Something amazing happened in my game with this mod, absolutely unintentional a bug. Your supermutant was replaced with a Nightkin from the D.C. and West Coast Supermutants mod. So instead of your chump, a blue invisible fellow came out instead-- which truthfully was just as scary!
Yeah I didn't know what to name the guy, I figured it would be funny if there were rumors in Concord about a Deathclaw living in the sewers, but turns out it's a Super Mutant with a similar name.
Same here honestly, eventually I had to address some of those myself, at least it's nice to see other people took care of the early Power Armor that one gets. Glad you like the mod.
Hey! so I love the changes you made to the openning and economy mods. I wanted to run something by you in case you find it interesting. Perhaps an edit to the openning sequence. Maybe adding some creepy stuff to vault 111, maybe a blind ghoul you should avoid. Then go to santuary, codsworth stuff, but instead of concord he sends you to abernathy farm, they send you to kill some mole rats at the red rocket, then dogmeat takes you to concord and proceed as normal. Then the next time you return to abernathy they tell you their daughter has been killed by raiders and send you to olivia station as normal. Santuary could go like normal but perhaps add a step to make a radio beacon, to trigger Sim Settlements 2 if people have that installed, if not then it still fits as a tutorial step.
Those changes are way out of the scope of this mod, not only would that be a much bigger mod, it would also have a lot of compatibility issues with other mods on the Nexus. This mod is just meant to replace the Deathclaw in Concord, instead of overhauling the entire initial interactions in the game.
How you look on idea make version deathclaw but its be a "injured deathclaw" or "Tiny deatclaw" or "older deathclaw" and change his model on version with broken horn. I think be cool if we have really dethclaw here but something say me "yo bro you really lucky man that deathclaw be injured and its only reason how you can kill him" or something like that
The Deathclaw that spawns in Concord by default is actually a nerfed version of the Deathclaws you encounter later on in the game.
Initially I was planning on just changing its name to show it's an injured version, but ultimately what was bothering me is the game introducing a Deathclaw so early in the game, only to just nerf it to the point that it's basically pointless doesn't even pose a real threat.
I'm happy having changed it to a Super Mutant so I doubt I'll make other changes to the mod, it accomplishes what it was meant to do and it's as unintrusive as I could make it so I prefer to keep it that way to help with compatibility.
Yes, I'm aware, I wrote something about that in the description, not much I can do about it honestly without going out of the scope of the mod (I considered at one point whether it would technically fall under the scope or not, but in this case it's better not to touch unnecessary quests and dialogues for compatibility reasons with other mods, UF4OP, and things like that.
I think if our "John Fallout" didn't meet the deathclaw until 81, then we can say that he thought it was him or that he was just lying, telling fairy tales to children )
It was a really fun experience. When I heard the mutant (let's call him Shrek) say "what's that noise?" and so clumsily got out of his den. I found it very funny. He was probably relaxing on his couch when we were making noise here in power armor with a minigun. Thank you
I was kind of trying to make it feel like a regular spawn in the game, the fact that the Supermutant reacts with a line (actually with a couple of variants, the AI package just chooses one) made it blend better.
I'm glad you liked it and that it worked as intended. If you haven't yet, you should check his home in Concord sewers, it's just a room but I decorated it with a few things to make it look like he had been living there for some time.
Love the idea of this, i admit I'm not sure how i think of a supermutant for the replacement, since there is the dialog lines of "20ft tall irradiated lizard" but I agree it is an issue. The only other viable alternative I have found was IIRC Deadlier Deathclaw replacing the first deathclaw with a "young Deathclaw" which works, but I will enjoy a new option to change it up!
As far as the Minigun goes, I've felt conflicted about it and want to figure out an answer too. The best answer I have found is in Lunar Fallout, making the Minigun a "Rusty Minigun" with slower firerate, DMG, Accuracy penalty, basically still strong enough for the fight, but not viable in the long term, the problem is it is wrapped up in a larger overhaul, so if you know how to set up a similar idea (maybe even as a completely independent weapon, so minigun replacers wouldnt be affected) and reduce the amount of ammo you get (perhaps with different optional amounts) then that could work.
