okay so, seriously I have the issue that other people are having which is deathmeat tends to run away during a fight and WILL NOT attack. how do I fix this?
remind me of fallout 2 where there's an albino deathclaw that can be ur companion, and he can speak. I believe if you make a voice for this mod and apply with albino skin it would be lore-friendly mod. Just a suggestion.
That's wrong. Sapient deathclaws were an Enclave experiment to see if they could be made more controlable than the other, regular deathclaws they'd made. It didn't work out, the sapient deathclaws escaped and the Enclave later gunned 'em down.
double wrong. Deathclaws are like ghouls: 99% are feral, but they all have capacity to speak. The 1% of deathclaws that aren't feral are intelligent. Then there's also the possibility, not shown in game, of a feral talking deathclaw, that mimics voices to lure people into it's trap.
the mod did work and changed dogmeat into a deathclaw however he doesn't attack and just runs endlessly the opposite direction. Im trying to figure out why to no luck, and should the mod have also changed his name? for me it says "DeathClaw" instead of dogmeat or deathmeat, whichever one. is that correct or does the rabbit hole thicken for me? any advice would be great as im still new to modding
Could you please upload a showcase video in wich you name and demonstrate all your changes?
Actually.. Deathmeat doesn't attack and interact with enyone/thing that's not the player.. He constantly runs far straight and fast far away. The maneuverabillity fity his momentuum.. means he's running until he stops. Good in wide areas.. bad in areas with many obsticles. It's not immersive if he runs above the streets from various ancles over and over if there is no need tho haste. xDD
For some reason Dogmeat doesn't fight at all (watched a Molerat nipping at his ankles and he did nothing about it. Had started a new game so if I needed the perk that gets Dogmeat to grab hold of an enemy, might possibly be why
If you run into troubles/problems/issues you may always go to thuggysmurf's Discord - they made a DC companion for Fusion City Rising, in Vault 59. Idea seems cool. I would like him even smaller but equal in strenght with regular DCs. Tracking for sure.
I am a man and a duchebag. I can handle people with "attitude" when I need info and help. Plus - there are OTHER people on that discord who may help. If one does not find useful info there - move along. Life goes on.
One bad apple spoils the bunch. I've had enough negative interactions with arrogant modders (WarDaddy called me a retard once) so I'd rather get info from trial and error rather than subject myself to possible abuse from people who don't know what's good for them.
In the description it says "dogmeat must be your companion already or this won't work". But then it says "if used with an existing game save, you will encounter bugs".
What?
You can't have one without the other ...
If dogmeat is my companion, that is an "existing game"....
47 comments
Deathclaws are like ghouls: 99% are feral, but they all have capacity to speak. The 1% of deathclaws that aren't feral are intelligent. Then there's also the possibility, not shown in game, of a feral talking deathclaw, that mimics voices to lure people into it's trap.
Secondly, here's this if the footsteps get old: https://www.nexusmods.com/fallout4/mods/20400?tab=posts
Actually.. Deathmeat doesn't attack and interact with enyone/thing that's not the player.. He constantly runs far straight and fast far away.
The maneuverabillity fity his momentuum.. means he's running until he stops. Good in wide areas.. bad in areas with many obsticles.
It's not immersive if he runs above the streets from various ancles over and over if there is no need tho haste. xDD
It shouldn't be Immersive Fallout but I'll test
I disabled any mods wich modify speed.
To be more precise: If I command deathmeat to attack, he moves to his target and starts idle animations if he is next to it.
A compartibillity patch for Immersive Fallout whould be nice. Disabling IF solves the waay to fast running speed.
Had started a new game so if I needed the perk that gets Dogmeat to grab hold of an enemy, might possibly be why
Idea seems cool. I would like him even smaller but equal in strenght with regular DCs.
Tracking for sure.
Once he loses his arrogance then I might try that.
Plus - there are OTHER people on that discord who may help.
If one does not find useful info there - move along.
Life goes on.
I whould be happy to choose a deathclaw skin with your Mod as well.
But then it says "if used with an existing game save, you will encounter bugs".
What?
You can't have one without the other ...
If dogmeat is my companion, that is an "existing game"....
Existing game, he does.
What's the point of installing mods if you're worried about bugs?
We get it, this mod isn't for you, but try not to be such a dick about it.
That makes sense!
Thanks for the explaination.
I always start a new game after installing some mods, so it won't be a problem then ...
In existing games, if he's not your companion, you can activate him but his dialogue doesn't show up for some reason and I'm looking for a fix.
Might be better to use EFF anyways.
A bit too shaking intensive in comparison to his size.
1/4 or 1/3 less shake should do it just fine.
and maaaaby 10-30% less stamping noise.
I want my lil reptile buddy still heavy ..but fitting as well. :)
Well done, man*gurl!!
https://www.nexusmods.com/fallout4/mods/20126?tab=description
And no need to add a partially useless esp to my LO. ^^