Fallout 4

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  1. tekmage
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    This is a rebalancing of the Deathclaw to make them scary as they were in Fallout New Vegas.
    ESL version is available, well as ESL flagged .esp.

    Version 1.0
    Initial release
    size slightly altered to be larger, slight health boost, high damage absorption, slight health regen, and greater energy resistance for all but intro Deathclaw.
    Version 1.1
    size slightly altered to be larger (all), speed enhanced by 25%, 15%-45% health boost depending on the type, dmg absorb increased by 10%-25% based on type, energy resist up by 10%-15% based on type, minor health regen 1% approximately throughout.
    Version 1.2
    Removed 1 error in file. didn't cause a noticeable problem but removed them regardless. minor size and speed adjustment. Intro deathclaw had size reduced to indicate its younger age.
    Version 1.3
    Micro adjustments to stats and resistance to better scale with higher levels. Intro Deathclaw same as version 1.2.
    Added future update plans on description page.

    Please refer to the articles for the Improved Ecosystem roadmap.
    8/23 Update: Well, my PC is officially dead so all projects have been put on permanent hold for PC and the other platforms.
    If you would like to help me scrounge up funds to continue modding. Hit this donations button.

    You can also VENMO at @grinus or paypal.me/smgrinus if you want to help.
  2. CirnoNeuron
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    I havn't tried it yet, downloading now tho.  I will say that there are some things that a lot seem to overlook.   Animations, F3 and NV they were relentless, even to the point of chasing into buildings, and were very fast and straight forward slashing you into player-kabobs for that nights dinner.  F4 they try to dodge slowing them down, making them easer to hit.  The old animations were scarry as H*ll but I find I like the new ones.   A health/resistance boost is kinda good to counter the speed reduction and addition of legendary weapons. 

    All that aside, the thing that I noticed most, F4, 1 deathclaw, 3 and NV, Many Deathclaw, there was always several deathclaws tho the Quary did space them out for the Dumb*ss that would go early. No, If you put another 2 to 3 on a spawn location, that makes them Scary and even the slow down doesn't matter then so that is something that can fix the Deathclaw experience and bring it up to NV standards. And a Boost like this, Even better.
  3. Luiswagula
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    I've been really loving all the patches you've made, I use several of them and they're very appreciated. For my playthrough i've personally made some edits to your Lethal Deathclaws patch. I've done nothing too drastic, i actually agree with a lot of the changes, i mostly just changed the animation speed by changing AnimationMult to 25.000000. There is just one other thing i want to change and its the first Deathclaw in the game during the When Freedom Calls quest. I want to make some changes to that Deathclaw specifically but i'm new to FO4edit and i cant seem to find it
    1. Babaloo321
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      How did you change the AnimationMult? I'm trying to use your suggestion for my game.

      Edit: By the way, the id  the Deathclaw in Concord you mentioned is: DN092AmbushDeathclaw "Deathclaw" [NPC_:0002C969]
      Personally I changed it back to vanilla.
  4. lowl
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    The deathclaw at the start is supposed to be weak(adolescent/sick) and you are meant to use prime resources to kill it, while using the obstacles to kite and evade(for higher diff)... is this not a good example of how using costly resources is also a part of the fallout strat? Not sure why people dont like this fight(maybe cos it's too end-gamey). The lore for deathclaws is they are smart, perceptive(all but eyes), fast, and lethal but not so resilient. I think the reason it's unsatisfying for veteran players is cos deathclaws stagger easily and you are confident enough to unload on their torso as it kills raiders.
    1. Lythael
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      The thing is Author wanted similar Death Claws like in New Vegas.
      In New Vegas they are extremely resilient and really fast.

      Shooting a death claw with a .50 call and failing to kill it in one shot resulted in it quickly closing the distance and slicing me up before i could react.

