0 of 0

File information

Last updated

Original upload

Created by

Invoker Gray

Uploaded by

InvokerGray

Virus scan

Safe to use

26 comments

  1. TonyiCC
    TonyiCC
    • member
    • 0 kudos
    o yep, the update file is what i was searching, but..... how am I supposed to send him to camp? I can't talk to him, he just ignores me
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      Workshop mode, the move option
    2. TonyiCC
      TonyiCC
      • member
      • 0 kudos
      lol, I didn't know that option existed
  2. Greenmailman
    Greenmailman
    • member
    • 1 kudos
    Goris Companion could use some of this love and care, a voice, QOL stuff like the sounds a deathclaw makes being dimmed, etc. Would you be down for something like this? I'm genuinely on the hunt for someone that might want to improve upon this mod.
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      I'm not making a custom voice.  Someone else can. 
    2. Greenmailman
      Greenmailman
      • member
      • 1 kudos
      thanks for replying, great mod btw.
  3. criana24
    criana24
    • member
    • 0 kudos
    Hi , i really love your mods in ps4.
    Is really fun recreate old fallout game with a robot, death claw , supermutant , a dog and 1 scientist and 1 ghoul in my team.
    i would like to know  if you are interested to add clones of companions in the game like npc in your settlements.
    Because is really sad have to lose the most of companions when you are with institute and raiders of nukaworld.
    I would like it because i have a mod which let me add like companion to each npc that i want .
    I would really greatful have them in my settlement for diferent runs with their inmortality .
    ty vm.
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      it's odd if no one has made this for ps4.  I'll give it a try.
    2. criana24
      criana24
      • member
      • 0 kudos
      I remember that someone tried in "placeable npc" but this mod has problems with lag for a lot npc that this add also these npc arent inmortal like settler.
      So yes , you can be the first . i think that it is a really good idea because i dont find mods which let you keep deacon in the game if you are with institute or a way to get your companions again once they hate you for negative affinity so have clones of them would be really good sincerelly in special with deacon, danse ,x23 and cage and preston because they are near to let you for the ending or faction you choose.
      If it can be like a follower inmortal like you did with your another npc follower it would be good like a separate mod which you can add when you finish the game and you lose some companions in the run.
      Perfectly it can work with mod "companion helper mod" which let you have like companion to all npc in the game even if they are from a mod.
      I saw it like a solution in the case that you send that npc to settlement and become a settler who only will trade and dont follow you.
      "Companion helper mod " fix that so if it is posible i would be really greatful in ps4.
      Antoher good thing would be have to virgil and erickson who are the most intelligent supermutant in the game and with unique style , so i think clones of those npc would be really good for settlement because there is cage overhaul mod to catch supermutant for you settlement but it dont have to virgil and erickson so i think that it can be really good for a supermutant settlement or maybe farharbor and institute settlement.
      No one tried to make erickson or virgil or cito like companions in the game sincerelly and i dont know why.
      Cito would be a good  follower too because you dont see him anymore once you finish nukaworld dlc.
      So i think the best would be add these clones of npc in workshop menu to summon them or maybe add them like a grenade to summon them and they follow you maybe and can send them to settlement.
      Or simply create npc mod to install and they follow you and can send them to settlement in another moment and do them follow you again with " companion helper mod".
      It can be a really useful thing to keep old style of companions in the case that you modified clothers and face of companions to your game because there are a lot mods which do that but in the case that you miss old version of companions can use this mod to have for example:
      -human nick and clone of original nick in the game fighting.
      -robot curie and clone of synth curie at same time
      -human dog meat and clone of original dogmeat
      -woman version of companions ( there are a lot mods about that seriously) and clones of original version of those companions.
