Everything is cool, but the explosion is strong, my companions fall immediately. I thought only the cloud from the explosion would return. It's a pity I'll have to leave the previous version...
I used a molotov explosion for it...i did it again but the smoke column didn't appear...i will try again anyway. At least the problem with that rat is solved now I think i can do that the explosion don't affect you or your companions, but i al not sure about it.
Loot is back. The smoke effect from the skull explosion is still small. In the first version of the mod with ghouls (28/12/2024) it was the size of a building, it was cool. Radrat is immortal, I tried to kill her for about 20 minutes, I had to delete it via console...
I know, rad rat is immortal (or it will not respawn), if you travel away it shuld disappear...i think i will create a craftable weapon that will banish my creatures on hit in my next update, And for that esplosion i will work on it.
If it disappears, then there is no point in having a weapon to drive out monsters. Cool mod anyway. Is it possible to add exp from killing matryoshka? Or a copy of a matryoshka with the possibility of gaining exp from it?
Ot disappear because the explosion places the rat as object, but the "placed object persist " is checked out. When i will create that weapon to banish them, i will check that label. I did it tons of time, i am sure this will work. For matrioska, i will create an hostile version of it with XP rewards.
I didn’t mean a hostile version of the monster, but so that when it kills someone, the player’s XP drops. I've seen this in some mods. This is a very useful thing for farming XP and will cover the cost of production.
The new character is cool. The horde of ghouls became less burning, or so it seemed to me. The final explosion is also smaller. I personally liked the ghouls in the previous version better. Cool mod. If possible, bringing back the final explosion from the skull would be cool. There is less loot...
The main problems is that those ghouls were scripted and CK don't let me put multiple scripted creatures i a leveled list. They exploded because they were destructible. This means that they explode but if you reload a game right there where you killed hundreds of them, all their corpse reappear, causing serious performance issues or crashes. They were not scripted. Those one use bomb molerat's explosion script plus, they are set as destructibile object. The result is their corpse don't reappear. In future i will add new spawners that will spawn stronger ghouls on choice, is a simple thing to do but will take a bit of time. I am also trying to bring atronachs in game, but is bit hard and i care a lot about my work's quality. For those demon ghouls i am trying to add a perk to them that does energy damage when get close to you and also, increases attack damage and defense to nearby demons. So a horde may get really dangerous ang give yo u a motivation to grinf on them.
My next character is the illusonist. A guy dressed like oswald, but when killed, his cylinder fly away and spawn him a bit far from his death spot. The only weak spot is hitting the cylinder when is midair, or he will keep resurrecting. That should be funny, i think i will create one hostile and one friendly to keep guarding settlements.
Tested new ghouls. At night near an abandoned house in Concord, it was epic! I'm waiting for Oswald. It’s a pity I didn’t find a mod to throw mines further away, it would have been fire.
I can set how mich far those mine go, mine is a lobber that has 500 speed compared to a grenade wich has 1900... If i set a speed of 1900 to mo es, they go far as a grenade. If you have CK you can set them easily. Mines are under special effects voice, into projectiles section. Write mine in the top label and all ingame mines will appear, so you just set their speed and the trick is done. Easy I also changed those ferals into a version called simply demon. It not much strong but spawn every 2.5 seconds and explode on death using a script. Other ghouls explodes bucause i set them as destructubile objects. But in case of a large fight ig you reload that save, all corpses reappear unless you go away. With my new version i will upload everything stays clear even after a reload in the same area. Just be patient, i worked on a realism mod. Maybe in weekend i will work on that illusionist i told about. I have also a hige overhaul in progress but it will take at least a year or two.
Thanks for the quick response. I'll try to study the CK. This will solve my wishes regarding the range of grenades and mines. I'll use your instructions tomorrow :)
Range matters only for projctiles like missiles or beams. If a lobber like a mine has to go farer, you must increase the speed only. Trust me, there are just some clicks and the trick is done.
Since you said you were going to keep growing this mod, can you keep this mod as it is right now for the future?
What I dislike about some mods is that they go wayyy too over the top and add the entire kitchen, sink and house into their mod when the original purpose was just supposed to be the stove top so if you do keep growing your mod, do you mind keeping the "original" the way it is as well?
I know you can keep old files on Nexus but that's not exactly what I mean. Let's say Bethesda comes out with Fallout 4 2.0.0 and even though this is an esp, let's say for some reason it breaks in 2.0.0. Would you still be willing to re-create the mod as it is in its original form?
this mod's content don't touch vanilla's one at all. Everything i created has it's own id, and if i used something from vanilla, i didn't changed it. This mod should bu used mostly for fun but also with a bit of immersion, those creatures i create fit well in game, expecially the last one, the "bloddworm hydra". It adsorb the health right...but not from inorganic enemies for example and their attitude has been a pain in the ass to develope. This mod will bring fun trust me, i mean real fun and ignorance. I intend to create a spawnable Huge bloafly that shoots directly bloatflies from it's ass...bloatfly lord.
