Fallout 4

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ChoiceSpecsMawile

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ChoiceSpecsMawile

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24 comments

  1. ChoiceSpecsMawile
    ChoiceSpecsMawile
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    "Hey, I dont like... can you?" 
    1 - Wait: when i get more time Ill make more versions.
    2 - Ask and I can tell you how to make it yourself. 
    3- Dont use the mod.
  2. blaukkraven
    blaukkraven
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    yea i can seem to get the 2 files to work on vortex no matter what i try one file becomes redundant and then the hunter will not appear in game do i 100 percent need both files 
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Theres only 1 file
  3. BrianZodd
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    If I spawn a Mirelurk Hunter this should spawn, right? It is currently not spawning this
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      It replaces world placed instances of the MH, not the actual Char model. There are a few instances that are %chance spawn based, scaling up at higher levels, so pre 20 you still may see some MH spawning in the world as well.
  4. Scrimpac
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    really nice mod could u add a version where theres also the replacer in the cage levellist? want them as pets ^^' i use beast master and exotic workshops in that instance.. dont know if it would still be possible
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      probably, unfortunately i dont have time :(
  5. Uncleseanp
    Uncleseanp
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    Out of curiosity what mutant monster mod are you referring to that affects the Deathclaw LL is it the mutant menagerie mod?
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      its a mod called mutant creatures that adds well designed large, gargoyle-esque creatures to the deathclaw LL. 
      iirc its by deathbykitty or by the guy who made a forest / the ghoul variety mod and a discord only mod, 

      If you PM me I can probably send the link. Its incredible it ports over 4 enemies from doom that are very aesthetically fitting into the FO world and honestly impressively well done.
  6. HelloFlighty
    HelloFlighty
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    Is there any way to remove settlement defenders? If not is there a way I can do it myself?
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Delete the record to remove.
  7. HadesDrakona
    HadesDrakona
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    Will this affect the wasteland workshop cages? IIRC, you can catch mirelurks. Would you start catching hunters instead?
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Cages pull from a different level list, itll still be hunters. Thats why I added a craftable settlement defender!
  8. Arroganz82
    Arroganz82
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    I updated my mod just now. That may or may not mess with this one?
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Just what they replace. Ill make 2 separate versions, one for ML Hunters, one for Dclaws!  

      Youre also free to merge this entirely into yours. I made this as an initial array of additions that i thought would be great. If you think so too please implement the items and etc! 
  9. LexxieSlevaskos
    LexxieSlevaskos
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    Is there a guide to making settlement pets or creatures like how you edited the hunter for this mod, I know the ui of FO4Edit and Creation kit. and basics of fallout's archives, but I just have such a hard time figuring out which objects in the archives whether it be actors, items, scripts, etc is connected to. I seem to can't find any guides sadly.
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Id just reverse engineer this. If you want more references to fully understand how everything is linked, id look at my drones mod.  It took me forever to make but whenever I make settlement npcs I just copy the format. Its also useful for figuring out how to reverse engineer synth grenades / how to link spawns to an explosion / in game event.

      The way it links is:
      Constructible Object (COBJ) -> NPC
      Just copy an NPC reference, replace its factions / tags with the ones from a template I created, boost its stats, add health / limb regen, and add a defense value. It doesnt need sandbox scripts but you can add them if you want it to roam more, otherwise keywords will keep them attached to the settlement and theyll always return after combat. (Humanoids will count as a settler and require additional resources).
      Copy a COBJ template, and at the bottom replace "created object" with whatever referenced NPC you want it to replace. Created object count will always be 1 unfortunately, Ive created like 200 craftable npcs and I still havent found a way to workaround this :(
    2. LexxieSlevaskos
      LexxieSlevaskos
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      thanks for the reply, I'll try to figure it out using your mod.
    3. LexxieSlevaskos
      LexxieSlevaskos
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      How do I add the auto-heal. I can't seem to figure out what it is called and if it is a perk or a keyword.
    4. Menellaus
      Menellaus
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      This is most likely something on my end but I seem to be getting hunters being replaced by deathclaws instead of the RE Hunters any idea what is going on...
      Thanks 
    5. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      mirelurk hunters or the craftables?

      auto heal is an actor value (health/limb regen same category as special stats)
  10. Arroganz82
    Arroganz82
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    Holy cow, nice work. It's rather impressive how you composed this so fast lol. You said you made the shake disappear when they walk, how did you manage that? I always wanted to remove it but I never got the time.
    1. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Its simple once youve done it enough, probably took me like 30 minutes to slap together. 

      Just remove the deathclaw effects keyword, removes the ground shake and crippling scream when they enter combat. 
    2. Arroganz82
      Arroganz82
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      Okay, now that helps. I will be updating the mod with that!