ctserge Posted March 15, 2010 Share Posted March 15, 2010 I looked around nexus and found a few mods pertaining to a deathclaw companion and I thought "why would I have a companion that supposedly wants to brutally eviscerate and consume my corpse". Concept:I thought, "what if there was a quest that asks you to look for an egg somewhere in the wastes and that egg hatched as you were walking back to the person who gave you the quest". Of course the person who gave you the quest wouldn't want a baby deathclaw (it would spell trouble for the town) so he/she picks up an axe/knife/etc and tries to kill it. Out of sympathy for the newborn that knows not the taste of meat, you stop the npc (ie. you have to talk to him before he gets to the hatchling) and say that you'll take deal with it instead. After much protest from the NPC, he/she decides to leave it to you. The deathclaw then becomes a carry-able nameable item (since it is really small) and the quest will ask you to feed it beef jerky/human meat/ghoul meat/some other type of meat after a certain increment of time. In about 5 days, the deathclaw becomes too big for you to carry and it will effectively become a companion. As a companion, the deathclaw will listen to your commands, and will either feed on the body parts of the raiders/mutants that you slaughter or will be fed the same material you have been feeding it. After a few more days (or a certain amount of food consumed) the deathclaw will be the size of your average juvenile deathclaw. Then, it will grow to the size of your average mature deathclaw and then to a slightly bigger version. Practicality: Admittedly, my experience in modding amounts to altering npc faces, and tweaking existing mods to suit my tastes. I have no experience in coding or anything of that sort. However, I am under the impression that all this will require is: some model manipulation: i.e. resizing a deathclaw a few timescompanion coding: so that the death claw eats what you put in its inventory and has dogmeat companion optionsquest line scripting: scripting an NPC to start the questDialogue writing: for the deathclaw and the npc quest I think most of the utilities should already be present in the game. The quest can even be added to Moria Brown as an extension or continuation of the wasteland survival guide quest (no need to alter the quest, just make it so the death claw quest only appears if you have completed the WSG quest). Then again, wanting to kill a deathclaw isn't really consistent with her character. She'd most likely want to use it as a test subject, or she would ask you to raise the deathclaw and report back to her about the various stages of a deathclaw's growth, what it likes to eat, etc. I think it would be fun to raise a deathclaw and it seems like a cooler alternative to dogmeat. Current Deathclaw companion mod: http://www.fallout3nexus.com/downloads/file.php?id=4093Deathclaw retexture: http://www.fallout3nexus.com/downloads/file.php?id=310 Final Notes: I am willing to put in work to help make this mod a reality, but keep in mind that my ability is quite limited at present. I have a other ideas for new mods and a few ideas to make this a bigger quest line than just raising a deathclaw, but I'll leave this here for now and see if there is interest before I add more material. Thank you for your time. Sincerely,Owl Link to comment Share on other sites More sharing options...
Daynox Posted March 16, 2010 Share Posted March 16, 2010 I think some of what you want can be done. I have a mod quest for a Dog companion for Oblivion, the dog actually starts out tiny, like a puppy. You gotta feed it, train it, scold it..everything. Every few times you do these things the dog really grows untill he is full size. You can tell him to collect things and everything.... It us unfortunately beyond my Geck abilities. But im sure someone out there can pull it off...Tons of real good modders here. Link to comment Share on other sites More sharing options...
ctserge Posted March 16, 2010 Author Share Posted March 16, 2010 I think some of what you want can be done. I have a mod quest for a Dog companion for Oblivion, the dog actually starts out tiny, like a puppy. You gotta feed it, train it, scold it..everything. Every few times you do these things the dog really grows untill he is full size. You can tell him to collect things and everything.... It us unfortunately beyond my Geck abilities. But im sure someone out there can pull it off...Tons of real good modders here. additionally, MMM adds a young deathclaw. So I think that the mod is entirely doable, we would just need permission from Martigen to alter and use it. Then all we would need is a few different sizes of the creature at the young stage and a few resizes of it's adult form. Is anyone willing to take up this request? Again, I am willing to put work into it. Alternatively, if someone could point me in the right direction in regards to what I would need to know in order to create this mod, I could try to do it myself. I would much prefer that someone who knows how to code to do it though. I have a coding IQ of 4. Thank you for your time and I appreciate the quick response and encouragment =] Sincerely,Owl ps if you have a name or a link to the growing dog companion, I would like to check it out. The modder might be able to help or at least give me some tips. Link to comment Share on other sites More sharing options...
Daynox Posted March 16, 2010 Share Posted March 16, 2010 Its a wolf actually..my bad..anywho :turned: http://www.tesnexus.com/downloads/file.php?id=17838 Lobo a Wolf Companion...that's it! I can totally see this work for a death claw.. Link to comment Share on other sites More sharing options...
mrclopes Posted March 18, 2010 Share Posted March 18, 2010 Hello,Not sure if you received my pm because I'm having problems with internet in my home, however, the wolf companion is a very simple mod. If I remember right, all the functions was based on a single script attached to the wolf itself, where it changes his current AI package and quest stages. If you want similar function in your Fallout mod, I recommend looking for the events "Gamemode" and "Menumode" for scripting his functions. The only reason I made this way, was because I couldn't attach a dialog to a creature in Oblivion for some reason. His scale, was done by simple SetScale command uppon activation of his menu, where his size changes according to his current level. For similar function his scale could be altered on Greeting or Goodbye dialog, so everytime a player talks to him, his current "grow size" is applied. Alternavely, you can use the Gamemode script (which runs in each frame) to apply his size automaticaly while he's a follower of the player. But if a gamemode script can be avoided this should be so, in my understanding, multiple gamemode scripts running at once may cause overall slowdown. Anyway, I'll check your mod tonight, see if there is anything else I can help you with. [EDIT] I'm having internet problems lately and couldn't get the files, but I will as soon as it gets fixed Sincerely,Marcelo A. Lopes Link to comment Share on other sites More sharing options...
dudeinmask Posted March 19, 2010 Share Posted March 19, 2010 well i love this idea if i had any scripting exp i would make it my self o.O .....in fact i might start pratice at scripting. Link to comment Share on other sites More sharing options...
Recommended Posts