I have a question, I'm using AAF in my load order and your Ghoul turns into a pile of\ mass of goo during the animations how do I stop it from happening. do you use a certain male mod, or skeleton do you know what is causing this.
Le mod est bien sauf qu'il ne prend pas en compte les animations AAF, c'est dommage! c'est pareil avec le chien mutant; ça serait bien que le mod fonctionne avec les animations AAF merci d'essayer
In theory it shouldn't... but BLD it is a large mod that changes a lot of things, so I can¨t be sure. It sounds like a mod conflict or something similar tbh, so I'll consider it that until another report of something similar surfaces.
As far as lore-friendliness goes, there was also a 'tamed' glowing one in Fallout 3 named Son of Atom that the Children of Atom had with them. So, yeah, it's not out of bounds.
All I'd ask is to perhaps add some way to make him distinctive - like being able to add a hat or something so I don't gun him down while being swarmed by other ferals.
Well, iirc, there aren't really any "friendly" ferals. For example, FO3's Son of Atom is actually mad Mother Curie's son. And lore-wise though she thinks they've transcended, the only reason he and the other one there (Atom's Champion) aren't yet hostile is they've only recently been turning and still have a residual non-feral part of their brains left. In other words, they aren't quite yet 100% feral.
In FO4's Croup Manor it's the same story. Lore-wise, Theodore Croup's efforts were in vain. Once the last bits of the rest of his family's brain cells turned feral, he failed and lost his temper, struck Belinda, and the entire family all turned on him and killed him. And a non-hostile feral sometimes found outside Croup Manor is prob just a respawn bug - in my game he's also stuck on the spot.
Of course, that still means our feral ghoul companion can exist, but only because not all his brain has turned yet - he's not fully feral.
The friendly ghoul isn't actually a respawn bug, It's not flagged as hostile in the game files. And he's not stuck per say, just some interestingly set up properties. So as far as I'm concerned - he's friendly.
Besides, there are plenty of ways to explain him, even without the brain thing. Even ghost possession would work, so... yeah.
Going back to Cinedelic's request, it would be such a great feature if the player could equip that Feral Peaceful Companion with a hat, or even armor pieces. Not sure how possible (and hard to do) that is or if there is a mod that already adds/spawns armored ferals, tho...
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btw,i'd like to have a mutant hound as a companion,can you do this?thanks a lot.
All I'd ask is to perhaps add some way to make him distinctive - like being able to add a hat or something so I don't gun him down while being swarmed by other ferals.
In FO4's Croup Manor it's the same story. Lore-wise, Theodore Croup's efforts were in vain. Once the last bits of the rest of his family's brain cells turned feral, he failed and lost his temper, struck Belinda, and the entire family all turned on him and killed him. And a non-hostile feral sometimes found outside Croup Manor is prob just a respawn bug - in my game he's also stuck on the spot.
Of course, that still means our feral ghoul companion can exist, but only because not all his brain has turned yet - he's not fully feral.
Besides, there are plenty of ways to explain him, even without the brain thing. Even ghost possession would work, so... yeah.
i have an idea : bay max companion ^^
from big heroes6