      Good times... ^^

      While the ones in Fo4 are pretty weak and slow.
      You can outsprint a death claw no problem without even resorting to AI terrain glitch (hop on a obsticle to confuse melee enemy into running in circles trying to get to you) which is kinda lame if you ask me.
    2. lowl
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      aah yes. deathclaw fights were so unsatisfying in fnv for me since they didnt give you good loot despite the difficulty and lack of cover(specifically in the mining pit place). Yes, too slow. i agree
    3. tekmage
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      I do agree they are much slower. Bethesda simply failed in making them formidable. I am unsure where you are getting the impression they are sick from. Is that said by someone in the game?
    4. tekmage
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      I understand where he is coming from and as I said further down the post, I'm sure his mod is great. I just have a different viewpoint and ideas for the how-to.
    5. Tinywars
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      Its a complete myth that the Deathclaws in FnV were in anyway scary. You could kill then just as easily as you can in Fallout 4. One could argue that Fallout 3's Deathclaws were more of a danger because you literally had god awful weapons in that game.
    6. Lythael
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      Its not a myth that those in Fo4 are way weaker even Mythic Deathclaws feel very underwhelming compared to high level Death claws in NV (mainly because of the DT mechanics and their speed).

      As anything later on they can also be dealt with swiftly with the amount of OP gear available in NV + DLCs
      In Fo4 however they can be dealt easily even with underwhelming gear, good luck doing that in NV tho.
    7. tekmage
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      They were scarier in New Vegas because you could run into them very early and first impressions permeate your thoughts for quite some time. Sure, it isn't as terrifying later when you have something like the AMR to deal with them.

      This was also before the time of auto-scaling and player movement wasn't exactly fast. Use this mod: Smooth first person sprint less jerkiness and stutter https://www.nexusmods.com/fallout4/mods/29828 in conjunction with the Deathclaw mod for an even better experience.
    8. Lythael
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      Funny enough. Gulpers from Far Harbor are what Death Claws should have been in this game.
      They are fast and extremely agile, can take quite few hits before dying even from powerhouse weapons like Gauss rifle (the high level ones) and their attacks are fast and deadly.

      On top of that they can be pretty stealthy even for their size, they hide in trees and their sprint is almost completely silent.
      Hunting and fighting those on Survival mode can get really intense! Got caught off guard couple times by those buggers :P
    9. tekmage
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      Yeah, in agreement with you there. Overall, Far Harbor has a better story and the atmosphere there is pretty great, well as challenging combat.
      I'm not sure if you have played Nuka World yet but Bethesda got lazy with that. The Gatorclaws were a joke to deal with. The robots were plenty tough though.
    10. Lythael
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      I did , yea that dlc feels rushed.
      What makes me laugh i got my butt handed to me few times by swarm of flying ants and plagued rad rats lol
      They hit insanely hard for their small size and low hit points like WTF.

      I assumed they would hit like rad roaches at best then i was a bit surprised that my high level character with full Marine armor and Ballistic weave gear underneath the armor got 2-3 shotted while trying to melee those critters ^^ (That was on Survival mode but still , guess entering that DLC with a lvl 100+ character for the first time scaled up the difficulty a bit)

      Reminds me of that sand lizard from Monster mod for New Vegas small and cute but hits harder than a Death claw.

      Oh and don't get me start about Cave Crickets they are pretty "balanced" aswell...
      Like what Bethesda is even doing? Making small creatures extremely dangerous yet large Death Claw / Gator Claw is a complete pushover xD
    11. tekmage
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      Yeah, those ants and crickets were pretty tough. I wish I could say the same for the raiders and Super Mutants.
    12. Halohouseboy
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      Tinywars, were you drunk when you typed that? Were Vengeance, MIRV and Dart Gun not good enough for you?
    13. TooManyMoths
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      It is not that difficult to take them out in NV.  First cripple their legs until they start limping. Then back off while shooting them in the head. It is sad to see such majestic creatures look so helpless. This is part of the reason why I don't finish the quarry junction quest.
  5. Halohouseboy
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    Is it normal that the first Deathclaw in Concord is half the size of a regular one?
    1. Halohouseboy
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      ok for me every Deathclaw is about half its normal size, and after deleting this mod, they were bigger again...
    2. tekmage
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      Deathclaws have been altered to come in varying sizes. It will largely depend on where you are and what type they are. 
    3. Halohouseboy
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      Ah ok, it was only the regular Deathclaw that I tested, but I thought you made them bigger, not smaller. Anyways I'll just stick with the weaker vanilla Deathclaws for now. 
  6. Ungark
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    you want to restore the claws of FO new vegas?!!? are you a madman?!?!?!??!
    1. tekmage
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      Well, at least I'm not trying to restore Cazadors.
    2. colonelcosmetic
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      please do restore cazadors
    3. tekmage
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      That is beyond the scope of what I can do right now. However, once I become more competent with the CK, and blender; I'll give it a whirl.
      I imagine rigging the animation from a similar flyer to a model shouldn't be overly taxing.
    4. Tinywars
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      Just think Bloat fly. But scarier. 
    5. deleted10026370
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      You mean Cazaclaws?

