Eep! Thank you everyone who says thanks and stuff! I would reply to each of you but it would take effort, so: YOU ARE WELCOME!
I also don't know what I was doing and don't remember how to do what I did, so very sorry for any problems. I can't update it, but you're welcome to steal anything I've done here for your own tweaks. Please do, it looks like it seriously needs updating.
in order for them to lunge at you from 15 feet away they would have to have a very healthy and fit body, at which they do not.... a 20 year old NFL player can't leap and dive, like they can, its ridiculous...
Another reason why normal humans don't usually do such insane feats is that our bodies have limiters so we don't hurt ourselves going overboard. Ghouls don't have that.
Any mod that deals with the regular attacks as well? This mod has successfully removed the ridiculous running lunges for me, but the regular attack where the ghoul raises an arm and beats you still has them doing a 'small' two-meter lunge. It's especially noticeable when you reduce their speed a lot. They're walking slowly then all of a sudden they sprint and smack you down like a beast.
Nice mod and very needed. Original ghouls from Fallout 1 & 2 were rather slow. But description is very chaotic... Installer says that at 75% setting ghoul speed is reduced by 75%, while readme says that 75% means that ghouls move at 75% of their original speed - which is completely different thing. Very confusing, needs to be fixed. Otherwise very nice mod that fixes lore ruined by Bethesda.
So, .... which is it? Screw them things, I'm going for typical The Walking Dead speed!!!!! Zombies (or anything like them) I deplore, they walk at a crawling pace yet nobody can just wipe them out ... (girl trips and falls and starts screaming while her brains are being eaten) stupidist genre ever. (just my opinion, if you like them ... cheers!)
On survival ferals one/two-hit you. If you have modded hundreds into every cell in the commonwealth then the game becomes unplayable unless you cheat or slow them down. Hence the desire to slow down the ghouls. Adding companions who do not flee with you in hopeless situations compounds the issue even further. Again, if you installed "Agony" on top of all this even one injury can be a death sentence.
I know I am responding to an old comment but this may clarify this mods need to others who are of the same mind.
Damn, now I'm wondering about this, haven't had a chance to try this yet but it's going in my new game for sure.
I think the author just made a mistake when writing the descriptions and both are trying to say it's -75% - why would the other one say that -75% is actually -25% ? I doubt it would, it's just a mistake. Maybe he's not a native speaker or something - an honest mistake.
You (mod author) may be an illiterate foreigner (I know I am) but we do forgive you and appreciate you for this tweak mod. Oh, Praise the Lord Zheep!
Takes me back to Fallout 1 & 2, where its stated that Ghouls can't actually run, as they are falling apart as is. If they would run, they would likely lose their feet or break their legs.
Would make them a lot more interesting if they could only walk, have a % chance to break their arms, or even lose them when attacking. And while not being able to tank much damage, nor take much themselves, all of their attacks inflicting disease and radiation damage.
Being more a war of attrition kind of enemy that can slowly sneak up to you in the dark.
Oh this is good stuff, great ideas for ghoul mods!
Never knew that about FO 1 & 2... Back then I think my computer wasn't good enough to actually run FO2 xD and I just never got back to it.. But probably it had more to do with me really not knowing what I was doing. Reminds me of the endless so called 'bug reports' here with all the unexperienced newbie modders who refuse to educate themselves or read anything, anything at all...
...But that reminds me: I played FO3 first time in 2014 and marathoned for two days straight, no sleep AT ALL and ate only two sandwiches in 48 hrs. It was better than amphetamines and believe me, I know - that's the power of game addiction during your summer break - no need for hardcore drugs. God, I still remembr the feeling of how crazy that was, how fun it was. I think I maxed out the character level in a day and patched it to go higher the second evening... xD
Ghouls are a real pain to shoot with their blistering-fast movement speed, ability to go from 0 to 60 and then spin on the spot to charge at you, do that stupid leap, hit you, and end up behind you move, and then proceed to murderize you from behind before you can finish reloading. It's bad enough that, like all of Bethesda's enemies, they're a bullet sponge, but then to make them freakishly fast is downright unfair.
I didn't mind it so much in Fallout 3 or Fallout New Vegas because the enemy AI sent them racing straight at you to smack you in the face, so the fast speed wasn't as much of a pain as long as you could get them in your sights at range. But here, in Fallout 4, they hide in awkward places, they lay down and look like corpses, they crawl through windows and over barriers and out from under ruined vehicles, then as soon as they pop up, they run like they're in a hundred yard dash crossed with an easter egg hunt, weaving and making it impossible to hit them while they close the distance to then two-or-three-hit kill you.
Large groups of ghouls are the enemy cluster I hate the second most, but I already found a mod to fix the first one. Now I've found one to fix the second problem. Super mutant suiciders were irritating because it's difficult to shoot the nuke when you're using a trackball mouse, while running backward, while maintaining minimum safe distance, and likely while all of the local hostile wildlife and raiders decide to make your escape impossible. Ghouls were irritating because of their lightning-fast reflexes, divine clairvoyance of the future to dodge your every bullet, ability to close the distance with the player while dealing damage and gaining a superior position in the process, and their tendency to be in packs large enough to take out the player unless you had a pocket full of hand grenades.