I also have a suggestion if it may interest you: A pocket sized Deathclaw that replaces the Mysterious Stranger to save you. Kinda like the old Tom and Jerry Cartoons where Jerry had a miniature dog (You can look Tom And Jerry Tiny Bulldog on google for what I mean, sorry idk if images or links are allowed)
that's funny, i tried in past to spawn small deathclawn, but seems their collisions don't scale down, pratically they get stuck everywhere.I was working on mama deatchclaw throwing eggs at you that spawned her pups...but they collide with everything and get stuck...fuck.
Since you offered, I have an idea from about 12ish years ago. Wanted to make a "Fallout: Tactics 2" mod, for F:T itself.
Anyways, one of the companions I wanted to create was "Roachor", based on the huge radroach boss on the Peoria mission. A friendly radroach found at a junkyard, injected with FEV, mutating into a Bhramin-sized loot carrier, well-armored and with an acid spit (to prevent it from going into melee and getting hit by friendly fire).
I tried buddy...Epic fail sadly, any way i am going to upload a new version where you can throw a "demoniac skull2 that will spawn a feral every 10 seconds, and the only way to stop it is destroying it. I am trying to make it a bit immersive picking the right visual and sound effects. But it's funny.
48 comments
At least the problem with that rat is solved now
I think i can do that the explosion don't affect you or your companions, but i al not sure about it.
And for that esplosion i will work on it.
When i will create that weapon to banish them, i will check that label.
I did it tons of time, i am sure this will work.
For matrioska, i will create an hostile version of it with XP rewards.
They exploded because they were destructible.
This means that they explode but if you reload a game right there where you killed hundreds of them, all their corpse reappear, causing serious performance issues or crashes.
They were not scripted.
Those one use bomb molerat's explosion script plus, they are set as destructibile object.
The result is their corpse don't reappear.
In future i will add new spawners that will spawn stronger ghouls on choice, is a simple thing to do but will take a bit of time.
I am also trying to bring atronachs in game, but is bit hard and i care a lot about my work's quality.
For those demon ghouls i am trying to add a perk to them that does energy damage when get close to you and also, increases attack damage and defense to nearby demons.
So a horde may get really dangerous ang give yo u a motivation to grinf on them.
A guy dressed like oswald, but when killed, his cylinder fly away and spawn him a bit far from his death spot.
The only weak spot is hitting the cylinder when is midair, or he will keep resurrecting.
That should be funny, i think i will create one hostile and one friendly to keep guarding settlements.
If i set a speed of 1900 to mo es, they go far as a grenade.
If you have CK you can set them easily.
Mines are under special effects voice, into projectiles section.
Write mine in the top label and all ingame mines will appear, so you just set their speed and the trick is done.
Easy
I also changed those ferals into a version called simply demon.
It not much strong but spawn every 2.5 seconds and explode on death using a script.
Other ghouls explodes bucause i set them as destructubile objects.
But in case of a large fight ig you reload that save, all corpses reappear unless you go away.
With my new version i will upload everything stays clear even after a reload in the same area.
Just be patient, i worked on a realism mod.
Maybe in weekend i will work on that illusionist i told about.
I have also a hige overhaul in progress but it will take at least a year or two.
If a lobber like a mine has to go farer, you must increase the speed only.
Trust me, there are just some clicks and the trick is done.
Could you make a Tampon Stimpak replacer to heal her?
Since you said you were going to keep growing this mod, can you keep this mod as it is right now for the future?
What I dislike about some mods is that they go wayyy too over the top and add the entire kitchen, sink and house into their mod when the original purpose was just supposed to be the stove top so if you do keep growing your mod, do you mind keeping the "original" the way it is as well?
I know you can keep old files on Nexus but that's not exactly what I mean. Let's say Bethesda comes out with Fallout 4 2.0.0 and even though this is an esp, let's say for some reason it breaks in 2.0.0. Would you still be willing to re-create the mod as it is in its original form?
Everything i created has it's own id, and if i used something from vanilla, i didn't changed it.
This mod should bu used mostly for fun but also with a bit of immersion, those creatures i create fit well in game, expecially the last one, the "bloddworm hydra".
It adsorb the health right...but not from inorganic enemies for example and their attitude has been a pain in the ass to develope.
This mod will bring fun trust me, i mean real fun and ignorance.
I intend to create a spawnable Huge bloafly that shoots directly bloatflies from it's ass...bloatfly lord.
I also have a suggestion if it may interest you: A pocket sized Deathclaw that replaces the Mysterious Stranger to save you. Kinda like the old Tom and Jerry Cartoons where Jerry had a miniature dog (You can look Tom And Jerry Tiny Bulldog on google for what I mean, sorry idk if images or links are allowed)
hahahahahahaha.....no, you're right, he needs to man up bigtime..
i love a good roachzilla..
Anyways, one of the companions I wanted to create was "Roachor", based on the huge radroach boss on the Peoria mission. A friendly radroach found at a junkyard, injected with FEV, mutating into a Bhramin-sized loot carrier, well-armored and with an acid spit (to prevent it from going into melee and getting hit by friendly fire).
What do you think?