Fallout 3

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theLostYou

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theLostYou

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14 comments

  1. Jereponibus
    Jereponibus
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    Will you be doing a mod similar for New Vegas? The Mojave could use some zombies as well!
  2. OctialStorm
    OctialStorm
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    The author for Imperfection made their mod hidden for some reason back in june, is there any other method to get imperfection for this mod
  3. xVNTCx
    xVNTCx
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    Great mod ! Anyone knows if there is a similar mod that changes all robots to ghouls ?
  4. Pip54
    Pip54
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    This mod is tremendous; exactly what I was looking for. Working great for a survival horror run. Are you working on a version of this for New Vegas? I would love this mod ported over to that, in particular the aspect of replacing enemies (super mutants are tiresome bullet sponges that don't really belong in a survival horror playthrough). Let me know if you have any plans to port this mod over to New Vegas, I'd love to support and contribute any way I can!

    Great Job!
  5. LuizHenriqueBR
    LuizHenriqueBR
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    I seem to run into the "Invisible Zombie" variant a little too often. I must have f*cked up really bad during the installation, but I don't really know where, since I followed the instructions correctly (I double checked and tried again after my first failure). I was going to ask for help, but I really have no idea what I did wrong, so I'm just going to ask about any common mistakes?
    Oh, and yeah, the invisible ghouls seem to be the *only* problem.
  6. undeadfan666
    undeadfan666
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    this spawns so many zombies my game CTD
  7. Marconiex
    Marconiex
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    That "Permanent Dead by Defox" mod creates other problems by deactivating the console.
    1. theLostYou
      theLostYou
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      I haven't encountered any problems, besides getting stuck, you can use various other methods than TCL to get yourself Unstuck. The console is the easiest way to cheat, permanent dead fixes that in a blunt way. The mod is hardcore. Just use the new console button as a quick escape button, since you no longer have to save.
    2. Marconiex
      Marconiex
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      Besides that problem, my main problem has always been getting .bak files in my "C:\Users\MY NAME\Documents\My Games\Fallout3\Saves" folder. Once I start getting those files I eventually start getting .tmp files and once I get the .tmp files my game is doomed. The only way that the game allows me to continue playing is for me to delete any .bak & .tmp files then get back into the game & kill myself. Once the game comes back I can then continue playing till the .bak & .tmp files reappear again. Over and over again the same thing happens to the point that I have yet to be able to play the whole game from beginning to end.

      With that said.. the same thing is still happening even using the "Permanent Dead by Defox" mod or any other mod of its kind. So I've come to the conclusion that there is no miracle cure mod for F3!!!
    3. theLostYou
      theLostYou
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      That's strange, Do you use Mod Organizer, I haven't encountered this problem myself,
      but I bet mod organizer would cure it, mod organizer localizes its saves within a virtual drive. Mod organizer also comes biult in with auto archive invalidation, i didnt even know what archive invalidation was until i noticed the mod for it cus MO handles it. MO handles a lot of things.
      One thing to note is you can still create backup saves while using this mod.
      You can save a game, but whenever playing any savefile, the PermanentHero save file only will constantly be overwritten. So that means if you switch to another save file and your PermanentHero save isnt backed up itself, it will be overwritten and you will lose your save file, so always back up PermanentHero, before going to another save file, unless ofc PermanentHero is broken, as in your case.
      So you can still have multiple saves used as backups.
      So basically I'm saying you can just save normally while this mod is active occasionally to avoid your bug, and just revert to a different save, without permanent hero mod active, because only the permanent hero save file will be inaccessible without the permanent hero mod.
  8. Marconiex
    Marconiex
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    Looks like a great idea but can you also make optional mods without the need to have to use --FWE & CRAFT-- ??? Some of us don't use those mods.
    1. theLostYou
      theLostYou
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      I updated each mod, readme, and installation instruction.
      There are now four alternate versions of MMM (GhoulsOnly).
      Two of those alternate versions are FWE Free. Two of them depend on FWE. Thank you for your endorsement BTW! I appreciate.