I'll see how this does on "Optimal Slow" with their "Ranged Melee" attacks disabled. I'm hoping this provides the experience I was looking for, where Ghouls are still a threat if you get caught in a crowd of angry skulkers, but you still have options other than "Well, I'll fire my Fat Man at my feet, because at least then death will be quick and I'll take a few of them with me."
Very fast ghouls would be great ! The "basic" ghouls are too weak, fortunately there are some tougher like the glowing ones, but they are very rare. This is why faster and thougher ghouls could be a great idea
i literally s#*! myself when i see multiple ghouls in survival if i dont take them down before they wake up it kinda dangerious to deal with them simply because they tend to gab close very fast way to fast,dealing with a deathclaw is far easier if you ask me however shotguns are the ban of all ghouls
He probably has the Classic theme enabled on his computer which frees up a LOT of resources for them that needs it and doesn't mind the dated appearance. You can still do the same in Windows 10, I believe.
52 comments
I also don't know what I was doing and don't remember how to do what I did, so very sorry for any problems. I can't update it, but you're welcome to steal anything I've done here for your own tweaks. Please do, it looks like it seriously needs updating.
a 20 year old NFL player can't leap and dive, like they can, its ridiculous...
Oh yea, thanks a heap long lost author LordZheep!
I know I am responding to an old comment but this may clarify this mods need to others who are of the same mind.
Damn, now I'm wondering about this, haven't had a chance to try this yet but it's going in my new game for sure.
I think the author just made a mistake when writing the descriptions and both are trying to say it's -75% - why would the other one say that -75% is actually -25% ? I doubt it would, it's just a mistake. Maybe he's not a native speaker or something - an honest mistake.
You (mod author) may be an illiterate foreigner (I know I am) but we do forgive you and appreciate you for this tweak mod. Oh, Praise the Lord Zheep!
If they would run, they would likely lose their feet or break their legs.
Would make them a lot more interesting if they could only walk, have a % chance to break their arms, or even lose them when attacking.
And while not being able to tank much damage, nor take much themselves, all of their attacks inflicting disease and radiation damage.
Being more a war of attrition kind of enemy that can slowly sneak up to you in the dark.
Oh this is good stuff, great ideas for ghoul mods!
Never knew that about FO 1 & 2... Back then I think my computer wasn't good enough to actually run FO2 xD and I just never got back to it.. But probably it had more to do with me really not knowing what I was doing. Reminds me of the endless so called 'bug reports' here with all the unexperienced newbie modders who refuse to educate themselves or read anything, anything at all...
...But that reminds me: I played FO3 first time in 2014 and marathoned for two days straight, no sleep AT ALL and ate only two sandwiches in 48 hrs. It was better than amphetamines and believe me, I know - that's the power of game addiction during your summer break - no need for hardcore drugs. God, I still remembr the feeling of how crazy that was, how fun it was. I think I maxed out the character level in a day and patched it to go higher the second evening... xD
Ghouls are a real pain to shoot with their blistering-fast movement speed, ability to go from 0 to 60 and then spin on the spot to charge at you, do that stupid leap, hit you, and end up behind you move, and then proceed to murderize you from behind before you can finish reloading. It's bad enough that, like all of Bethesda's enemies, they're a bullet sponge, but then to make them freakishly fast is downright unfair.
I didn't mind it so much in Fallout 3 or Fallout New Vegas because the enemy AI sent them racing straight at you to smack you in the face, so the fast speed wasn't as much of a pain as long as you could get them in your sights at range. But here, in Fallout 4, they hide in awkward places, they lay down and look like corpses, they crawl through windows and over barriers and out from under ruined vehicles, then as soon as they pop up, they run like they're in a hundred yard dash crossed with an easter egg hunt, weaving and making it impossible to hit them while they close the distance to then two-or-three-hit kill you.
Large groups of ghouls are the enemy cluster I hate the second most, but I already found a mod to fix the first one. Now I've found one to fix the second problem. Super mutant suiciders were irritating because it's difficult to shoot the nuke when you're using a trackball mouse, while running backward, while maintaining minimum safe distance, and likely while all of the local hostile wildlife and raiders decide to make your escape impossible. Ghouls were irritating because of their lightning-fast reflexes, divine clairvoyance of the future to dodge your every bullet, ability to close the distance with the player while dealing damage and gaining a superior position in the process, and their tendency to be in packs large enough to take out the player unless you had a pocket full of hand grenades.
I'll see how this does on "Optimal Slow" with their "Ranged Melee" attacks disabled. I'm hoping this provides the experience I was looking for, where Ghouls are still a threat if you get caught in a crowd of angry skulkers, but you still have options other than "Well, I'll fire my Fat Man at my feet, because at least then death will be quick and I'll take a few of them with me."
i can tank many things and fight whatever you trow in me.
BUT IF A GHOUL GIVES A RUNNING ATTACK f*#@ MY 600 PROTECTION AND MY POWER ARMOR, BYE BYE 80% OF YOUR HP
This is why faster and thougher ghouls could be a great idea
however shotguns are the ban of all ghouls