Squirrel Pups

Garbage Squirrels

Albino Squirrels

Glowing Squirrels



Suicide Squirrels

Quantum Squirrels

POTENTIAL CONFLICTS



REQUIREMENTS



FUTURE PLANS







KNOWN ISSUES



CREDIT/TOOLS USED



Like the title implies, this mod brings squirrels to the Commonwealth. No longer will squirrel bits go without an explanation! As of right now there are seven varieties:'Normal' SquirrelsThey are all ridiculously fast and more dangerous than their size implies. They are based off the Rad Rat added by Nuka World, but have a custom mesh, textures and sounds. You can capture them in a cage (with silt beans as bait) or encounter them in plenty of places throughout the Commonwealth (mainly in wooded areas and at Fiddler's Green Trailer Estates, for obvious reasons, also in trash piles in urban environments). Having captive squirrels may lead to an attack on your settlement, just like any other creature. Due to the radiation, they are completely hairless, minus their whiskers. This might change in the future if I can figure out how to animate the tail mesh I've made (any animation related advice is more than welcome). I have also provided mountable squirrel heads if that's your thing.Note: Video is of a previous version of the mod. There have been a few significant updates since (look at screen caps to get a better idea of how they appear in game)This will conflict with any mod that alters the following:QUEST 01000822 DLC02WorkshopAttackStarterSTORY MANAGER BRANCH NODE 01000823 DLC02WorkshopAttackNode**STORY MANAGER QUEST NODE 000250E6 WorkshopAttackNodeI have close to 700 mods running with my build and haven't run into anything that conflicts with these yet. If something does conflict I can most likely make a patch, just let me know!**From what I've researched, it appears this entry is fairly conflict friendly. Automatron and Har Farbor have a conflict here, and if you Check in FO4Edit it will show this mod as conflicting with those two DLCs for this entry. This shouldn't be an issue**As of right now, both Nuka World and Wasteland Workshop are required. I may add squirrels to Far Harbor in the future.As mentioned before, I am trying to figure out how to add animations to a new tail mesh. My attempts so far have only ended in CTDs and spaghettification. I'm not completely satisfied with their eye textures, so expect a minor update. I'm also looking into adapting the tree ambush the Gulpers use for squirrels, but that might be a little beyond what I'm capable at the moment. The Garbage Squirrel's ambush triggers from way further away than I'd like. I'm looking into reducing the range.The whiskers on the squirrels are significantly shorter than the ones on the Rad Rats. This will sometimes result in blood decals floating where the whiskers used to be. I should be able to fix this.The squirrels will appear magically outside the cage when deactivated, and the cage door says Molerat on it when closed. Both of these things should be fixable too.The bomb vest magically reappeared, but now they are ill fitting. I will adjust them shortly.Their corpses sometimes like to twitch and contort in amusing yet disturbing ways. Consider it a feature.Bethesda for the game, Creation Kit, and giving me a starting point for everything in this mod soundbible.com and oceancat.com for the royalty free squirrel soundsElminsterAU, Hlp, Zilav and Sharlikran for FO4Edit The niftools team for Nifskope and the 3Ds Max nif plugin Autodesk for free access to 3Ds Max The Audacity team for... Audacity gibbed and ousnius for Material Editor Gimp 2.8

jonwd7 for B.A.E. - Bethesda Archive Extractor