Thanks, I always feel like the commonwealth got gypped on Rad-Ants and the danger of mutated bugs in general (The amount of stingwings in the game is anemic) , but as a side question, could you possibly make a mod that replaces most mob spawns with bugs? I'd like that a lot.
Im looking at upping some damage on mobs myself but im a TESedit noob. Would you be so helpful to tell me under what "tab" in FO4Edit i should look to find the mobs to edit, and what (roughly) values/entries are for the attacks? Im guessing they arent called "attack 1", "attack 2" etc but instead some cryptic stuff. Its for personal learning to hopefully later be a mod of some sort.
open up FO4Edit expand fallout4.esm/Non-Player Character(Actor) Select the critters you want to edit (Shift select) right click and copy as override into. choose new file, name it ect.
collapse the recently opened directory tree, Expand your mod scroll down in the window on the right . You will see strength, perception ect just right click and edit =)
Set the value to anything dude go crazy with it. Load up a game spawn in some of the edited mob and test it out.
When you close FO4Edit it will save your brand new esp.
Well it's very slow yes, but is what make game not easy, along with more enemy hp, higher damage dealt to player, lower damage dealt to enemy, and better AI (at least Beths told so, i didn't saw any AI changes).
exactly! if we wanted to play a game where we could just yolo one-push everything we'd go blob it up in guildwars2 lol challenges are fun. the harder sh*t is, the better. Or in the words of Jim Lahey; You created a little sh*t spark from the old sh*t bugs, then they turned into a sh*t bonfire and then, driven by the winds of their monumental sh*t-awesomeness, they turned into a raging sh*t firestorm. You get to release this mod, you'll have total control of the Boston area and then you can unleash a sh*tnami tidal wave that will engulf the Sole Survivor and extinguish his sh*t flame forever. And, with any luck, he'll drown in the undersh*t of that wave....sh*t waves."
Don't know on what difficulty you playing, but on my side on survival couple of this things with one legendary easily can kill me in power armor, or any other armor, if i don't notice them from afar. So i don't know what you talking about 'the bug have their bite back'.
What Wenderer is saying is that they don't need to be beefed up. These things when legendary are f*#@ing tough on survival difficulty and their poison sting can kill you in seconds. I'm doing a permadeath playthrough and legendary stingwings scare me more than a deathclaw.
Edit: Also, please don't take this to mean I'm not appreciative of the mod. Like every other mod, there's always someone who wants it, even if it doesn't cater to my personal needs.
I get that dude =) I love the challenge and I would not recommend this for a no death play through. This is more for spending a long time on the hardest level going for 100% completion.
I do like the idea of this (and I like your banner. ), but like the others say some specific details would be nice.
What I would like to see is more differences between bloodbugs and stingwings. I expected bloodbugs to be only somewhat more dangerous than bloatflies, and stingwings to be as deadly as cazadores, but that doesn't seem to be the case in practice. Honestly, unless I scan them in VATS, I can hardly tell bloodbugs and stingwings apart until I've killed them. Gameplay-wise they're pretty similar and with the larger number of variants bloodbugs have (red widow, vampiric) those may even be more dangerous than stingwings are. It seems like it should be the other way around.
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Im looking at upping some damage on mobs myself but im a TESedit noob. Would you be so helpful to tell me under what "tab" in FO4Edit i should look to find the mobs to edit, and what (roughly) values/entries are for the attacks? Im guessing they arent called "attack 1", "attack 2" etc but instead some cryptic stuff. Its for personal learning to hopefully later be a mod of some sort.
collapse the recently opened directory tree, Expand your mod scroll down in the window on the right . You will see strength, perception ect just right click and edit =)
Set the value to anything dude go crazy with it. Load up a game spawn in some of the edited mob and test it out.
When you close FO4Edit it will save your brand new esp.
[Edit] Added a complete list of changes to the OP
challenges are fun. the harder sh*t is, the better.
Or in the words of Jim Lahey; You created a little sh*t spark from the old sh*t bugs, then they turned into a sh*t bonfire and then, driven by the winds of their monumental sh*t-awesomeness, they turned into a raging sh*t firestorm. You get to release this mod, you'll have total control of the Boston area and then you can unleash a sh*tnami tidal wave that will engulf the Sole Survivor and extinguish his sh*t flame forever. And, with any luck, he'll drown in the undersh*t of that wave....sh*t waves."
and now I'm craving a "trailer park boys"-mod
Edit: Also, please don't take this to mean I'm not appreciative of the mod. Like every other mod, there's always someone who wants it, even if it doesn't cater to my personal needs.
What I would like to see is more differences between bloodbugs and stingwings. I expected bloodbugs to be only somewhat more dangerous than bloatflies, and stingwings to be as deadly as cazadores, but that doesn't seem to be the case in practice. Honestly, unless I scan them in VATS, I can hardly tell bloodbugs and stingwings apart until I've killed them. Gameplay-wise they're pretty similar and with the larger number of variants bloodbugs have (red widow, vampiric) those may even be more dangerous than stingwings are. It seems like it should be the other way around.