This goddamn forum: stereotypes abound!

Look at Lions for your answer.
Wasn't the original idea for Fallout 1, some kind of mutated raccoon that could even talk or something like that? Before they changed it to what we see now. I could swear that I have seen once a concept art or something on one of the Fallout wikis.

There was going to be a community of raccoon mutants that resembled tribals.
 
Actually, I found the source
Was it always a big scaly lizard thing? Nope. My initial design for this terrible creature was a the apex predator of the wasteland, a mix of wolverine and brown bear, mutated by the FEV. It could survive any environment and feared nothing; a legendary force of nature that struck terror into the hearts of men! Unfortunately, the artists took one look at my concept sketch and said, 'Dude, that's way too much hair.' It was true. The Wolverine-bear was very furry, and there was just no way around it.

So here's what happened: the newly formed Black Isle started work on what would be Planescape: Torment. One of the first art pieces was a monstrous creature called a Terrasque. It was sculpted in clay and was then point-by-painstaking-point digitized into a 3D model. As Planescape moved forward, it turned out that the Terrasque wouldn't actually be featured in its design, leaving that tasty model in disuse. Thus, the furry wolverine-bear became a hairless reptilian biped. (Take a look at page 339 of the D&D second edition Monster Manual. Holy cats! It's a Deathclaw!)
http://fallout.gamepedia.com/Deathclaw

But I have no clue how accurate that is.
 
Wasn't the original idea for Fallout 1, some kind of mutated raccoon that could even talk or something like that? Before they changed it to what we see now. I could swear that I have seen once a concept art or something on one of the Fallout wikis.
The S'Lanter were different from the Deathclaws.

They were FEV mutated raccoons that managed to escape the West Tek research facility (known as the Glow after the bombs fell) and form a tribal village called The Burrows, they were skilled hunters and grew more intelligent.

They were cut because some people thought they didn't fit in the Fallout feel and because of resources:
As for the Burrow, this location was written by an early designer associated with the project. While it was well written, I felt that its content was not appropriate to our Fallout universe, mainly based on its style and feel in the game and not on its artistic merit. So I did not approve its addition to the game, and that Glow holodisk is all that remains of any reference to that area. - Tim Cain
Burrows: I always felt it didn't fit in with the rest of the game. It was a finely designed area, and would have helped the Glow, but it just didn't seem Fallout-like. - Chris Taylor
While Brian was off and running, writing quests for our furry additions, the artists had a scope meeting about the number of characters in the game. We had more designed than they had time to actually build and animate. So, a compromise was needed: since the mutant animals were rare, required several sets of armor, and totally different of animations, they were chopped. Poor Brian, he put so much love into those varmints! - Scott Campbell

EDIT: My page seemed to have been old and after I posted it reloaded and I noticed @Mr Fish had already replied :facepalm:
 
Damn, it's dead in here. Well, here's some more pictures.
cOjNOaG-1.jpg
that-gives-me-the-biggest-lady-boner.jpg
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