      - maybe a vs beetwen orginal companion and the clone in the case that you become enemie of faction or hostile for another reason. I never saw paladin danse attack to maxxon in pydrien , x23 fight against institute or deacon attacking to railroad.
      There are too many posibilities.
      I wish you good luck bro. Thank you for all your effort.
    3. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      Spot on! You're not wrong.  
      A clone dome home could be in order.
        Thanks' for the request!
    4. criana24
      criana24
      • member
      • 0 kudos
      Yea . 
      your mod  " Crowangel the night kinn" together with stronght , virgil , erickson and supermutant from cages would make a really good supermutant settlement with 1 swam and behemots and supermutant dogs from cages overhaul.
      And cito can be in a pack raider settlement with cage using crognack outfit and gorilas from cage for a wild settlement.
      There are too many posibilities.
      I wanted to know if you are interested to make pipe pistol, pipe revolver ,pipe bolt action , sub machine gun ,hunting rifle and double barrel shotgun improved but no op , just better than vanilla versions. Because they are weapons with bad reputation in end game and would be good unique versions which you have to find in the map of conmowealth.
      I dont know if it can included the rest of mele weapons which are quickly replaced by a hammer or beisbol bat or displice knife in end game.
      Maybe improved versions of those mele weapons( no op , only more relevant in the game)  that you have to find like a unique weapon in the map.
  4. dandyutm
    dandyutm
    • member
    • 0 kudos
    and why some npc attack my deathclaw, hmm can you fix this too?
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      This can be mitigated by adding the player faction to the Deathclaw.
       I don't like to do this myself as it can make problems with some custom mod quests.
       You can use Fo4edit or the C.K. to add the player faction, it might not stop all random attacks. Changing him to unaggressive would help too.  I like to encourage others to tryout modding.    
    2. dandyutm
      dandyutm
      • member
      • 0 kudos
      changing deathclaw to unaggressive how?
    3. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      Open the mod with Creation Kit. In the object window filter type in "invoker".  You will see the Deathclaw I made, double click on it to open the Actor, click on its "A.I. Data" tab.  Aggression is a dropdown menu that you can change to Unaggressive, Aggressive, Very Aggressive, or Frenzied.
  5. dandyutm
    dandyutm
    • member
    • 0 kudos
    why hes running away from deatclaw, i mean he's deathclaw lol, can you fix this?
  6. Dedrik
    Dedrik
    • premium
    • 5 kudos
    Awesome work here, been looking for a stable deathclaw companion mod for a while, thank you. Is there perhaps anyway to make this compatible with deathclaw armory? I've tried to equip the armor to the big guy, but doesn't seem to work.
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      IDK how that mod works.  You probably need to make a bash patch, and add the keyword they made to this monster.
  7. wipeout052689
    wipeout052689
    • member
    • 0 kudos
    It's one of the better ones ive seen for Deathclaws. But i gotta be straight with you. Those footsteps are so f*cking annoying. Maybe upload file without them if you can.
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      Shure, I put one up that  has no footsteps or heavy breath sounds.
  8. EdxTheRedfury
    EdxTheRedfury
    • member
    • 0 kudos
    this is so cool but this mast definitely conflict with beast master right?
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      IDK how that mod works.  This mod make all new records, so should be work with any other mod.  They may not synergize with each other.  What ever keywords beast master adds this monster will not have.
  9. 6773JG898
    6773JG898
    • member
    • 0 kudos
    I have an entire settlement full of deathclaws so a talking one will suffice. Hey one question, if there's a way to make random companions or settlers, is it possible to make amelia stockton into a settler.
    1. InvokerGray
      InvokerGray
      • premium
      • 85 kudos
      It's not hard to make a mod. To do the one you want, just open C.K. and copy the scripts and keywords from a settler to the NPC you want.
  10. Darina55
    Darina55
    • member
    • 0 kudos

    • the mod is raw, the claw of death is not protected, do not fight with opponents, the brotherhood of steel turned him to flight and the ghouls drove him into a corner. The death claw is being shot at by the caravan drivers. you can talk to it, but it can also be other basic NPCs.