ConradeBear
Posts : 202 Join date : 2017-01-31 Age : 26 Location : Were all bear are comrades
Character sheet Name: Kovalsky Faction: Soviet Level: 38
| Subject: Re: Mod idea: intelligent deathclaws NV Mon Apr 10, 2017 4:07 am | |
| A deathclaw conpanion will be good, an intelligent one is awesome _________________ Red !!! Red !!! Red !!! - We all can be comrades:
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cyber_funk
Posts : 214 Join date : 2017-03-26
| Subject: Re: Mod idea: intelligent deathclaws NV Mon Apr 10, 2017 4:48 am | |
| - nocthesis wrote:
- @"cyber_funk" I'm easy either way. I was originally planning on having a quest based around Gorris' disappearance, linking it in to the unexplained Enclave armour. I wouldn't mind doing him instead, but I'd have to figure out a way to script his iconic cloak in :/
idk man, why complicate things, you gotta see thing the way to original devs would. Ask yourself WWCAD? "What would Chris Avellone do?" Maybe keep Gorris as the companion, add some short optional quest to expand his backstory a bit but keep it lore friendly and in-line with everything we know from Fallout 2. The best mods are the ones that you can't tell are mods and feel like they're part of the vanilla game. |
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Tactical308
Posts : 432 Join date : 2015-04-11 Age : 28 Location : Ramona, California
| Subject: Re: Mod idea: intelligent deathclaws NV Mon Apr 10, 2017 5:21 am | |
| I like the idea of this. Talking deathclaws were always interesting. _________________ |
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erictuong
Posts : 548 Join date : 2015-04-12 Location : Earth
Character sheet Name: Classified Faction: UNSC Level: Spartan II
| Subject: Re: Mod idea: intelligent deathclaws NV Mon Apr 10, 2017 6:16 am | |
| I like this idea a lot. Talking deathclaws is also lore friendly too because of Fallout 2. I hope the next Fallout game will have a talking deathclaw that would be interesting. |
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| Subject: Re: Mod idea: intelligent deathclaws NV | |
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