hey you should probably change the title of the mod i saw another mod thats bassaicly the same as this and it just said snuggles nd i found it funny and cool then i remambered that this mod exists and his name is flynn nd thats my friends name so installed this one
@ Hyoukage - I just found out that the reason wasn't because of the death claw, it was because i told Boone to wait instead of returning home, but this mod is great anyways! it would be nice if he fell unconscious instead of dying though
@ xbottlesx - There are mods that add extra "passages" to DLC areas that're companion-friendly. Barring that, you could just complete said DLCs prior to acquiring Flynn on an In-Progress character.
On new characters... would take a bit of work, methinks. Maybe work a Companion Wheel into it? At this point, would be necessary.
Be a solution, permanent or otherwise, remains to be seen. Other possibilities, both experiment and companion-control, do exist, just need to be thought up.
Lemme think... for experiments, there're all sorts of possibilities.
Examples!
Experiment - Explosives Training Benefits - Enables Flynn to use hand grenades of all types, increases DT by 7. Penalties - Lower throwing range (roughly 80% player base throw range), lower throwing "accuracy" (larger spread, less likely to land by/on target)
Experiment - Toxins Resistance Benefits - Increases Poison and Radiation Resistance by 75 Penalties - Reduces Fire and Energy Resistance by 25
Experiment - Fire-Proofing Benefits - Increases Fire and Energy Resistance by 75 Penalties - Reduces Poison and Radiation Resistance by 25
Experiment - Survival Training Benefits - Increases Health by 200 and all Resistances by 15 Penalties - Reduces Agility and Charisma by 1
Experiment - Strength Augmentation (previously listed) Benefits - Increases damage per hit by 35% and DT by 5 Penalties -Reduces runspeed by 15% and dodge rate by 5%
Experiment - Agility Augmentation (previously listed) Benefits - Increases dodge rate and runspeed by 30% Penalties - Reduces damage per hit by 15% and DT by 3
Had to figure more appropriate names for the two previously listed "experiments"... Be best to attempt to run 'em in "A or B" pairings, example following...
Strength Augmentation OR Agility Augmentation Survival Training OR Explosives Training Toxins Resistance OR Fire-Proofing
Means we'll need alot more experiments, to be honest. But, in the end, if Flynn seems a bit "over-powered", just remember: He's not only a Deathclaw, he's a Courier's Deathclaw. As the Courier is to asskicking, so is the Courier's Deathclaw!
Only problem is that you cant bring him with you to the dlc areas, and you cant tell him to wait. that kinda creats a problem, but its pretty good other than that!
Of course, you would need multiple such 'experiments' before Flynn was all grown-up. Probably two experiments to get him up to standard-Deathclaw size, another couple to get him to Alpha Male Deathclaw size, and three or four afterwards to get him to Legendary Deathclaw size.
Of course, each experiment would make its' stat-changes via a perk for him, that way, you don't have to worry about messing up his base stats overmuch.
22 comments
Some a**hole tried to steal your mod >:[
http://newvegas.nexusmods.com/mods/46358
Thanks for noticing and reporting it, mate.
http://newvegas.nexusmods.com/mods/46358
Barring that, you could just complete said DLCs prior to acquiring Flynn on an In-Progress character.
On new characters... would take a bit of work, methinks.
Maybe work a Companion Wheel into it? At this point, would be necessary.
Be a solution, permanent or otherwise, remains to be seen.
Other possibilities, both experiment and companion-control, do exist, just need to be thought up.
Lemme think... for experiments, there're all sorts of possibilities.
Examples!
Experiment - Explosives Training
Benefits - Enables Flynn to use hand grenades of all types, increases DT by 7.
Penalties - Lower throwing range (roughly 80% player base throw range), lower throwing "accuracy" (larger spread, less likely to land by/on target)
Experiment - Toxins Resistance
Benefits - Increases Poison and Radiation Resistance by 75
Penalties - Reduces Fire and Energy Resistance by 25
Experiment - Fire-Proofing
Benefits - Increases Fire and Energy Resistance by 75
Penalties - Reduces Poison and Radiation Resistance by 25
Experiment - Survival Training
Benefits - Increases Health by 200 and all Resistances by 15
Penalties - Reduces Agility and Charisma by 1
Experiment - Strength Augmentation (previously listed)
Benefits - Increases damage per hit by 35% and DT by 5
Penalties -Reduces runspeed by 15% and dodge rate by 5%
Experiment - Agility Augmentation (previously listed)
Benefits - Increases dodge rate and runspeed by 30%
Penalties - Reduces damage per hit by 15% and DT by 3
Had to figure more appropriate names for the two previously listed "experiments"...
Be best to attempt to run 'em in "A or B" pairings, example following...
Strength Augmentation OR Agility Augmentation
Survival Training OR Explosives Training
Toxins Resistance OR Fire-Proofing
Means we'll need alot more experiments, to be honest. But, in the end, if Flynn seems a bit "over-powered", just remember: He's not only a Deathclaw, he's a Courier's Deathclaw.
As the Courier is to asskicking, so is the Courier's Deathclaw!
Probably two experiments to get him up to standard-Deathclaw size, another couple to get him to Alpha Male Deathclaw size, and three or four afterwards to get him to Legendary Deathclaw size.
Of course, each experiment would make its' stat-changes via a perk for him, that way, you don't have to worry about messing up his base stats overmuch.