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Everything posted by Athanasa
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Spoilers on the Mod-pages what do you think about that
Athanasa replied to DSLmaster's topic in Fallout 4's Discussion
TBH, I've ended up accidentally spoiling the story for myself on the Fallout Wiki. Whoever put a "race" section at the top of Wiki pages needs to be shot... *Grumbles* But in all seriousness, you can't really avoid some minor-to-major spoilers. I do feel like I've lost some of the major good bits of FO4's narrative through spoilers (given that the narrative is pretty damn weak in a lot of places), but... I'm also glad I know to avoid certain places and quests until workarounds are modded in. I was just trying to find out what I had to do to progress a certain quest, turned out I was gated out by progression in another quest... and unfortunately, the page spelled out everything. -
mod that make workshop share all items in it fallout 4
Athanasa replied to Helmotz's topic in Fallout 4's Mod Ideas
Don't supply routes do that? -
Looking for Modders to join our dev team / Modding teamns
Athanasa replied to sanchez900's topic in Fallout 4's Discussion
Not Monster Hunter and Skyrim? -
[Mod] Appetites - Hunger, Thirst, Fatigue
Athanasa replied to Khormin's topic in Fallout 4's Discussion
Throwing in some links to other mods / similar ideas. [WIP] Fallout Realism And, because I'm lazy as hell, dropping the wall of text I made there into here. I'm asking for this stuff to be added, I just remembered I made a massive post at some point, and I'm too lazy to cut it down right now. So, here it is! -
Vertibird to undiscovered locations and map markers
Athanasa replied to xyks's topic in Fallout 4's Discussion
You can force it to SORT OF work already. Call in a Vertibird one side of your location, ask it to fly somewhere on the other side of your objective. Then, ask it to land as you're close to your objective and get off there. You can also issue new commands in-flight via the map and quick-travel to manipulate its movement. So send it south a way, then change the target location to navigate it. -
Dynamic weapon damage depended on level. Is it possible?
Athanasa replied to wnmnkh's topic in Fallout 4's Discussion
I don't know anything about the tech side, but I'd love to see this. Raiders are now soaking multiple .50 rounds to the head. -
Spoiler time.
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Undo the "Blind Betrayal" quest effects
Athanasa replied to Gatortribe's topic in Fallout 4's Mod Ideas
Wait on GECK. I'm personally holding back on my storyline progression until GECK's released. Apparently there quite a few frustrating "screw your attempts at roleplaying and charisma, LINEAR STORY LOL!" things that happen. -
mod Idea: Calling in your power armor
Athanasa replied to abandonator's topic in Fallout 4's Discussion
Yes. All of my yes. And some HNNNNGH for good measure. -
I'm just dumping stuff down as it pops into my head, to be honest: I don't expect anything to make it into mods, but maybe it'll spark off ideas for other people? I'm not a scripter / modder, and I don't have the time to learn either. Hence the brain-dump.
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That... doesn't feel like the right definition of agility to me. Agility is sense of balance, coordination, manual dexterity. It's purely physical. Dumb-as-bricks professional footballers have buckets of agility and endurance, but intellect was clearly their dump-stat. What you've described is intelligence. Climbing a rock-face would be Agility and Strength. Agility would define your flexibility - the range of weird poses you can pull to reach hand-holds, and how well you hold onto those hand-holds. Strength is what is needed to actually lift yourself using those holds, and carry a backpack with food and water. People could be thick as porridge and think like a slug, but still have high Agility. They're really, REALLY good at the fine stuff they do... they just can't really learn or improvise.
