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Hopper31 and Callie

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Hopper31

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346 comments

  1. Spookychomper
    Spookychomper
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    UNPCs compat? The textures from UNPCs overrides this and quantum creatures. 
  2. LazyGhoul
    LazyGhoul
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    Could this mod interfere with terminals? I couldn't use the terminal to open the door in Wattz Electronics basement (The animation stops at the beginning) then I enter the room with console commands to kill a plutonium radroach and I can access the terminals again.
    1. Hopper31
      Hopper31
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      That is certainly weird, but I don't really see how it possibly could be caused by this mod.
    2. powhway
      powhway
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      actually have the same issue, the Plutonium Creatures have rad damage when player goes nearby, and the plutonium radroach inside the basement will continue giving player rad damage when try to use the terminal so player cant use it.
      is not a bug but it happened 
  3. RaiderJericho92
    RaiderJericho92
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    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!
    1. Hopper31
      Hopper31
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      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.
    2. Nick0710
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      I was able to make the replacer fairly easily by swapping the skins and cloak spell for each normal and legendary glowing enemy. personally i left mutant hounds green, and i can make a renamed all plutonium or all glowing name version. Do you mind if I upload it as a mod?
    3. Hopper31
      Hopper31
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      Go for it, just include a link to this mod when you do!
  4. kingofsapi
    kingofsapi
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    Plutonium Deathclaws are so cool! Too bad by lvl 110, me and my followers already have enough firepower to level an entire city. I can't wait to see what level 120 brings to the wasteland.
    1. kingofsapi
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      Okay, at 130 for a while now, not sure I've met this secret creature yet. Any hints on what it could be?
    2. Hopper31
      Hopper31
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      The secret creature requires another mod of mine to be installed before it spawns. Even still, it's very rare.
    3. kingofsapi
      kingofsapi
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      Oh gosh, that is terrifying! XD 
  5. xndrive
    xndrive
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    this mod good with SCOURGE?
    1. Rawr40k
      Rawr40k
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      Pretty sure it needs a patch.
  6. JordanW345
    JordanW345
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    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.

    It probably should be. This mod is awesome.
  7. Thepurplerose
    Thepurplerose
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    Is it possible to make a loose file version for storywealth (as ba2’s are a pain) or is that to much work for something so small?
    1. Hopper31
      Hopper31
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      Storywealth, as in the mod collection? I wasn't aware that archives files would be considered a pain for such a thing.
    2. Thepurplerose
      Thepurplerose
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      There’s a limit on how many ba2 files you can have in a modded game, as too many ba2’s can crash games.
  8. Isundir
    Isundir
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    Can we still use Quantum Creatures and the Quantum Creatures Plutonium Creatures patch with the updated version of Plutonium Creatures?
    1. Hopper31
      Hopper31
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      Probably?
      I've never used it, but unless it made some pretty severe edits to the creatures from this mod, it should be fine.
    2. TheCrumbinator3
      TheCrumbinator3
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      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.
    3. Kamikazi91127
      Kamikazi91127
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      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.
    4. RaiderJericho92
      RaiderJericho92
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      I'm using both with no issues so far, AND running Mutant Menagerie LFAW.
  9. VietNamGamer555
    VietNamGamer555
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    What is the secret creature?
    1. Hopper31
      Hopper31
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      It's a Plutonium Deathwing that only appears if you have my Deathwing mod installed.
  10. Firesighn
    Firesighn
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    2 things:

    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. Hopper31
      Hopper31
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      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.
    2. Firesighn
      Firesighn
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      gotcha! ty for the reply, I appreciate it. :]