Found this mod on Nexus and endorsed it there. Here's my feedback, if you are interested:
1. General:Stupendous mod. I presumably got more out of it than out of any other mod I ever installed. Thanks a lot for wasting my time so pleasantly
2. Timescale:You wanted to know if there was any issue with unorthodox timescales?
Since the vanilla timescale is much too fast-paced for me, I always play on varying scales between 3 and 10. I have so far raised 3 deathclaws on 3 characters, and there has been no problem at all.
3. Known issues:a) He may not be able to swim, but he also doesn't seem to drown. So as long as there is a path he can walk on he may still follow the player into the water.
b) The inability to climb steps has been a major issue for me so far, breaking the immersion a bit and adding to the range of problems you already have with companion pathfinding; it was only by reading this thread here that I found out you had already addressed the issue by that 'Moveto' command which had remained enigmatic to me. Brilliant idea, silly me.
4. Suggestions:a) Sound
The hatchling and adolescent have the same deep growling as the advlt. This is more than strange given the fact that their bodies don't have the same resonance potential. Wouldn't it be relatively easy to take the default sound and accelerate it a bit to give it a higher pitch for the smaller beings? Would definitely add to the 'cuteness factor'.
b) Name
Have you considered replacing the "It" in "It is hungry" and "It isn't hungry right now" by the baby deathclaw's name variable? Otherwise why give it a name if you still think of it as a thing?
It would also be great to know how we can change that name on the console. The first contact with this mod may be an experimental one for most players, and by the time we realize we'd wish to keep this unique companion if only we had selected the name with more care he may already be grown up. Personally, I have 3 deathclaws on 3 characters, and they all have another name. But as I know now, it should be the same name, just like Boone and Cass are the same in all games.
c) Location
In my opinion, the most intriguing experience you could have with such a baby deathclaw is growing up together with it. On a new character. That is why I took the liberty to alter your mod for my personal use, and plant an egg inside the open grave in Goodsprings Cemetery. Makes a lot of sense in the game's logic, too, because real deathclaws are close by, and because the courier was buried there, so is most likely to go inspect the place after having returned from the dead. Maybe players could be given a choice of where the egg should be planted?
d) Trust
To be honest, even when called 'Mr. Cuddlesworth' and not grown to the full size of a wild specimen, this deathclaw is creepy in its later stages, when standing close to you and staring at you with this ... expression in its face. Takes some courage to turn one's back on it and crouch. You've known him since he was a baby, you fed and raised him, but still: who knows what the hell a deathclaw might think? And how could you possibly guarantee for the safety of other humans around it?
There are some simple means that could build and invigorate your trust in this strange new friend:
-- What if the hatchling developed a real liking for toys, rejoicing whenever you give him one? And what if the grown up fierce deathclaw still retained some of its playful nature by being overly fond of ... teddybears?? Not that it needs or demands them, but whenever you give him one (they don't last long on that guy, look at him) this makes him really pleased. It would also prolong the give-and-take relationship beyond the period of feeding.
-- More trust even could be generated by the little one's accepting of vegetarian food (only from time to time, not always), and his strict refusal to accept human flesh and 'strange meat' (unless, of course, the player himself has one of the cannibal perks). The partly vegetarian 'diet' could also explain for his not growing as tall as a normal deathclaw.
5. Questions:a) What happens when you fire him? I haven't dared do that yet. Where does he go? Can he be "rehired"?
b) Could the egg be made to respawn after an extended period of time? This would theoretically open the possibility of the player founding a whole tribe of friendly deathclaws.....
As you see, I'm fascinated by this mod and think it has a huge potential.
Thanks once again and good luck for your future work on it.