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Going to cross-post this from here, because I'm a) lazy, and b) finally got my thoughts neatly set out. This is mostly survival / realism / roleplay based, though. Basic Survival Eat, Drink, Sleep Eating, Hunger As in Fallout: New Vegas, eating both heals you and reduces your hunger. However, as in New Vegas, certain foods can increase your thirst levels. Stored pre-war foods are particularly high in sugars, salts, and are typically dried anyway - eating these increases your thirst far faster than eating 'fresh' foods. Fresh foods, on the other hand, are often hydration-neutral. Hunger is not affected by SPECIAL score, as biology is biology. Satiated: No penalties Slightly Hungry: No penalty, but you are aware you are hungry. Stomach grumbles. Medium Hunger: Reduced AP, fatigue increases a bit faster. Stomach grumbles. Very Hungry: Reduced AP, reduced AP regen, reduced strength and endurance, scope swing (low blood sugar), further increased fatigue, stomach cramps. Stomach grumbles, yawning, pain. Starving: All of the above. Decreased agility, decreased aim, extra fast increase in fatigue, stomach cramps. Increased chance to contract diseases. Stomach grumbles, yawning, groaning, pain, blackouts. Death: Death by starvation would occur by exhausted collapse/blackout (due to fatigue) which the Sole Survivor never wakes from. Each time the screen goes dark in a blackout, the player doesn't know if they will wake up again. (Add a random chance to die on blackout after X number of blackouts, or increasing per blackout?) Scrounger: You find more food. (Assuming the mod reduces food) Drinking, Dehydration As mentioned before, some foods would increase your thirst. However, some foods would decrease thirst - fruits and soups being obvious examples. In humans, thirst kicks in long before hunger. However, the early symptoms of dehydration irritability) can't really be portrayed in the game. SPECIAL does not affect dehydration and thirst. Thirsty: No penalties, but you are aware you are hungry. Dry mouth. Mildly Dehydrated: Headaches, especially after repeated jumping. Reduced AP, reduced AP regen. Dehydrated: Increased fatigue, reduced apatite, lowered agility, strength and perception Yawning, groaning, nausea. Very Dehydrated: Occasional blackouts, confusion, reduced mental clarity, reduced Exp gain Yawning, groaning, nausea, occasional, "Huh?", blackouts. Death: Same as starvation. Sleep, Fatigue (Endurance) For an 'ultra realism' experience, sleep should be almost a 'cumulative' effect; if you go for a week in the game with only 3 hours sleep every night, you won't be able to keep tiredness at bay with micro-naps and drugs. Higher endurance means your fatigue meter has a slower 'filling' rate. Sleepy: You're sleepy. A bed would be really nice. Yawning Very Sleepy: You aren't as chipper as normal. Intelligence and perception take a penalty. Increased time to scope weapons. Yawning Sleep Deprivation: Caused by not enough sleep over a long period of time. Reduced stats across the board, increased hunger. Yawning, groaning. Too Tired: The Sole Survivor collapses on the spot and sleeps. Hopefully nothing eats them during this time. Chems: Various chems can temporarily reduce the affects of fatigue, but the Survivor still needs to sleep. Perks increasing duration of chems also affect this. Advanced Survival Illnesses and Diseases (Endurance, Intellect) Like in Skyrim, sickness can be picked up from the local wildlife or sleeping in lice infested raider beds. This can range from the common cold (probably caused by lack of sleep, food, drink and radiation sickness) to more dangerous diseases that require medical attention... which I can't think of right now. Ideally, the player might not be told what they are sick with. Instead, they might be hinted at via symptoms. Taking the Medic perk might allow you to identify your illness. Common Cold: Starts with a dry nose / sore throat. Advances to a heavy head (reduced perception) and aching neck, before going on to a nose full of snot (reduced AP and AP regen) and coughing. Coughing also triggers screen blur / pain effects, making it disrupting. The symptoms lessen over time, and can be treated with chems until it passes on its own. Endurance: Increases your resistance to sickness. Intellect: Increases your chance to identify sickness. Medic: You can identify basic diseases (increasing with ranks). Max rank, you can identify everything. Food Poisoning (Endurance, Luck, Perception) Unsurprisingly, not everything from 200 years ago is good to eat. And sometimes you just didn't cook that Mirelurk right. Oh well. You're