Zombie Walkers 3.0.0 release and new Main File Included Features: - Feral Ghoul overhaul - Spawn Replacements (optional) - Extra Spawns (optional) - Holotape for configuration - MCM configuration support - More Feral Ghouls patch built-in - Eventually will release to xbox
Excluded Features (present in 2.6.3): - NPC Resurrection - Settlement Attacks - Sleep Interruption - Player Death Alternative - Some config options (eg. "Zombie" name)
Zombie Walkers 3.0.0-lite file also renamed to reflect release status - Feral Ghoul overhaul (no scripts) - Eventually will release to ps4 IMPORTANT: start a new game! upgrading from 2.6.3 will not work.
Older versions of Zombie Walkers are still available for manual download on the files tab including 2.6.3 for those that want it.
Updates: - Fixed potential source of mod conflict related to Feral Ghoul leveled lists (eg. More Feral Ghouls). As always, load Zombie Walkers after any mods that modify Feral Ghouls in any way. - Adjusted formula for how XP is awarded to scale more slowly with level. Also, there is now a max cap of 100xp. This only applies if XP is enabled through configuration.
Warning: XP bug was introduced in this version. If you play with XP enabled, I highly recommend upgrading to 3.0.2 for the fix.
This is an awesome mod and one of a kind as well. I recently noticed an issue where the zombie spawns are not replacing the super mutants across from diamond city. the zombies are effectively replacing all of the spawns otherwise. strangely, is that originally it was working fine. when I first got to diamond city those mutants were zombies but now they are mutants. any odea why this might be?
do you think this works with Gut up mod? the mod allows you to kill Zombies and use their guts and blood to sort of hide yourself from the Zombies for a time it has to be reapplied from time to time.
Would like to see the "Feral Ghoul" name option remain, can't seem to find it anymore in the holotape. I suspect it was an older version I had been using from Bethesda.net that offered it. The newest version here seems to have a completely different Holotape Menu layout and the option to change the spawned Zombies name between "Zombie," "Walker" and "Feral Ghoul" is gone.
If I've managed to miss that option in the 3.2 version feel free to call me out for the goober that I am and direct me to that option in 3.2 Holotape menu.
I use this to amplify the Ferals, in combination with many other Old School Fallout mods and would like to retain that Vanilla naming.
Is there a way to make the variants from fallevil and FGEP appear with zombie walkers? I'm not sure if it's just me but I barely see the variants from these mods appear.
Really nice mod with a ton of customizability and significant changes for gameplay and exploration. The only thing I don't like about the new 3.0 version is the mandatory renaming of Ghouls to Zombies, which just does not sit right with me and conflicts with other mods that add more ghoul variants which will still be called Ghouls and not Zombies. It would be really great if there were a "lore-friendly" version that keeps the original name or something along those lines.
I downloaded this mod and am finding it very immersive, however i dont like the ghoul model is it possible to have this mod work alongside this one ? https://www.nexusmods.com/fallout4/mods/31370 which i find more to my tast, thanks for a great addition to F4.
2298 comments
Included Features:
- Feral Ghoul overhaul
- Spawn Replacements (optional)
- Extra Spawns (optional)
- Holotape for configuration
- MCM configuration support
- More Feral Ghouls patch built-in
- Eventually will release to xbox
Excluded Features (present in 2.6.3):
- NPC Resurrection
- Settlement Attacks
- Sleep Interruption
- Player Death Alternative
- Some config options (eg. "Zombie" name)
Zombie Walkers 3.0.0-lite file also renamed to reflect release status
- Feral Ghoul overhaul (no scripts)
- Eventually will release to ps4
IMPORTANT: start a new game! upgrading from 2.6.3 will not work.
Older versions of Zombie Walkers are still available for manual download on the files tab including 2.6.3 for those that want it.
Updates:
- Fixed potential source of mod conflict related to Feral Ghoul leveled lists (eg. More Feral Ghouls). As always, load Zombie Walkers after any mods that modify Feral Ghouls in any way.
- Adjusted formula for how XP is awarded to scale more slowly with level. Also, there is now a max cap of 100xp. This only applies if XP is enabled through configuration.
Warning: XP bug was introduced in this version. If you play with XP enabled, I highly recommend upgrading to 3.0.2 for the fix.
Updates:
- Fixed XP bug where 100xp was always rewarded (before modifiers, if enabled)
- Updated XP config to use % based slider instead of simple on/off switch
- note: XP is still clamped to a min of 2 and max of 100
the mod allows you to kill Zombies and use their guts and blood to sort of hide yourself from the Zombies for a time it has to be reapplied from time to time.
If I've managed to miss that option in the 3.2 version feel free to call me out for the goober that I am and direct me to that option in 3.2 Holotape menu.
I use this to amplify the Ferals, in combination with many other Old School Fallout mods and would like to retain that Vanilla naming.
keep intact the Feral Ghouls of Vanilla... so modders/players can continue to tweak and modify vanilla using mods
and add your mod as standalone addon to Vanilla, that add "packs of slow zombies" (named Zombie) in addiction...
Nevermind, it was That easy.