Deathclaw behavior fixes (updated)
死亡爪行为修复(更新)
About this mod Machine translation
Original address:
Optional files updated on June 13 No RadBurst - No Quantum Grenades Patch:
-Removed Radiant Burst ability from Glow and Quantum Death Claw.
-Quantum Deathclaw returns to using Earth Flying instead of Quantum Grenade.
Chinese address:
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describe
Initially I just wanted to know why some of the Deathclaw melee attacks previewed in the Creation Kit never made it into the game. Not to mention that Deathclaws always feel underwhelming or even useless in combat. Eventually, it became apparent that many of the mechanics were either poorly implemented or simply didn't work properly. This mod fixes bugs in biomechanical behavior while adding new functionality or restoring unfinished functionality.
Main features:
- Fixed (mud) throwing attacks (ranged attacks).
- Fixed broken or incomplete ranged melee attacks.
- Re-enabled jump attack which was disabled for no reason.
- Fixed movement locks and restrictions that occur at the end of certain melee attacks.
- Fixed the intimidation ability and visual effects of destruction.
- Minor balance adjustments such as Power Armor grab cooldown, Radiant Burst ability (for glowing), and Quantum Death Claws.
(details for each error)
Throwing earth attack.
There are two versions of the "Pocket Sand" ranged attack: a standing attack (effective) and a moving attack (ineffective). Whenever a creature moves and attempts to throw dirt, the animation plays and the visual effect appears, but there is no actual projectile. To be more precise, the creature is locked in place, unable to move or rotate, which interferes with its AI and causes it to make some strange moves later on. The attack itself is more of a skill, stunning the target and giving the Deathclaw some time to catch up.
Unimplemented range attack.
These three attacks appear in the Creation Kit, but not in the game. Two of these three are not classified as melee attacks and do not appear in the Deathclaw clan's attack list, the area damage (area damage/area damage) is never completed, only placeholder effects and events exist, and no "area damage" effect is produced. So I made something similar myself:
-DeathClaw_attackPowerJumpAOE.hkx (Powerful attack. Causes heavy range damage and knockdown (ragdoll) can be avoided if blocked)
-DeathClaw_attackPowerSpinSlashAOE.hkx (Powerful attack. Slash twice, causing bleeding (continuous damage) if you dodge when blocking)
-DeathClaw_AttackPowerComboTail.hkx (normal powerful attack, slash twice)
The latter two look almost identical with only minor differences, but the animation files are independent.
In addition, there is an extremely rare bug that causes Crocodile Claw and Swallower to make these animations, but I only saw it two or three times in the entire game. When I tried to disable all attacks except those three, the deathclaws didn't attack at all, which completely leads me to believe that they are useless by normal means.
Jump attack.
This is weird because for some reason they decided to disable a perfectly normal and high-quality attack animation that allows the Deathclaw to quickly close in on its target.
Movement will be locked after certain attacks.
Some attacks will cause the Deathclaw to completely freeze, unable to move, rotate, or act, and its animations will briefly freeze. It doesn't work well and looks terrible.
Intimidation ability.
Whenever the Deathclaw roars, it casts an Intimidate (Fear) spell, designed to scare away NPCs, and applies a player-only visual effect that resembles a distortion effect. But it was set up completely wrong and didn't work at all. The fear spell is set to target the deathclaw itself, which it attempts to scare away, but is immune to. And the player visual effect doesn't work because its script is tied to a "degas" effect that only works for the AI and is hard-coded to ignore the player. Any scripts attached to this effect will also be ignored.
Minor balance adjustments.
- Increa …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.