in for a day of agonising stomach cramps and rapidly increasing thirst and hunger as your body ejects everything you've eaten in the last 12 hours. Maybe add water purification tablets - these don't remove rads from water, but they reduce the chance of getting sick. Dogmeat can smell if food isn't good to eat and let you know. Maybe Codsworth has a similar ability, given he's a housekeeper. Effects: Pain, increased thirst, increased hunger, reduced endurance and strength. Groaning, pain, stomach grumbles Endurance: Decreases duration of poisoning and likelihood of being poisoned. Luck: Decreases the chance that food is bad. Perception: Increases your chance of identifying bad food. Lead Belly: Greatly reduces the chance of food poisoning. Max rank makes you immune. Night-time Ambushes (Luck) Adventuring alone is dangerous. Luckily, if you have a companion you are less likely to be murdered in your sleep. Some companions make better night-watchers than others. Eg: Nick Valentine, Dogmeat, Codsworth, Curie due to not needing sleep or (in Dogmeat's case) having sharp senses. Having one of these companions reduces the chance of ambushes occurring and increases the warning you get if they DO happen. Ambushed, No Companions, Sleep Deprived / Bad Luck: T hey're almost on top of you when you wake up. Ambushed, No Companion / Failed Watch: You awake with the enemies close to wherever you're sleeping. Ambushed, Successful Watch: You are woken up without the attackers knowing you're there and have time to prepare. Ambushed, No Companions, Mysterious Stranger: Whoever he is, it was nice of him to warn you about the horde of feral ghouls. Radiation Sickness I love raney's idea for this, having a hidden stat. As radiation sickness affects cell division in humans, it would make sense that increasing radiation sickness reduced your ability to heal yourself. This would affect stim-packs, food and even sleep. It may also result in an increased chance to trigger food poisoning and give increased vulnerabilities to diseases. Effects: Reduced healing from everything, increasing with hidden radiation stat. Decreased immune system. Wounds Healing wounds requires rest or a doctor. Until they are healed, they will cause you pain. Maybe there's a potential for wounds to become infected. Finally, a use for antiseptic! Poisons, Traps Another use for chems, perhaps. Although potentially out of the scope of a mod like this, I'm throwing this idea in anyway. Some places may have traps which poison you (I can see raiders having barbed tripwires coated in nastiness), or triggered release of sedative gasses as traps. Tying into the immersive warnings, your only warning of this would be that your character starts yawning and the screen starts going a bit dark - time to quickly take some Jet! 'Immersive' Warnings and Symptoms To be a truly game-improving mod it needs to warn players of negative affects to their characters in ways that don't break immersion, and ideally even improve said immersion. As raney puts it... Other hardcore mods I've played always make it a point to penalize immediately after hunger reaches a certain point. Sure, there's a warning stage, and when you hear it you think "Oh great, I'm hungry again. Time to eat, again." I'd like to handle it in a way that's more subtle. First and foremost, the time it takes for these effects to set in is longer. Long enough that you can feel safe exploring around for an hour at a time without having to worry." To do this, players can be warned through visual and audio cues (and messages where other methods are not appropriate). ARK manages this rather well, although it tends to have the issue of, "you're starving to death again" fairly frequently, resulting in eating 500 berries a day. Another game (well, mod) that manages this well is the ACE mod for ARMA2. Both alert you to your status through changes to your field of view or audio. And, of course, there is the wonderful Frostfall for Skyrim. I feel that players should be able to know when they're hungry or thirsty, without having to check their Pip-boy. I hated having to check my spell effects in Skyrim - eventually I just uninstalled mods as I found them immersion breaking. Anyway, I mentioned lots of stuff earlier in grey text. Those are references to ideas for symptom manifestations as listed here. Pain Visual: Taking from ACE, pain was shown as a 'white glow' around the edges of the screen. The opacity and how far the white glow reached into the screen depended on how bad the pain was. This also means that the player might be able to notice if something is getting worse, if the pain 'flare' gets steadily bigger over time (e.g. bloatfly parasites). However, a healing wound might have a reducing 'pain flare' over time. Mechanically, this basically functions as a screen overlay with adjusted opacity. Potentially combining with this (although this may cause performance hits) could be a 'blurring' of vision during pain. Audio: Less frequent than the 'white glow' effect, our character might make various pained noises. This doesn't always have to be a groan or moan - low level pain could be indicated by the sound of someone hissing through clenched teeth. A suitable reaction for a horrible headache, but generally you don't groan/moan out loud unless it's really bad. Greater amounts of pain might result in groans and moans. Illness / Nausea Audio: Sounds of shivering. Subdued groans. Visual: Blurred screen. Occasional brightening of screen (increased gamma), darkening of screen (decreased gamma). Blackouts, Disorientation Blackouts: The screen goes dark for the player, starting at the edges and fading into black. The character collapses into the wounded animation. A few moments later the screen brightens and the character gets up again. If the character has companions, they may be standing nearby looking concerned. In the case of Dogmeat, it's time for doggy kisses! Disorientation: The screen goes dark / white for a moment. The player regains visibility to find their character standing a little further from where they were, or facing a random direction. This is intended to mimic micro-sleeps, or moments where the character has moved but been so fatigued they don't remember moving. Death by Collapse After the screen goes completely black from blackout, a message appears on the blank, black screen informing the player of their death to starvation / thirst / illness / raiders during their sleep. Others Audio: Yawning, stomach grumbles / gurgles
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Going to cross-post this all over the place, because I'm a) lazy, and b) finally got my thoughts neatly set out. This is mostly survival / realism / roleplay based, though. Basic Survival Eat, Drink, Sleep Eating, Hunger As in Fallout: New Vegas, eating both heals you and reduces your hunger. However, as in New Vegas, certain foods can increase your thirst levels. Stored pre-war foods are particularly high in sugars, salts, and are typically dried anyway - eating these increases your thirst far faster than eating 'fresh' foods. Fresh foods, on the other hand, are often hydration-neutral. Hunger is not affected by SPECIAL score, as biology is biology. Satiated: No penalties Slightly Hungry: No penalty, but you are aware you are hungry. Stomach grumbles. Medium Hunger: Reduced AP, fatigue increases a bit faster. Stomach grumbles. Very Hungry: Reduced AP, reduced AP regen, reduced strength and endurance, scope swing (low blood sugar), further increased fatigue, stomach cramps. Stomach grumbles, yawning, pain. Starving: All of the above. Decreased agility, decreased aim, extra fast increase in fatigue, stomach cramps. Increased chance to contract diseases. Stomach grumbles, yawning, groaning, pain, blackouts. Death: Death by starvation would occur by exhausted collapse/blackout (due to fatigue) which the Sole Survivor never wakes from. Each time the screen goes dark in a blackout, the player doesn't know if they will wake up again. (Add a random chance to die on blackout after X number of blackouts, or increasing per blackout?) Scrounger: You find more food. (Assuming the mod reduces food) Drinking, Dehydration As mentioned before, some foods would increase your thirst. However, some foods would decrease thirst - fruits and soups being obvious examples. In humans, thirst kicks in long before hunger. However, the early symptoms of dehydration irritability) can't really be portrayed in the game. SPECIAL does not affect dehydration and thirst. Thirsty: No penalties, but you are aware you are hungry. Dry mouth. Mildly Dehydrated: Headaches, especially after repeated jumping. Reduced AP, reduced AP regen. Dehydrated: Increased fatigue, reduced apatite, lowered agility, strength and perception Yawning, groaning, nausea. Very Dehydrated: Occasional blackouts, confusion, reduced mental clarity, reduced Exp gain Yawning, groaning, nausea, occasional, "Huh?", blackouts. Death: Same as starvation. Sleep, Fatigue (Endurance) For an 'ultra realism' experience, sleep should be almost a 'cumulative' effect; if you go for a week in the game with only 3 hours sleep every night, you won't be able to keep tiredness at bay with micro-naps and drugs. Higher endurance means your fatigue meter has a slower 'filling' rate. Sleepy: You're sleepy. A bed would be really