I tried this mod, but it doesnt works with me. I'm pretty sure this would work for me. In any case, thank you for that. This thing would help me to finally beat fo4 without fear of some sudden bloodbug appearing in front of me, so I just wont run away like a coward and let all of my freaking squad of followers deal with that thing
Yay thank you very much Ondrea the things this mod replaces get right up my nose its nice at last to walk somwhere without something jumping out at you and scaring the frit out of you.
This hasn't left my LO since I found it, much appreciated. I'd love to learn how you made this so I can try making my own replacer. If you have any tips on where to start that would be awesome.
I'd never play this game again without this mod. I'm not particularly averse to bugs and such but having cats, chickens, and such all around the wasteland seems to be more immersive. Unfortunately, some quests require you to kill some of them but in most places you can just peacefully coexist with the cats and others.
Please is it possible to include Mirelurks? just the Shell Mirelurks not the Hatchlings or the King or the Queen, just the ones with claws and body armor? is it possible to be replace them with Ferals? the only mod that i found replace them with Robots and replaces all the Mire creatures
I don't typically do requests, especially for something I wouldn't use myself, but I'll have a look to see how much work is involved. And I likely wouldn't touch the Far Harbor mirelurks as they're involved in some quests and don't want to break things.
In case you haven't seen it, a mod called More Human Enemies has an option to replace the mirelurks with trappers from Far Harbor. I've tried it, and it works well.
Heh, yeah got to kill the bunnies and later the chickens at Starlight if you need to clear that. Unfortunately, the Sanctuary settlers will eventually kill the cats as well. I sometimes use a mod Auto-Dead All-in-One. The "bugs" in Sanctuary are already dead so you tell Codsworth you already looked, same with the molerats in Starlight. Takes care of other places you always get sent to if you replay often like I do.
It also helps that the loot from the replacements is still rad roach (or bloat fly) meat, when I hover the cursor over the corpse.
Steam says I've played this game 942-hours, and it shows on this new play-through. When I come to places like Fort Hagan Blood Clinic and dread the slog through the swarm of bugs in there - for the umpteenth time - and then...... I relax and grin as I remember I'm going to encounter cats, rabbits, and chickens instead. :)
Enjoying the mod,as I hate dealing with molerats and flying insects after probably a hundred playthroughs. I did run into a problem. On two occasions,the wolves that replace stingwings were invisible. They were there,as I could hear them and they were showing on the HUD. The markers on the HUD were also zipping around all over the place. I did move it to the bottom of my load order and nothing changed. I don't have any other mods that change creatures or edit those cells where the problem occured.
Is it specific wolves or all wolves? This just has the stingwings body point to the various existing Far Harbor wolf meshes, some red, some other colors. Are all your wolves in Far Harbor visible? Tell me a specific area where you see this and I will check it out in my game.
Those were the only two instances that I encountered them in the playthrough,so I don't know if all wolves are affected or not and Far Harbor was not started yet. I ended that game and deleted the saves to start over which I do a lot. The areas were the old gullet sinkhole and the cabin close to the statue that the raider is painting not far from somerville place. I can add the mod back in on a new game to do some more testing.
Odd. I've seen them at that sinkhole without issue. Some mod effecting wolf meshes is the only thing I can think of. Or can check in Fo4Edit to see if something conflicts, even if it's last in load order.
I just checked for a new load order and not showing any conflicts. I will start a new playthrough tomorrow and see if it does it again. The previous game I was playing had no issues with your mod,so could be a weapon or clothing mod conflicting somehow,as those are the main mods I change out all the time. Thank you for your response,and great work on your mods. I'll update if the issue continues or I figure out what the problem was.
Hey, the mod seems really nice! But what about the Scorpions and Mirelurks, as well as Mirelurk Hunters? They also trigger many, which are triggered by the replaced animals. - But even as the mod is now: Thank you very much!
I just put this together for my own triggers; rats mostly but the big flying bugs as well. There's a mod author who did some replacers, including the Mirelurks and Radscorpions. Those might work out for you.
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I just started a new game, after not playing FO4 for over a year.
Had the quick-start mod to bypass Vault 111, so the first "insects" I encountered were in Sanctuary - while searching the area with Codsworth.
It was a head-scratcher when he didn't find any insects in the first house - but a few bunnies were hopping around. :)
Blinding flash of the light-bulb going off over my head, and a big grin on my face... until I wasn't sure how to complete his quest.
Realized I had to suck-it-up and kill the bunnies. :(
Already noticed a few cats around Sanctuary and I'm looking forward to seeing how many more of these seamlessly integrated critters I'll encounter.
Next up:
Red Rocket & Dogmeat
Thanks. Endorsed.
Steam says I've played this game 942-hours, and it shows on this new play-through. When I come to places like Fort Hagan Blood Clinic and dread the slog through the swarm of bugs in there - for the umpteenth time - and then...... I relax and grin as I remember I'm going to encounter cats, rabbits, and chickens instead. :)