Kinda hoping against hope right now, but does anyone know how I can tweak things like the spawn rates of the skeletons? Or even their aggro behavior? I want to do some tweaks for a gimmick run of FO4 but I'm definitely out of my element here with the creation kit ;u;
If I ever learn the magical secrets of modding I make my own skeleton mod, one much less tanky and spammy with the ridiculous spawn rates. Unfortunately I have had very little luck learning how to mod or find any good tutorials.
Would be cool in exclusively spoopy locations. The alter with Kremvh's tooth, Museum of Witchcraft, Grantchester Mystery Mansion and Atom's Spring etc, still keeping them rare.
Also replacing normal static versions of skeletons with corpses of these would make it possible to loot them. Helmets and tattered versions of clothes.
The skeletons spawn in groups larger than the population of Montenegro, quickly eradicating entire societies of both raiders and supermutants alike. There weren't any supermutants left at the revere satellite array when i got there, only bones.
I know the mod is long abandoned like many, but I think I encountered a pretty serious bug where skeletons become more or less invincible, unable to be damaged or even hit... while they can of course attack.
Being a TES fan, I'd be more likely to have primarily human-like skeletons rather than mostly Feral Ghoul ones if I had the choice. Feral Ghouls are just too fast (especially for dried up ancient monster people), can't be ragdolled by 3rd person melee attacks since their... skeleton... doesn't appear to be set up for those animations, and they have that annoying dive attack and more annoying sounds they make ("Yehp, brep..."), and yes, I do understand that the author tried to remove those sounds, which is very appreciated.
I agree that this mod just spawns way too many enemies, too. Hopefully someone can get permission to release an edited version, but unfortunately nice things like this seem to rarely happen.
I love this mod but I feel like it adds a little bit too many skeletons, at least the early game. I have to run and run, fighting them seems useless lol.
Yup. There's so many skeletons and they're often tanky. Good thing I'm on a cheat character on the file I use this mod with. I just blow them all up at close range. lol
63 comments
The alter with Kremvh's tooth, Museum of Witchcraft, Grantchester Mystery Mansion and Atom's Spring etc, still keeping them rare.
Also replacing normal static versions of skeletons with corpses of these would make it possible to loot them. Helmets and tattered versions of clothes.
There weren't any supermutants left at the revere satellite array when i got there, only bones.
Feral Ghouls are just too fast (especially for dried up ancient monster people), can't be ragdolled by 3rd person melee attacks since their... skeleton... doesn't appear to be set up for those animations, and they have that annoying dive attack and more annoying sounds they make ("Yehp, brep..."), and yes, I do understand that the author tried to remove those sounds, which is very appreciated.
I agree that this mod just spawns way too many enemies, too.
Hopefully someone can get permission to release an edited version, but unfortunately nice things like this seem to rarely happen.
I just blow them all up at close range. lol
I haven't seen any settings holotapes or MCM or anything.