nice. Yawning Very Sleepy: You aren't as chipper as normal. Intelligence and perception take a penalty. Increased time to scope weapons. Yawning Sleep Deprivation: Caused by not enough sleep over a long period of time. Reduced stats across the board, increased hunger. Yawning, groaning. Too Tired: The Sole Survivor collapses on the spot and sleeps. Hopefully nothing eats them during this time. Chems: Various chems can temporarily reduce the affects of fatigue, but the Survivor still needs to sleep. Perks increasing duration of chems also affect this. Advanced Survival Illnesses and Diseases (Endurance, Intellect) Like in Skyrim, sickness can be picked up from the local wildlife or sleeping in lice infested raider beds. This can range from the common cold (probably caused by lack of sleep, food, drink and radiation sickness) to more dangerous diseases that require medical attention... which I can't think of right now. Ideally, the player might not be told what they are sick with. Instead, they might be hinted at via symptoms. Taking the Medic perk might allow you to identify your illness. Common Cold: Starts with a dry nose / sore throat. Advances to a heavy head (reduced perception) and aching neck, before going on to a nose full of snot (reduced AP and AP regen) and coughing. Coughing also triggers screen blur / pain effects, making it disrupting. The symptoms lessen over time, and can be treated with chems until it passes on its own. Endurance: Increases your resistance to sickness. Intellect: Increases your chance to identify sickness. Medic: You can identify basic diseases (increasing with ranks). Max rank, you can identify everything. Food Poisoning (Endurance, Luck, Perception) Unsurprisingly, not everything from 200 years ago is good to eat. And sometimes you just didn't cook that Mirelurk right. Oh well. You're in for a day of agonising stomach cramps and rapidly increasing thirst and hunger as your body ejects everything you've eaten in the last 12 hours. Maybe add water purification tablets - these don't remove rads from water, but they reduce the chance of getting sick. Dogmeat can smell if food isn't good to eat and let you know. Maybe Codsworth has a similar ability, given he's a housekeeper. Effects: Pain, increased thirst, increased hunger, reduced endurance and strength. Groaning, pain, stomach grumbles Endurance: Decreases duration of poisoning and likelihood of being poisoned. Luck: Decreases the chance that food is bad. Perception: Increases your chance of identifying bad food. Lead Belly: Greatly reduces the chance of food poisoning. Max rank makes you immune. Night-time Ambushes (Luck) Adventuring alone is dangerous. Luckily, if you have a companion you are less likely to be murdered in your sleep. Some companions make better night-watchers than others. Eg: Nick Valentine, Dogmeat, Codsworth, Curie due to not needing sleep or (in Dogmeat's case) having sharp senses. Having one of these companions reduces the chance of ambushes occurring and increases the warning you get if they DO happen. Ambushed, No Companions, Sleep Deprived / Bad Luck: T hey're almost on top of you when you wake up. Ambushed, No Companion / Failed Watch: You awake with the enemies close to wherever you're sleeping. Ambushed, Successful Watch: You are woken up without the attackers knowing you're there and have time to prepare. Ambushed, No Companions, Mysterious Stranger: Whoever he is, it was nice of him to warn you about the horde of feral ghouls. Radiation Sickness I love raney's idea for this, having a hidden stat. As radiation sickness affects cell division in humans, it would make sense that increasing radiation sickness reduced your ability to heal yourself. This would affect stim-packs, food and even sleep. It may also result in an increased chance to trigger food poisoning and give increased vulnerabilities to diseases. Effects: Reduced healing from everything, increasing with hidden radiation stat. Decreased immune system. Wounds Healing wounds requires rest or a doctor. Until they are healed, they will cause you pain. Maybe there's a potential for wounds to become infected. Finally, a use for antiseptic! Poisons, Traps Another use for chems, perhaps. Although potentially out of the scope of a mod like this, I'm throwing this idea in anyway. Some places may have traps which poison you (I can see raiders having barbed tripwires coated in nastiness), or triggered release of sedative gasses as traps. Tying into the immersive warnings, your only warning of this would be that your character starts yawning and the screen starts going a bit dark - time to quickly take some Jet! 