      The four other mods in the GhoulsOnly set have been updated to no longer require anything outside of a Marts Mutant Mod installation and DLC's depending on which module.
    2. Marconiex
      Marconiex
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      Just curious.. can more than one of these files be used at the same time?
    3. theLostYou
      theLostYou
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      all 5 Major files are intended to be used at the same time,
      the 4 "MMM (GhoulsONLY)" mods are variations of 1 Major file and should be used separately.

      You don't have to use them all at the same time if you don't want.
      Just meet the requirements listed under a download to install it.

      Later I will fine tune any bugs if i notice them, nothing will be game breaking but there may be something not exactly immersive because I haven't actually played my full play through to test these mods fully. I've only really fully tested zombie apocalypse, and verified that the other 4 were working but I didn't test every creature they added. I'll begin my play through today. If I notice something crazy I'll fix it today. Consider this download beta, but in reality, the zombie apocalypes is running much smoother than i anticipated. One note is only a certain amount of zombies can attack you at once, this is an engine limit and applies to all hostile npc's but it might be more noticable. It's effects observed are that you may run and run and suddnely come across a pack of zombies who will not attack you instantly, but will take around 5 seconds for their AI to boot in, they might just stand there, they might chase something else, but this shouldnt be noticed too often. Clearly minor bugs must arise when sprinting through packs and packs of npc. This mod runs smoothly for me, and occasionally i will crash due to this mod and my computer just not being able to handle it, but not very often, and when i DO crash, IT DOESNT BOTHER ME, because I use a permadeath mod that autosaves every 3 seconds (that is also likely why i crash sometimes lol) BUT when i crash i simply boot fo3 back up, listen to my cool intro music for a moment, and load up 3 seconds before the crash. All Good! Also, my computer is garbage and I needed a thousand performance mods to even be able to run fallout 3. I'm lucky there are so many tricks to configuring fallout from modders, because without them there is absoletely no chance I could play this mod. I couldn't imagine being able to run a mod like this when I played skyrim on my old PC, but now i'm using a laptop and cant play skyrim at all. This mod spawns battlefields but somehow the f03 engine can handle it well. Skyrims seemed worse to me, but likely because I have a bad computer history.

      Follow the updated installation instructions for advice on how to install All 5 mods at once. Zombie Apocalypse may cause crashes sometimes if you run through the wasteland for 5 minutes in one direction and have a thousand zombies following you. I suggest using Permanent Dead by Defox, because it minimalizes the effect of crashing, since it autosaves every few seconds safely, you can always return to where u left off before the crash.

      Note: All 4 "MMM (GhoulsONLY) mods all do the same thing,
      but lets say u download a Non-FWE version of "MMM (GhoulsONLY)"
      but actually used FWE...
      then FWE wouldn't apply several changes...
      such as new armor for talon company,
      katanas for chinese remnants,
      a few ghouls will not be added to the leveled lists,
      and ghouls wont use the Iron fist etc perks.

      If you use imperfection, and MMM Plus...
      if you don't use an "MMM (GhoulsOnly)" varation that supports them,
      then the ghouls added by those two mods will not be added to lvl lists,
      BUT will still spawn in locations where the original mods set them to spawn.

      Note: MMM applies some changes to NPC's.
      I left all changes made by MMM intact,
      I ONLY removed creatures and their related references that don't suit the theme.
      My mod makes no significant changes to NPC's
      but might increase their health,
      and the only one of my mods that will EVER touch vanilla NPC stats,
      is MMM (Ghouls Only), specifically,
      any version of MMM.esp that I offer.

      I suggest using fo3edit yourself to patch any conflicts
      between my MMM.esp patch,
      and other mods that may edit the same factors.

      I will continue to change stats of NPC or creatures
      and update as i discover the need,
      in either Zombie Apocalypse or MMM.
      Zombie Apocalypse is a self contained mod that only requires MMM because I borrow creature models from MMM
      for the Zombie from Zombie Apocalypse to spawn with.
      You can change these models to any models you like,
      if you would prefer a molerat apocalypse, GO FOR IT!
      just study the arrangement of templates in Zombie Apocalypse.esp using FO3Edit.

      NOTE: Zombies (even tho they are ghouls) will attack EVERYTHING. This is intended.