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 Mod idea: intelligent deathclaws NV

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ConradeBear

ConradeBear

Posts : 202
Join date : 2017-01-31
Age : 22
Location : Were all bear are comrades

Character sheet
Name: Kovalsky
Faction: Soviet
Level: 38

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PostSubject: Re: Mod idea: intelligent deathclaws NV   Mod idea: intelligent deathclaws NV - Page 2 EmptyMon Apr 10, 2017 3:07 am

A deathclaw conpanion will be good, an intelligent one is awesome

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cyber_funk

cyber_funk

Posts : 209
Join date : 2017-03-26
Location : Night City

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PostSubject: Re: Mod idea: intelligent deathclaws NV   Mod idea: intelligent deathclaws NV - Page 2 EmptyMon Apr 10, 2017 3:48 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

Tactical308

Posts : 432
Join date : 2015-04-11
Age : 24
Location : Ramona, California

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PostSubject: Re: Mod idea: intelligent deathclaws NV   Mod idea: intelligent deathclaws NV - Page 2 EmptyMon Apr 10, 2017 4:21 am

I like the idea of this. Talking deathclaws were always interesting.

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erictuong

erictuong

Posts : 545
Join date : 2015-04-12
Location : Earth

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Name: Classified
Faction: UNSC
Level: Spartan II

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PostSubject: Re: Mod idea: intelligent deathclaws NV   Mod idea: intelligent deathclaws NV - Page 2 EmptyMon Apr 10, 2017 5:16 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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