FALLOUT NEW VEGAS
Monster Mod Wasteland Edition by DeathclawAlpha and dogtown1
New Vegas » Quests and Adventures
Added: 01/06/2011 - 12:38AM
Updated: 01/02/2014 - 10:06PM

331 Endorsements

3.2 Latest version

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Uploaded by DeathclawAlpha

Description

Last updated at 22:06, 1 Feb 2014 Uploaded at 0:38, 1 Jun 2011


Monster Mod Wasteland Edition

Orginal creatures made by Dogtown1, "Q," and many resource creators. "CIB" skeletons made by CIB (included in momod's BSA, that's why I had to repackage skeletons), and "Alpha" skeletons made by me. Mounted head creatures made by kewin.
Version: 3.1 Fix

What's new:
-Bosses: Loads 'n' loadsa bosses. Most of which will either have a reward or a note containing special info.

-Enemy Names Upgrades: A few hostiles had some pretty bland names like "Gutsy Bot" or "Rat Mole." This fixes that.

-Faction Creatures and pets: Some creatures have been captured and tamed by factions! I hear that the Legion has some pretty mean sonsa bitches.

-New Faction: I've introduced a new faction now. A group called Lost Spirits is a group of which there are completely ominous and silent enemies from MoMod.

-Giant Giant Enemies: "Giant" class MoMod enemies would be stronger but not bigger. Now they are.

-Babies: Now there are young versions of some MoMod creatures... some of which are even more crazed then their elders.

-New Enemies: Small Problems: Now, not all freaks of nature GROW. Some glow. Others slow. Others become fast. Others, are...well, unnatural. But this type of enemy is small, fast, and hard to shoot. They're little anklebiters.

-Spawn System: Not all spawn lists have enemies from their corresponding creature list. This is so regular MoMod creatures will still show up often.

-IWS Compatible: The creatures in here are added to the MoMod spawn lists, thus it is IWS compatible.

-Size scaling!: Creatures, MoMod and Vanilla alike will now have different sizes. Their size will judge their overall power.

-Unusual values: Not every enemy should have 100 health. Why not 103? Why not 48 combat skill? Not everything is acute now.

-Locations: Now 15% more adventure in every update! Adds new locations that fit their names with creatures.

-Easter eggs-Seems familiar? Check it out.

-Archive-You'll find notes telling you how to beat certain enemies in the Wastes.

-Set Encounters-Find some Dead Ones attacking a man. Kill them. Get reward.

-Superior Ability-These powers set certain enemies from others. Archives will sometimes tell of these abilities. See Spoilers for all of them.

-+ Vanilla-Seeing as MoMod is the only good creature overhaul, I figured I'd might as well include Vanilla edits.

-We're Unique-As many creatures as possible get their own model.

-Natural Selection-Creatures adapted to sparse living conditions will thrive more considerably. A hunter-prey faction system is forged.

-Unique audio-Creatures don't all sound exactly the same anymore.

-Unique Unnamed Creatures-To give this an example, a special Chimera in a set location will do/carry something special, but still be called "Chimera."

-Background-In inaccessible areas, you may hear/see fights, scenes, and other features.

-Immersive Loot-Not all Feral ghouls will drop bottlecaps and meat, for instance. Some "unessential" notes may or may not appear on bosses.

-Dramatic Events-Near his corpse, you find a note tethered to the wall with a bloodstained bonesaw. Somebody was in a rush.

-NEW in 3: What's Up Next?-The goal of version 3 is to make it so you don't know what you'll find up next.

-NEW in 3: Leveled Lists-both regular enemies and bosses are now leveled.

-NEW in 3: Strykers-Another new gang. How original.

-NEW in 3: Unique Features-Some creatures have unique features, putting them apart from the "normal" model or texture, such as flesh wounds, scars, or differently colored eyes.