'Immersive' Warnings and Symptoms To be a truly game-improving mod it needs to warn players of negative affects to their characters in ways that don't break immersion, and ideally even improve said immersion. As raney puts it... Other hardcore mods I've played always make it a point to penalize immediately after hunger reaches a certain point. Sure, there's a warning stage, and when you hear it you think "Oh great, I'm hungry again. Time to eat, again." I'd like to handle it in a way that's more subtle. First and foremost, the time it takes for these effects to set in is longer. Long enough that you can feel safe exploring around for an hour at a time without having to worry." To do this, players can be warned through visual and audio cues (and messages where other methods are not appropriate). ARK manages this rather well, although it tends to have the issue of, "you're starving to death again" fairly frequently, resulting in eating 500 berries a day. Another game (well, mod) that manages this well is the ACE mod for ARMA2. Both alert you to your status through changes to your field of view or audio. And, of course, there is the wonderful Frostfall for Skyrim. I feel that players should be able to know when they're hungry or thirsty, without having to check their Pip-boy. I hated having to check my spell effects in Skyrim - eventually I just uninstalled mods as I found them immersion breaking. Anyway, I mentioned lots of stuff earlier in grey text. Those are references to ideas for symptom manifestations as listed here. Pain Visual: Taking from ACE, pain was shown as a 'white glow' around the edges of the screen. The opacity and how far the white glow reached into the screen depended on how bad the pain was. This also means that the player might be able to notice if something is getting worse, if the pain 'flare' gets steadily bigger over time (e.g. bloatfly parasites). However, a healing wound might have a reducing 'pain flare' over time. Mechanically, this basically functions as a screen overlay with adjusted opacity. Potentially combining with this (although this may cause performance hits) could be a 'blurring' of vision during pain. Audio: Less frequent than the 'white glow' effect, our character might make various pained noises. This doesn't always have to be a groan or moan - low level pain could be indicated by the sound of someone hissing through clenched teeth. A suitable reaction for a horrible headache, but generally you don't groan/moan out loud unless it's really bad. Greater amounts of pain might result in groans and moans. Illness / Nausea Audio: Sounds of shivering. Subdued groans. Visual: Blurred screen. Occasional brightening of screen (increased gamma), darkening of screen (decreased gamma). Blackouts, Disorientation Blackouts: The screen goes dark for the player, starting at the edges and fading into black. The character collapses into the wounded animation. A few moments later the screen brightens and the character gets up again. If the character has companions, they may be standing nearby looking concerned. In the case of Dogmeat, it's time for doggy kisses! Disorientation: The screen goes dark / white for a moment. The player regains visibility to find their character standing a little further from where they were, or facing a random direction. This is intended to mimic micro-sleeps, or moments where the character has moved but been so fatigued they don't remember moving. Death by Collapse After the screen goes completely black from blackout, a message appears on the blank, black screen informing the player of their death to starvation / thirst / illness / raiders during their sleep. Others Audio: Yawning, stomach grumbles / gurgles
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Feels a bit like Deus Ex: Human Revolution. "What's that? You specced for stealth and convesation insetad of health and guns? TOO BAD! Here's a boss you have to fight with MINIGUNS FOR HANDS!"
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Need help modifying or disabling a script
Athanasa replied to Gatortribe's topic in Fallout 4's Discussion
Bumping this, in the hope that someone takes from this when the CK is out or something. Unfortunately, the mod linked here prevents affinity gain with followers. Sad times. -
I heard somewhere that there were some unused voice lines in the game suggesting that there was - at some point - an alternative to this where the BoS didn't put Danse on their "kill on sight" list, maybe even allying with the Railroad against the Institute. Failing that, we could at least get something like the Parthanax Dilemma mod in Skyrim. Maybe trigger some results of the quest and not others?
