... where Man's Best Friend is not necessarily a dog.
A [very] young [rather small] Deathclaw can be discovered somewhere out there in the wasteland. If befriended, and nurtured over time as a companion, it will grow in size, ferocity, loyalty, and intelligence. The ultimate in best friend.
Little Ripper begins as a low-level NPC and gains levels as the player character gains levels. So it is best to use this mod when starting a new game or with a low-level player character in an existing game.
See the Description page for a list of features, and the Articles tab for a detailed F.A.Q..
NOTE: There are no plans to make changes to this mod and no plans to make variations of this mod.
If you use Nexus Mod Manager (NMM), then go get the newest update found Here.
Which options here are the dismiss option? I remember in older versions where you pick "It's time to part ways" he'd be permanently gone to me for good, Please tell me if that's changed or it's another option.
Little Ripper is never gone for good, regardless of dialog choice. He simply returns to the outside area near where he was originally found, and can be asked to follow once more.
Just spent a couple hours fixing all the writing mistakes in this. My man there's only one space after a period and no space needed before an ellipsis (...). Lol! Looks like a fun mod, though! Btw, all those debug messages, is there a way to turn them off?
Quick question is he supposed to cause NPC's to panic and run when not in combat. When I first recruited him the bighorners and other people in Goodsprings started running away and when I later fast traveled back it immediately triggered caution mode when they noticed him. I'm worried that if I walk into any traders or NCR troopers on the road or enter another town it will cause all sorts of problems so I keep having to leave him in places where no one will see him and come back to retrieve him later which is super inconvenient and time consuming.
Deathclaws are the ultimate death-dealing predator in the wastelands. Even the young ones are known to rip an adult human to shreds in mere moments. So naturally folks tend to panic when they suddenly see one.
But don't worry about it. Play normally, things will be okay.
I love this mod to bits, and I know it's a long shot, but I have to ask, out of hope. Do you have any intention of remaking this mod for Fallout 4, or at least something with the same theme? I'd love to have something like this, but haven't found anything for it.
If it's not in the cards, I totally understand, but I felt asking was worth the time.
Well, I have not given it any real thought. My focus for Fallout 4 has pretty much been about robots (but not completely), as followers as well as settlement workers and defenders. The followers include: Qwirky, Sparky, Whirly, Silver Streak, and Carry-Your-Stuff. I am rather fond of Qwirky and Sparky in particular. Perhaps give one or more of those followers a try -- you might find a new best friend there. Each has links to all of my FO4 mods at the bottom of their description pages.
Another poster just suggested (in my Settlement Tidy Bot forum) that I investigate Starfield. So I expect to give that game a looksee in the near future for project ideas, instead of revisiting Fallout 4 or Fallout New Vegas. But who knows, perhaps I will return to FO4 some day to do a critter mod ala Little Ripper.
Thanks for letting me know. I do have high hopes, for some point in the future. Honestly, the whole bond with Ripper, with him developing and growing, getting smarter. It just felt dynamic and.. organic? Not sure what the best word to describe it is... It was just lovely.
I'll give these other mods a look, sometime, thanks for pointing them out to me, and best of luck in your future projects!
Love this mod, haven't stopped using it since it came out... but I was curious... I distinctly remember in older versions that he was essential. I've only played with him on normal, not hardcore. It isn't so much of an issue when he's big, but when he's little, even set to passive, he dies very quickly- and I remember him just going unconscious like regular companions.
I do not remember having him set to Essential, nor is it listed in the change logs. Perhaps you had him when he was set to be "more powerful" and hence less at risk? Here are the original (and still current) entries from the F.A.Q. that can found in the ARTICLES tab above ...
Spoiler:
Show
Can Little Ripper be killed?
- Yes, death is a possibility. And is even likely if you have him do all of the fighting for you while still young and recovering from his injuries and starvation. So it is best to stay aware of how well, or how poorly, he is doing during combat. Which means that although he appears to be a tough little guy when you initially find him, be ready to help and heal him if/when Little Ripper has too many bad guys attacking him.
- If fights are simply too hard for Little Ripper in general, then use Ripper's Widget to make him be "More Powerful". And if too easy, then make him be "Less Powerful".
Can Little Ripper be set to Essential so he can't die?
- No, this is not a follow-and-forget kind of companion. Best Friends should pay attention to what is happening and take care of each other.
- I feel that "Essential" is an excuse to not really pay attention to what is happening in combat, to ignore the needs of companions. To my mind the player should be actively aware of what is going on, and do what is necessary to help keep friends alive, just as they are doing their best to help you. That may mean quickly healing someone with a Stimpak, or changing your target to be the specific enemy endangering a particular friend; perhaps you even have them wait elsewhere if an upcoming fight is potentially too hazardous.
would be really nice if this was more configuerable i'd like for him to be essential and have him level with every character level instead of every two levles
When you open the cage door, a message appears that states you need a Medicine skill of at least 30 (which you do), plus 2 Doctor's Bags and regular 3 Stimpaks (not the Super Stimpaks). Once you have those medical supplies you then interact with him using the E key.