      https://www.nexusmods.com/newvegas/mods/58606?tab=posts
  7. eviltrain
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    I had a couple of other harder kill Deathclaw mods but I ended up getting rid of them. Turns out, when I started a new playthrough, I couldn't kill the Deathclaw in Concord with the mini-gun because the DT was too high for the 5mm bullets. I ended up having to instakill it using console commands even after deleting the mods (for some reason), which just breaks immersion.

    I was wondering if this mods would have the same issue?

    Thanks for any response in advance.
    1. tekmage
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      From the description. "size slightly altered to be larger, slight health boost, high damage absorption, slight health regen, and greater energy resistance for all but the intro Deathclaw."

      One of the reasons I made this series of mods specifically this one was because I found the other Deathclaw mods were not made for game balance but were made to make the game difficult regardless of how much it broke the game. You won't run into invincible creatures with any of my mods. These were tested thoroughly using various builds for stability and balance using vortex profiles.
    2. AeonsLegend
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      The Deathclaw in Concord is a unique spawn with its own HP pool and resistances. Its resistances are significantly higher than any other deathclaw you will meet at this point. If you go in early without any levels in any perk at highest difficulty then the minigun is not enough to kill it. Even with all headshots you run out of bullets.
    3. homiloko
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      The deathclaw's weakpoint is not the head, it's the belly. It's the only unarmored part; the deathclaw has thick scales and bones.
  8. Jena84Plissken
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    Endorse this mod god work
  9. Akeraux
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    Oy Mate, its an excelent addition to any modlist, but I´m here now to show you some respect, as an army veteran, and as a noble man who turn his life from the horrors of war to a more pragmatic and humble life "Carpe Diem" style, you deserve some peace, Thank you for every day of sacrifice.
  10. GoldenBoy204
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    Please create TeenClaws. Able to fit through doors and traverse stairs. I know that you can change the size of a person/creature/item in game through the console , but does this actually change their hit box/actual size? If it does you could "create" a new monster (unique tag) and have them be half'ish the size and therefore able to fit through doors/go upstairs
    1. tekmage
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      I can change them in FO4edit to be much smaller. I'm actually unsure what that would do to their hitbox with such a drastic size reduction.
      I'll experiment with that and see what happens.

      What I may end up doing is calling them TerrorClaws, change their scales darker, make them slightly taller but bulkier than Mirelurk Kings, and have them spawn randomly in dark, claustrophobic places like tunnels and caves. How does that sound?

      Edit: It may take quite a while before this happens though. I have a lot on my plate right now.
    2. Stickmanfan126
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      TerrorClaws would be dope. Or maybe good ol Baby Deathclaws from New Vegas would be good. I don't know if you can edit attacks or anything but taking away their ability to run or stomp before combat would make them stand out from regular Deathclaws. And of course the grab attack would be goofey with their size....
    3. tekmage
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      Yeah, that's fairly easy to do and it would make sense too. I'll test and see how it goes.

      6/8 testing...
      6/23 unable to resolve issues from recent windows/steam updates so cancelled for now. Please refer to the article for info on what is still active.
  11. INFURIATOR
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    Can I use this together with deadlier deathclaws?
    1. tekmage
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      You might be able to but I haven't looked at the deadlier deathclaws file in-depth. It makes edits to areas and adds many new deathclaws which caused crashes in my game. I was unable to fully test that mod. It also has a lot of other things going on.

      It is very likely going to be editing the same creature records as this mod and may not mesh together too well. You are welcome to try using them together. Just remember to load this mod after that mod to override its records. Save your game prior to experimenting so you have a good save the file to go back to if things don't work out properly.

      Edit: After reading the description again, it may not be touching vanilla records but I'm unsure.