What about working for trying to get some of Mart's Mutant Mod creatures in Fallout 3? It's a popular enough FO3 mod, and doesn't break the lore.. much.
CROSS-CONTENT DISCUSSION: Creatures
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Ein
- Posts: 35
- Joined: Tue Sep 18, 2012 7:23 am
I would prefer if there were
I would prefer if there were no modded creatures, personally. I haven't really seen any that weren't wild graphical departures from the base beastiary, or completely out of place mash ups. I realize they're popular but so are all the latex bikini mods and oily skin whore make-up. I'd prefer those weren't in either.
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Dynastia
- Posts: 38
- Joined: Sun Nov 18, 2012 10:15 pm
Personally I don't think any
Personally I don't think any creatures should be added from wasteland to wasteland except maybe for some NV Deathclaw variants in the CW Sanctuary, and perhaps the occasional coyote pack. It makes them more distinct from each other if they have unique wildlife.
As for the beefing-up deathclaws and radscorpions got in FNV, I think that change should be carried over to the CW. I always got the impression human beings were barely surviving and no longer top of the food chain in the CW (which explains why none of the settlements have done bugger-all in regards to rebuilding civilisation) So if the player occasionally has to retreat or avoid a CW area it can only add to the difference in atmosphere and the status of Mankind between the two wastelands. Besides, we're all experienced players or we wouldn't be bothering with mods like TTW. We're not going to cry that the game is broken and ragequit because we can't kill Deathclaws at level 1 with a 10mm pistol anymore.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
Damn think of the ammo that
Damn think of the ammo that would take. ![]()
My project Dash is on Kickstarter!
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Kainschylde
- Posts: 136
- Joined: Fri Oct 12, 2012 9:47 pm
Anyone who ragequits after
Anyone who ragequits after not being able to kill a Deathclaw with a 10mm at ANY level is playing the wrong game.
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Sir Swerving
- Posts: 22
- Joined: Sat Feb 15, 2014 9:46 am
Deathclaws variations would
Deathclaw: variations would fit well in the wasteland, Blind deathclaws spawning in Old Olney underground and sewers as well as various caves, Deathclaw mothers and babies being exclusively located in deathclaw mating areas, Deathclaw young spawning by deathclaw mothers and at lower levels in the wasteland, Deathclaw alpha males roaming the wasteland at higher levels.
Yao guai: cubs and giant variations would also fit well in the wasteland, Cubs spawning at earlier levels in the wasteland as well as in caves, Giant yao guai roaming the wasteland at higher levels.
Coyotes: have no argument against them and perhaps should be a more common then wild dog encounters.
Rats: are everywhere should spawn in places you would usually find molerats.
Ravens: If they could survive in the mojave, Chances are they survived or migrated to the Capital wasteland.
Fish: The water in the capital wasteland is connected to the ocean but the water might have proven to be too irradiated to host life for anything other then the mirelurks.
Bark scorpions: would only fit as a smaller variation of the currently existing radscorpions, Since they are based off a species native to the Mojave.
Giant mantises: would not fit due to West tek research facility and Vault 22 with the F.E.V. strain the mutated them is on the other side of the country, They could only fit as renamed nymphs inside and around the Oasis and even that is pushing it.
Geckos: would not fit at all anywhere around the Capital wasteland as the West tek research facility with the F.E.V. strain that mutated them is on the other side of the country.
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charwo
- Posts: 241
- Joined: Sat Jan 19, 2013 1:14 pm
I think in principle, these
I think in principle, these questions should be handled by environmental packages. If you want the vanilla loadout, then anything other than the nightstalkers and a cazadores go in. If you're like me, and refuse to play with anything but fully green mods, then you're stuck screaming for real world animals, as many as can fit.
I'm generally against this whole notion of asking 'what purpose do adding animals serve to the character?' That's irrelevant. We're trying to pin down to a reasonable degree, the ecology of the Columbia Commonwealth, and weather they serve any purpose to the player or character is irrelevant, because nature isn't driven by human utility.
And for the record, I wouldn't mind cazadores in the CW, maybe a horror saved for the the Pitt. Either way, they would go a long way to explaining the lack of rebuilding.
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Spanta
- Posts: 15
- Joined: Sat Jun 28, 2014 9:50 am
On non mentioned creature
On non mentioned creature integration I would like to see:
Factory Protectrons (The Pitt) in factories of both wastelands, potentially replacing the original protectrons.
Medical & Repair Eyebots (Lonesome Road) as Enclave Eyebots in the capital Wasteland.
And even if they are a tad lorebreaking, because they are servants of the Master originally I don't think it would be bad to have Nightkin in the Capital Wasteland.
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
we changed them all into hot
we changed them all into hot air balloons.
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
we didn't move anything from
we didn't move anything from fnv to fo3. we're ecologically minded modders.