good mod , bu they respawn after a couple of hours rather than 3 days. the holdout sandbag brotherhood area in d.c keeps having super mutants spawning after a 1 hour sleep
Cool Mod. Just a little suggestion from me for more awesomeness: There are currently no super mutants with flamethrowers and none with gatling-lazers in your list. I would suggest to add the flame thrower as an option for grunts and soldiers, the gatling lazer for troopers. In previous Fallout titles, Flamethrowers were quite common among super mutants (might be they are slightly pyromaniac, as they also love explosions very much).
An observation: You set the Behemoth Level down from 15 to 0 in the Geck, and somehow set the Calc min Level to 20. The net effect of this change is that Behmoths are tough, but only award 2 xp on very hard. For those seeking to repair this bug, go into the geck and pull up the base behemoth template (not the individual behemoths) and reset the level to 20. This is probably what the modder intended to do: make the behemoths tougher... not completely nerf the reward for what is arguably the toughest enemy in the game.
Hello. Alas I have a problem with your mod. I belong to the bunch of people who played Fallout&Fallout 2 and waited 10 years to get Fallout 3. Imagine my disappointment when I found supermutant strength lacking. Your mod was a sigh to sore eyes when I discovered it but I have a problem with it. Please help.
I can't make this mod work or it works partially.I have no enemy difficulty mod or something which would effect super mutants. I have a heavy weapons mod which could effect them but turning it off don't work either. After installing though, hunting rifle doesn't appear in supermutant hands. But Nailboard exists in regular supermutants. And they are named "Supermutant" not "Supermutant Grunt" Centaurs deal high radiation as you intended but they die easily and doesn't seem bigger. By the way, I have encountered a single Supermutant Fodder too. Near tepid sewers and in a tent which contains a captive along the fodder. The mod has mixed result for me. By the way I started the game with mod installed. When I encountered supermutants and found them unmodified, I changed mods loading order priority to top. But it didn't work either.
By the way, if changing loading priority fixed the problem and I could encounter Supermutant Fodder thusly, will undiscovered locations be okay. When I came out of the subway gate form sewers to DC I found Supermutants unmodded. I proceeded to adjacent area by foot but when I got the map maker, I found normal Supermutants too.
Awaiting your reply. Thanks for your good mod too.
New enemy in v02. Super Mutant Fodder. Straight out of the FEV vats and given a nailboard and pointed in the direction of the Vault Dweller.
This super mutant uses the no armor SM skin(see Images) and only wields a nailboard. He will spawn alongside the Grunts as cannon fodder.
I decided not to modify the nailboard weapon and instead just added a tier "0" super mutant. He still has 200 health, but has a really crappy weapon and also looks a little bare.
cndblank, Yeah, I thought about leaving the nailboard, but it seemed really weak. I'll look at modifying the damage on it and see how it goes.
bsan99, Yes, it's compatible with XFO, but I use a modular combination and don't use the enemy rebalance esp. I don't think he does anything with mutants though, but I can't be for sure. Either way, whichever esp you check last in your loader will be the one that the game uses.
11 comments
I can't make this mod work or it works partially.I have no enemy difficulty mod or something which would effect super mutants. I have a heavy weapons mod which could effect them but turning it off don't work either. After installing though, hunting rifle doesn't appear in supermutant hands. But Nailboard exists in regular supermutants. And they are named "Supermutant" not "Supermutant Grunt" Centaurs deal high radiation as you intended but they die easily and doesn't seem bigger. By the way, I have encountered a single Supermutant Fodder too. Near tepid sewers and in a tent which contains a captive along the fodder. The mod has mixed result for me. By the way I started the game with mod installed. When I encountered supermutants and found them unmodified, I changed mods loading order priority to top. But it didn't work either.
By the way, if changing loading priority fixed the problem and I could encounter Supermutant Fodder thusly, will undiscovered locations be okay. When I came out of the subway gate form sewers to DC I found Supermutants unmodded. I proceeded to adjacent area by foot but when I got the map maker, I found normal Supermutants too.
Awaiting your reply. Thanks for your good mod too.
This super mutant uses the no armor SM skin(see Images) and only wields a nailboard. He will spawn alongside the Grunts as cannon fodder.
I decided not to modify the nailboard weapon and instead just added a tier "0" super mutant. He still has 200 health, but has a really crappy weapon and also looks a little bare.
Yeah, I thought about leaving the nailboard, but it seemed really weak. I'll look at modifying the damage on it and see how it goes.
bsan99,
Yes, it's compatible with XFO, but I use a modular combination and don't use the enemy rebalance esp. I don't think he does anything with mutants though, but I can't be for sure. Either way, whichever esp you check last in your loader will be the one that the game uses.
I also use XFO (best overhaul ever!)
So this doesn't conflict with its file at all?
I disagree on Nail Boards. They are exactly the type of weapon that fresh cannon folder (even if super mutants) would get.
You just need to boost the damage for having a super mutant swing it.