

A lone deathclaw was also living near the Hub, with an unknown number of deathclaws experimented on and refined by the Master. Initial spread was limited to isolated nests on the East and West Coasts, leading some to believe that it was just a rumor, a tale to scare children with, though the population of Boneyard was keenly aware of their existence, as a single pack mother and her offspring claimed the area between Downey and Norwalk around 2161, keeping the Gun Runners in a checkmate and terrorizing other communities in the region. After the Great War, deathclaws escaped into the wild through unknown means and gradually spread throughout the continent. The project was successful in creating a ferocious predator capable of surviving on its own in the wild, though no references exist to them ever being used in combat against the Chinese. To modify, please edit the source page.ĭeathclaws were engineered before the Great War, for use as cheap replacements for humans during close-combat search-and-destroy missions. Sometimes gamedevs can just destroy the fun in games by making these stupid decisions.The following section is transcluded from deathclaw. There are also some spawn points, and sometimes these spawn points don't spawn when the cell loads, but rather when the player is near the spawn point, that happens way more in hard or very hard difficulty, so i'm assuming the devs did that on purpose to artificially up the difficulty. probably the only way would be to scan the cell for npc's when you first enter it and then continously scan the cell for npc's/creatures that pop up all of a sudden to close to the player, then just disable it and mark it for delete. Sadly they didn't release this routine in a regular script, but it is hardcoded AI, so there is no way for us modders to fix it. So the alpha male just teleported to the player.


In the case of the Sloan quarry sometimes a bunch of Deathclaws get teleported out of the quarry right into sloan, i had the alpha male pop out of the quarry in top of me multiple times, the one time i managed to kill it i went on to the quarry and it was no longer there, only the mother was still there with her young. If a npc walks towards and against a obstacle it can't get through, like sometimes they're so dumb it takes them multiple tries to get around a rock so they keep walking into the rock, after 30 seconds or so the game detects the obstacle and detects the npc isn't moving from it position, it either makes the npc turn walk a few meters and then turn back in that same direction, sometimes that doesn't work cause the npc is in a corner, then it gets teleported away from that spot, and that's where it goes wrong in the code. That happens because of some exception handling in the scripts that regulate movement in NV for NPC's.