I was already working on something regarding the Minigun, my idea is to see if I can both: - replace the minigun you are given with a crappier version of it - reduce the amount of ammo you get with it
And if I can accomplish both (or at least one or the other) then I'll upload that as a standalone change, I don't like having to download entire overhauls for something so specific.
I've already accomplished the 1st point, I've managed to replace the minigun with a Damaged or Broken Minigun (Sturges and the objective itself tell the player to rip off the Minigun from the Vertibird, sounds like a good enough reason to get a damaged/broken version, along with the 'Broken T-45 PA' mod it should blend well). The ammo count is proving more difficult to change for some reason, there is probably one way to change it through a the script but I would rather not have to touch that main quest or the scripts because that'll potentially make the mod less compatible with other mods.
I'll probably just settle with the broken minigun with lower stats and call it a day, the extra ammo should still prove useful if the weapon itself doesn't deal the same amount of damage as a regular Minigun, so having some extra rounds isn't the worst in that case.
Edit: - I've tested it with lower stats and seems to work fine and actually feels crappier, which is what I'm going for. Gotta tweak a few more things, want to check if I can make it non-upgradable as well.
Dude that's awesome I'm excited to see a standalone version of that, cause I tried to mess with it myself, but between limited time and a serious struggle with doing anything other than changing stats and ammo's in xedit, I just never got it figured out. Thanks for this mod and hopefully that one as well!
Mod "Classic Power Armor Training" is perfect for this you will not be able to use power armor and if you are not strength character you will not be able to rip minigun of the stand.
33 comments
Initially I was planning on just changing its name to show it's an injured version, but ultimately what was bothering me is the game introducing a Deathclaw so early in the game, only to just nerf it to the point that it's basically pointless doesn't even pose a real threat.
I'm happy having changed it to a Super Mutant so I doubt I'll make other changes to the mod, it accomplishes what it was meant to do and it's as unintrusive as I could make it so I prefer to keep it that way to help with compatibility.
I'm glad you liked it and that it worked as intended. If you haven't yet, you should check his home in Concord sewers, it's just a room but I decorated it with a few things to make it look like he had been living there for some time.
As far as the Minigun goes, I've felt conflicted about it and want to figure out an answer too. The best answer I have found is in Lunar Fallout, making the Minigun a "Rusty Minigun" with slower firerate, DMG, Accuracy penalty, basically still strong enough for the fight, but not viable in the long term, the problem is it is wrapped up in a larger overhaul, so if you know how to set up a similar idea (maybe even as a completely independent weapon, so minigun replacers wouldnt be affected) and reduce the amount of ammo you get (perhaps with different optional amounts) then that could work.
- replace the minigun you are given with a crappier version of it
- reduce the amount of ammo you get with it
And if I can accomplish both (or at least one or the other) then I'll upload that as a standalone change, I don't like having to download entire overhauls for something so specific.
I've already accomplished the 1st point, I've managed to replace the minigun with a Damaged or Broken Minigun (Sturges and the objective itself tell the player to rip off the Minigun from the Vertibird, sounds like a good enough reason to get a damaged/broken version, along with the 'Broken T-45 PA' mod it should blend well). The ammo count is proving more difficult to change for some reason, there is probably one way to change it through a the script but I would rather not have to touch that main quest or the scripts because that'll potentially make the mod less compatible with other mods.
I'll probably just settle with the broken minigun with lower stats and call it a day, the extra ammo should still prove useful if the weapon itself doesn't deal the same amount of damage as a regular Minigun, so having some extra rounds isn't the worst in that case.
Edit:
- I've tested it with lower stats and seems to work fine and actually feels crappier, which is what I'm going for. Gotta tweak a few more things, want to check if I can make it non-upgradable as well.