Perhaps you do not have *all* of the required medical supplies in your inventory?
I just now tested it myself and it appears to be working correctly.
I have four doctor's bags and fourteen stimpacks, but interacting with him still gives me the "Sorry, but I just don't have the medical skills to help you right now [ Medicine 30+ needed ]" message :/
Hard to believe that it is a scripting bug since it is very simplistic. But who knows, maybe so.
You can send me a saved game to examine. It should be a "full" save, not a quick save. Upload it to a file sharing service somewhere with instructions on how to grab it. Or email it as an attachment to [email protected]. Saved games are .FOS files in \Documents\My Games\FalloutNV\Saves.
Alternatively, temporarilly disable all of your other installs while keeping the base-game, DLCs, and this mod enabled. If you can then load your saved game, try talking to Little Ripper once more. If it works, then that implies the problem is the result of a "conflict" with some other mod or patch that you disabled.
No plans for other sizes. He will normally grow very large over time, as per the IMAGES tab, or can be set to "stay small" using the Ripper Widget device ... his maximum size then results in him gjrowing no larger than shoulder height.
396 comments
... where Man's Best Friend is not necessarily a dog.
A [very] young [rather small] Deathclaw can be discovered somewhere out there in the wasteland. If befriended, and nurtured over time as a companion, it will grow in size, ferocity, loyalty, and intelligence. The ultimate in best friend.
Little Ripper begins as a low-level NPC and gains levels as the player character gains levels. So it is best to use this mod when starting a new game or with a low-level player character in an existing game.
See the Description page for a list of features, and the Articles tab for a detailed F.A.Q..
NOTE: There are no plans to make changes to this mod and no plans to make variations of this mod.
If you use Nexus Mod Manager (NMM), then go get the newest update found Here.
I remember in older versions where you pick "It's time to part ways" he'd be permanently gone to me for good,
Please tell me if that's changed or it's another option.
Btw, all those debug messages, is there a way to turn them off?
But don't worry about it. Play normally, things will be okay.
If it's not in the cards, I totally understand, but I felt asking was worth the time.
Qwirky can be found Here.
Sparky can be found Here.
Whirly can be found Here.
Silver Streak can be found Here.
Silver Streak UFO can be found Here.
Carry-Your-Stuff Robots can be found Here.
Another poster just suggested (in my Settlement Tidy Bot forum) that I investigate Starfield. So I expect to give that game a looksee in the near future for project ideas, instead of revisiting Fallout 4 or Fallout New Vegas. But who knows, perhaps I will return to FO4 some day to do a critter mod ala Little Ripper.
Thank you for posting.
I'll give these other mods a look, sometime, thanks for pointing them out to me, and best of luck in your future projects!
When did this change?
Can Little Ripper be killed?
- Yes, death is a possibility. And is even likely if you have him do all of the fighting for you while still young and recovering from his injuries and starvation. So it is best to stay aware of how well, or how poorly, he is doing during combat. Which means that although he appears to be a tough little guy when you initially find him, be ready to help and heal him if/when Little Ripper has too many bad guys attacking him.
- If fights are simply too hard for Little Ripper in general, then use Ripper's Widget to make him be "More Powerful". And if too easy, then make him be "Less Powerful".
Can Little Ripper be set to Essential so he can't die?
- No, this is not a follow-and-forget kind of companion. Best Friends should pay attention to what is happening and take care of each other.
- I feel that "Essential" is an excuse to not really pay attention to what is happening in combat, to ignore the needs of companions. To my mind the player should be actively aware of what is going on, and do what is necessary to help keep friends alive, just as they are doing their best to help you. That may mean quickly healing someone with a Stimpak, or changing your target to be the specific enemy endangering a particular friend; perhaps you even have them wait elsewhere if an upcoming fight is potentially too hazardous.
Perhaps you do not have *all* of the required medical supplies in your inventory?
I just now tested it myself and it appears to be working correctly.
You can send me a saved game to examine. It should be a "full" save, not a quick save. Upload it to a file sharing service somewhere with instructions on how to grab it. Or email it as an attachment to [email protected]. Saved games are .FOS files in \Documents\My Games\FalloutNV\Saves.
Alternatively, temporarilly disable all of your other installs while keeping the base-game, DLCs, and this mod enabled. If you can then load your saved game, try talking to Little Ripper once more. If it works, then that implies the problem is the result of a "conflict" with some other mod or patch that you disabled.
Would it be possible to add a version where he stays the size of a large dog? If not, thank you again anyways.