-NEW in 3: Combat Styles-Some creatures or people in a Faction tend to fight differently than others, adding more variety to your Fallout: NV experience.
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INSTALLATION
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Just extract the ESP into your Data folder. Overwrite any files when instructed.
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REQUIREMENTS
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Fallout: New Vegas (duhr)
MoMod version 10a
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NEW ENEMIES (Bosses listed in the spoilers section) (Fixed & chance spawns) (Bios Included)
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Freakish All - Seeing Glowing One-This ghoul is a faster, weaker, and more perceptive version of the All Seeing Glowing One.
Decay Ripper - Ouch. This guy looks fierce. That because he is.
Freakish Zombie - A faster and slightly weaker version of the Zombie.
Putrid Wanamingo - A Wanamingo tamed like Centaurs.
Twisted Burning One - This guy is ready to catapult you into Oblivion. You know, the game.
'Roid Rot - A strong Rotting One, 'Roid Rots are very burly at the cost of their speed.
Baby Death Geck - A younger, less controlled Death Geck. They are not initially hostile to the Courier, but will be when you are seen fighting Deathclaws.
Young Fierce Wanamingo - A juvenile Wanamingo, still ready to tear away enemies from its elders.
Ghoul Horror - You don't want to find this sonofabitch in an abandoned alleyway.
Reavre Ghoul - This was a cut MoMod creature simply called a "ripper." I could NOT leave this guy out.
Hover Bot - Now called "Heavy Eyebot," this Eyebot was left out.
Deathclaw Street Sweeper - Rex + My skeletons = this badass.
Geck Scavenger - Overall improvement of the Geck. New mesh, with no spikes.
Centaur Runner (Psycho) - Faster, but smaller Psycho Centaur.
Strengthened Rad Ghoul - Slower. Stronger. Built to last a moderately long time against.... a Super Mutant Behemoth.
Rage Mutant (Rad-Charged) - Absolutely huge.
Wolf Pup - Younger Wolf.
Experimental Warrior Gecko - Hol-y crap, this Mutant Gecko shoots an assualt rifle.
Dwarf Cave Mutant - Smaller Cave Mutants that are rarely found raving settlements.
Little Mutant Gecko - Prefers not to engage you, but it will fight you if you engage it or if it catches you fighting geckos.
Blind Decay - Very, very weak Decay.
Blind Dead One - Despite being very, very weak in Perception, he can still hear you when you get close.
Deathjaw - From the Honest Hearts DLC.
Sane Ghouls - Get ready to be sent to hell when these Feral ghouls shoot you and throw grenades.
Thugs - Ghouls that don't respawn. Set encounter.
Young Flame Gecko - What do you think?
Rad Bane - Stronger variant of the Rad Horror. Rarely appears.
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VARIATIONS (A Geck scavenger is a variant, but Roid Rots and Decay Rippers are crosses.)
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*3 new Decay variants: Head Hatchet variants and Blind
*1 new Black Wasp variant
*1 new Flame Gecko variant: Scavenger
*1 new All Seeing Glowing One variant: Freakish
*1 new Centaur (psycho) variant: Centaur Runner (Psycho)
*1 new Wolf variant: Pup
*1 new Rage Mutant (small) variant: Rad-Charged
*1 new Rage Mutant (large) variant: Rad-Charged
*5 new Wanamingo variants: Putrid, Young, Blind, Runner and Lost Spirit
*1 new Death Geck variant: Young
*3 new Failed FEV subject variants: Color variants, Irradiated
*2 new Mutant Gecko variants - one shooting GUNS!: Experimental Warrior Gecko, Little Mutant Gecko
*1 new Hell Beast variant: Young
*2 new Mutant Beast variants: Color variant and Lost spirit
*4 new Cave Mutant variants: Dwarf and multiple Armored
*1 new Khazra Master variant: Jackal
*2 new Dead One Variants: Blind and Size Variant
*1 new Mutated Ghoul Variant: Sane (As the Basic)
*2 new Tyrantula variants: Young and Pre-war (Small, called Tarantula)
*1 new Zombie variant: Thug
*1 new Reavre variant: Thug
*1 new Flame Gecko variant: Young
*1 new Rotting One variant: Size
*1 new Rad Horror variant: Rad Bane
*1 new Spined Hellhound variant: Size variant
*1 new Khazra Warrior variant: Size variant
