nuke green is my A E S T H E T I Q U E!
I've never used it, but unless it made some pretty severe edits to the creatures from this mod, it should be fine.
It's a shame really. Having the benefit of both mods would be ideal.
1. is this compatible with the mod that adds cages for exotic creatures from Far Harbor? I'd love to tame a wolf or fog crawler thru Beast Master, but plutonium creatures never show up in those cages. I have no idea how this adds creatures to the cages so I have no idea if the cages just like, pull from creature spawns in general or something.
2. do you happen to know how to shrink a creature including it's hit box? I ADORE the plutonium deathclaw, but it's enormous and gets stuck indoors when I tame one. just using the console command to shrink it only changes it visually, it's hit box remains the same, so it keeps getting stuck as if it were the same size.
2: However, sadly, no. I think you can do something with the skeleton in NifSkope by shrinking individual bones, but I never got around to learning how it's done.
Edit: I just reinstalled the mod and took a look in game, seems fine to me?
Double Edit: Okay, I see what you mean. It's not crashing for me but I see I saved it and three other textures in a weird format for some reason. I'll post a fix in a bit.
Triple Edit: Done.
I'm honestly not sure how I managed to pack the textures like that the first time around, as now it actually crashed the CK and Archive2 errored out whenever I attempted to repack them before fixing it.
It also happens with the bosses and legendary creatures mod in the patch that uses these same textures
The spawnrate of Plutonium Creatures are absurdly high on higher levels to a point where 5/6 enemies are Plutonium with one regular schmuck.
Especially noticable with Ghouls since I also use Feral Ghouls Expansion Pack and More Feral Ghouls, I only ever see Plutonium Ones, it gets annoying and monotonous very fast.
Don't know if the author is still acitve on here so I'm gonna try to figure out how to adjust the spawn rate myself.
The only reason I never got around to fixing the ghoul bug was because I had been waiting for my modding partner to finish up the rest of the creatures before updating the mod again, but she's since gotten busy with IRL things and lost interest in modding.
So I went and checked the plugin and removed the common spawns for Plutonium Creatures so only legendary enemies are Plutonium.
That resulted in normal spawns to be filled with Quantum creatures now and whenever I try to remove them as well the affected enemies start spawning and moving sideways, gonna have to find out how to fix that but I'll just leave that on for now.
And yes, Plutonium Creatures adds the Plutonium ones to the common list but leaves the glowing ghoul list untouched so I changed the value myself, no biggie.
The mod is too cool to uninstall and I don't expect you to update it, I'm used to fixing and modifying things for my personal use so don't worry about it. But now I think some other mod is changing how enemy spawn works in the game, need to check my load order again which can be tough with 300ish mods installed...
I'm also interested in your edits to make this mod playable. I really want to try it, but I use a lot of stuff like ghoul mods, and I don't want 90% of my spawns overwritten by plutoniums as well.