I just have a few questions,
1) When do you plan on integrating the advlt deathclaw companion? since i'm planning on using the baby deathclaw (for now), dogmeat, and K-9 in my party. (Animals FTW!)
2) What's the difference between using "Fhalanx" and "obedient dogmeat?" I know they don't work together, but is there any difference to the scripts you give dogmeat?
3) Will the baby deathclaw work well in the DLC's or with phalanx companions?
Thanks for all your hard work Tarrant, Bethesda should learn from what you've done with companions
Getting that advlt deathclaw quest done and in there has been an often-requested thing over these past weeks! And the answer is that I'm not sure when I'll have it done. I've been busy with RL business type stuff lately, and a full-length quest is gonna take time, even once I get started. the 2 mini-quests I made took quite some time.. I just donno for sure, now.
Phalanx has had Obedient-Dogmeat integrated into it, with the exception of the Dogmeat-Enemy-Tweaks .esp which has remained seperate, and ships with both the standalone Obedient Dogmeat and Phalanx. That's all there is to it.
Baby Deathclaw will not move properly into Broken Steel or Point Lookout, even if you use Phalanx' follower integration. Once you are in those areas and have the ability to fast-travel, baby deathclaw might suddenly appear with you. In Point Lookout, Baby Deathclaw should be made to wait somewhere instead of going with you when you get to the quest where you are supposed to collect seeds from the giant punga plant. That whole quest section doesn't expect to see Baby Deathclaw there, and it's best done without him.
As far as loading Baby Deathclaw with Phalanx directly, there might be a few doors that don't work right (maybe megaton, paradise falls, that sort of thing) but I'm not sure if there's really a problem (there may not be). And, baby deathclaw is uncontrolled by Phalanx' group commands.
Someone was actually looking into making a patch that integrates baby deathclaw into Phalanx but I have had no time to even look at where it got stuck (it's unfinished).
It would be a wonderful thing if the important points from Phalanx showed up in Fallout 4. I do not want to make a Phalanx for FO4 unless it was going to go out with the game's real, shipped version.
BTW: I'm considering the re-implementation of the Broken Steel "Puppies" perk to simply be getting another dog. It would be a silvery colored one, and would work the same as Phalanx' version of Dogmeat. I'ma bet that's one you'd like to see =p