This simple mod is part of my Improved Ecosystem series which attempts to rebalance and make Radscorpions stronger but still balanced to the overall creature ecosystem.
Radscorpions should feel like more than a simple nuisance on your way from point A to B. This mod attempts to remedy that by selectively altering specifications according to the type of radscorpion you encounter. This should generate a more varied encounter in comparison to the vanilla game.
Version 1.0 Varied improvements to the many different species of Radscorpions. health +20% to 35%, resistance -10% to 20%, perception boost +1 to +3, speed/size variations, and other subtle changes dependent on type and species. ESL version is available under optional files.
Version 1.0a Strange issue with Vortex caused upload of the unedited files. Reuploaded with modded files. Thanks to ko7 for catching the issue. If you downloaded version 1.0, please update your version. Thank you. Added no tunnelling ESL/ESP versions for those who may prefer this Radscorpion behaviour change.
8/23 Update: Well, my PC is officially dead so all projects have been put on permanent hold for PC and the other platforms. If you would like to help me scrounge up funds to continue modding. Hit this donations button.
You can also VENMO at @grinus or paypal.me/smgrinus if you want to help.
The changes shouldn't be that drastic. Balanced, not overpowered is the goal here. Although, the Albino now may be rather challenging. I'll continue to adjust as needed as I work towards the complete ecosystem change. It just requires a lot of testing on my end.
Well tho with Fallout 4 weapons F3 Albino scorpion wouldn't be that much of a problem anyways unless it would have stats similar to those of a Enraged Fog Crawler ..it takes several clips to kill that thing even on Survival and with high damaging weapons due to ridiculous damage resistance and health values its like a organic X01 power armor ^^
While we on the topic i kinda miss the Ghoul Reavers from Fo3 one of those things would be able to murder 20 Charred feral ghouls without breaking a sweat.
Yeah, reavers were rather frightening. The football body dive they do in FO4 makes them somewhat comedic. Maybe something I'll change later.
I've got parts of the ecosystem series including this, rebalance series and diverse replacer series in place so hopefully, those in tandem will result in a more balanced challenging atmosphere once it is complete. I have articles that entail the roadmaps I have planned so peruse those if you are liking these.
The description has the basics of it. The changes are extensive and varying because it isn't a blanket buff to all spawns. It would be really tedious but once I feel up to it, I'll add it to the articles section.
5/25 I'll post some screenshots of the changes sometime soon. It is a bit easier on my joints. 6/5 It will be a while longer. This is very low on my list of to do. The rain hurts my joints more then I care to admit.
It shouldn't interfere since I didn't touch creature spells but just in case. Just make sure your mod loads after this one for now.What mod are you referring to? I'll have a look so I can tell you for sure.
Edit: BTW, why are you using a mod to disable the tunnelling ability? Was it annoying you or did you discover some issues with it? I'm just curious to know why.
There were a number of reason why I didn't want the Radscorpions to tunnel anymore. The biggest was because I thought that they spent most of combat in their holes rather than actually fighting me, but I also didn't like it because it made no sense that they could tunnel so fast at that size, an also because some kind of glitch causes them to sometimes arrive at their destination immediately after digging a hole. This is the mod I used to disable it: https://www.nexusmods.com/fallout4/mods/15642
Your reasoning is sound on this. Would it make more sense if they were simply much faster, and not have that ability yet still attain their hide ability?
And if so, would it be useful to you if I made an alternate version that did that?
5/21 @Dieselface Ok, I'll give you a heads up when it is ready. I figure others may feel the same way you do about the tunnelling ability. I'll make it available in ESL/ESL flagged esp. 5/21 5:19 PM EST. @Dieselface The no tunnelling option has been added to optional files in ESL/ESP formats for you.
Yeah, an alternate version would be useful because it would save me a plugin slot (or two, if it's an .esl). I was already considering downloading but I'd definitely try it out if it meant I could also disable the mod I have which already does that, which is an .esp.
@Hadtoregister I'll have a closer look at that mechanic down the road and see if there is a better solution then disabling it outright.
But for now, it'll have to do. Once I get the entirety of the ecosystem rebalanced and running like I think it should, I'll revisit the issue, well as some other creature abilities that have been nagging at me.
No, The records have been altered/tweaked and should indicate it as such. I'll re-upload. I must have been very tired last night. Thanks for catching the issue. Something strange going on with Vortex. Note: Mod re-uploaded as of 3:51 PM EST. The issue should be resolved.
23 comments
Comments locked
The author has locked this comment topic for the time beingRadscorpions should feel like more than a simple nuisance on your way from point A to B. This mod attempts to remedy that by selectively altering specifications according to the type of radscorpion you encounter. This should generate a more varied encounter in comparison to the vanilla game.
Version 1.0
Varied improvements to the many different species of Radscorpions. health +20% to 35%, resistance -10% to 20%, perception boost +1 to +3, speed/size variations, and other subtle changes dependent on type and species.
ESL version is available under optional files.
Version 1.0a
Strange issue with Vortex caused upload of the unedited files. Reuploaded with modded files. Thanks to ko7 for catching the issue. If you downloaded version 1.0, please update your version. Thank you.
Added no tunnelling ESL/ESP versions for those who may prefer this Radscorpion behaviour change.
8/23 Update: Well, my PC is officially dead so all projects have been put on permanent hold for PC and the other platforms.
If you would like to help me scrounge up funds to continue modding. Hit this donations button.
You can also VENMO at @grinus or paypal.me/smgrinus if you want to help.
While we on the topic i kinda miss the Ghoul Reavers from Fo3 one of those things would be able to murder 20 Charred feral ghouls without breaking a sweat.
I've got parts of the ecosystem series including this, rebalance series and diverse replacer series in place so hopefully, those in tandem will result in a more balanced challenging atmosphere once it is complete. I have articles that entail the roadmaps I have planned so peruse those if you are liking these.
5/25 I'll post some screenshots of the changes sometime soon. It is a bit easier on my joints.
6/5 It will be a while longer. This is very low on my list of to do. The rain hurts my joints more then I care to admit.
Edit: BTW, why are you using a mod to disable the tunnelling ability? Was it annoying you or did you discover some issues with it? I'm just curious to know why.
And if so, would it be useful to you if I made an alternate version that did that?
5/21 @Dieselface Ok, I'll give you a heads up when it is ready. I figure others may feel the same way you do about the tunnelling ability. I'll make it available in ESL/ESL flagged esp.
5/21 5:19 PM EST. @Dieselface The no tunnelling option has been added to optional files in ESL/ESP formats for you.
But for now, it'll have to do. Once I get the entirety of the ecosystem rebalanced and running like I think it should, I'll revisit the issue, well as some other creature abilities that have been nagging at me.
I'll re-upload. I must have been very tired last night. Thanks for catching the issue. Something strange going on with Vortex.
Note: Mod re-uploaded as of 3:51 PM EST. The issue should be resolved.
Note: The mod wasn't balanced with Frost in mind so that is why I'm asking.