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CTD'ing when I go to Sanctuary. :sad: EDIT: No saves less than 6 hours earlier. Life is pain.
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I wonder, is the issue with extinct horses to force the people of Wasteland America to walk? It seems to me like it may be more about avoiding the cultural, economic and social impact that horses can have on the world. They give people the ability to travel long distances at (relative) speed, allowing for better communications and trade, potentially bettering the world for everyone, and getting rid of some of the grimdark of the Fallout world. However, if the horse-like creatures are flesh eating mutated monstrosities, people probably haven't tamed them for use in this way. So the world of Fallout is safe from horse based social changes. But we all know our character is the Chosen One, head of the Thieves Guild, Archmage, Vampire Werewolf Dragonborn (or whatever we become in FO4), so if anyone can be the first to tame one of these monsters we can. Or, y'know, never make them tameable. Just make them another hostile monster out to eat spleens. That'd explain why no-one rides them.
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http://fallout.wikia.com/wiki/Equidae Ah. Well, donkeys then? Although, I could twist the words a bit as that only mentions California. Probably not. Shame, seemed like cool creepy critters.
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First off, I understand that horses as we know them are extinct in canon. And that makes sense - we can't have perfectly normal creatures in the Wasteland. That would be weird, right? And we can't call them horses either. So, mutant looking four legged* horse based creatures to roam the Wastelands. For good measure, let's make it have some sort of link to mythology. Let's name it after mythology's best known zombie horse thing - Kelpies. Soggy, bedraggled manes - maybe they're tendrils rather than hair, or like floppy porcupine quills. Taught leathery skin, or maybe ghoul-like skin. Maybe fine fur? Maybe a vestigial fleshy tail. A skeletal face, prominent teeth - maybe carnivorous teeth, and a larger opening mouth to support this lifestyle? Appearance Ghoul Horse - Interesting gap between tendons and bone on the front legs. 'Torn' skin. Still a bit too horse-y? Facial Detail - Sunken face, equine eyes, weird ears, skeletal nose, TEETH. Maybe serrated - bites to make prey bleed to death? Plant Growth - Maybe fungi growing in / on its skin? Thin tail, teeth. Hooves split back into claws. Potential use as an ambush predator - crouches still, looking like a rock covered in weeds and fungi. Wider Mouth - Wider opening mouth, tendril-like mane. Behaviour Carnivore / Omnivore - Lack of greenery and increased protein from meat has adapted this creature into a predator Waterside Predator - Lives beside bodies of water, waiting for prey to approach to drink. Long teeth maybe adapted for snatching fish? Camouflaged Hunter - Lies in wait, blending in with the riverbanks with its dull skin, weed-like hair and fungi spotted hide. Maybe it has to stay near water to keep the fungi moist? Bleeding Attacks - Uses its long back-serrated teeth to quickly bite at enemies and tear at their flesh, causing bleeding? Maybe infection and disease, too? Komodo dragon style. Kicks When Chased - Will kick back with powerful hind legs if chased? Lures Prey - Maybe imitates screams of wounded animals / humans to lure in scavengers / prey? Would make an interesting addition to the ambience of the game. Is that the sound of combat and free loot, or a lurking Kelpie? Potential Use Maybe (ages ahead) someone could mod tame versions, or taming one (trap it, feed it raw meat), or just for riding about. Unique fungi? Origin Already slightly mutated horses driven to eating fish in rivers by hunger. Chemical waste already concentrated in the fish (food chain chemical concentration stuff) gets dumped in the horse, horse mutates further, eats more fish, becomes adapted more to meat. Over time it starts ambushing prey on the riverbanks to supplement its diet of water weeds and fish. Ambush hunting and staying still for long periods of time allows fungi to grow in a symbiotic relationship on its back. I'm not a modder, I just wanted to share an idea that popped into my head. The behaviour part isn't even that important, I just felt it fitted the idea and the Fallout world well. * Six legged could be cool, but extra legs make skeletons hard.