*1 new Infected Centaur variant: Brute
*1 new Armed Centaur variant: Huge
*1 new Hybrid variant: Freakish
*1 new Ripper Gecko variant: Impish
*14 new Assassin Droid Variants - including faction variants!: Model Variants, Nightkin Variant, Stryker Variants.
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NAME CHANGES
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>CREATURES
Mutated Scorpian- Mutated Scorpion (For spelling)
Rat Mole- Mutated Mole Rat (For less blandness)
Gutsy Bot- Delta Series 4-3A Gutsy (For less blandness)
Spike to Fierce Wanamingo (For reasons that multiple hostiles should not have the exact same name)
MoMod Deathclaws just called "Deathclaw"- Changed to Deadclaw and Deathclaw Corpse Breaker (For less blandness)
Evolved ghoul- Ghoulish Centaur (To stay lore friendly)
Super mutant type gecko was just called gecko- now it's Mutant Gecko (For more explanation)
Rad Horror (mole rat version)- Rad Horror Runt (More Explanation)
Chimera (Mole rat faction)- Chimera Runt (More Explanation)
Irradiated Lurk- Firelurk (For less awkwardness)
Claw Beast (SM Faction)- Super Mutant Claw Beast (More Explanation)
Mutant Mole- Scrapper (Variety)
Hover Bot- Heavy Eyebot (Better sounding, less awkwardness)
Eyebot (Momod)- Light Eyebot (Diversity)
Tarantula-Tyrantula (Wasters make up their own name for creatures, right? Deathclaws aren't called chameleons are they)
Centaur (momod)- Centaur (Psycho) (More explanation)
Deathclaw Gecko (Just called "Gecko)- Ripper Gecko (Variety)
Vicious Dog (the one with two heads)-Twinheads (Variety)
Robobrain (MoMod) - Robobrain AER-12+ A (Variety)
Werewolf - Wereclaw (Fits more)
Giant Zombie - Infected Behemoth (Making a MMWE storyline... brb)
Hell Beast (Dog) - Spined Hellhound (Variety)
Centaur Zombie - Infected Centaur (More dynamic and dramatic)
Thing - Ravaged Infected Centaur (Better sounding)
Scorp Beetle - Dismembered Scorpion (Variety and explanation)
Mole Warrior - Spliced Mole Warrior (Explantaion)
Centaur (Two Arms) - Armed Centaur (Explantaion)
Centaur (Longer) - Centaur Glider (Variety)
Rex - Ramclaw (Multiple enemies should not have the same name - a boss names Rex has been made)
Golden Gecko (Thin) - Starving Golden Gecko
Freakish Ghoul - Mudwader Ghoul (Making room for another name)
Feral Ghoul - Freakish Ghoul (Explanation)
The Doctor - Doctor Ghoul ("The" is used to explain specific pronouns, not regular ones)
>INGESTIBLES
Spike Meat - Wanamingo Meat
>WEAPONS
12Ga Handgun - Deserter Sawed-Off
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BUG FIXES
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*Changed the names of Vultures that were called Ravens.
*Lets Ravens spawn again.
*Fixed the name of special Super Mutant's custom Nail board, the Mutie Board. (which used to be called "mutie borde")
*The Rail Gun is now sorted as an Energy Weapon. It is now repaired by Laser RCWs and will use EC packs. The same applies for the Pulse Rifle.
*The XT carbine now uses 5mm rounds.
*Spiders, courtesy of of the Spider Softener (and reduced health), now die more easily. They also have the Kamikaze trait.
*The perk Purifier is fixed to affect MoMod creatures
*Nerfed Sand Lizards
*You no longer gain Karma for killing Mutated Scorpions
*Toxic Abominations no longer spawn with Deathclaws
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ENEMY TWEAKS
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Black Widows are far more lethal. They can now also respawn.
Wanamingos always fight now! Their attack range is also shortened.
Deathstalkers are now part of the Nightstalker faction, as well as the Deathclaw's.
Acidic Creepers have an eerie glow to them - don't overlook it.
Viciously nerfed Sand Lizards, which are no longer Super-Ass God Lizards.
The following creatures have their attack distance reduced: Wanamingos, Toxic Abominations, Stalkers, Sand Lizards, Spiders
As a bug fix and a reference to Fallout 2, Warrior Geckos now, instead of Rage Axes, use Unarmed Weapons. They also have -125 Health.
Multi-Headed Creatures have more Perception.
Zombified (Infected) creatures have audio templates that make them sound like zombies.
Burning Ones may not do as much impact damage, but they set you on fire to the touch.
Rad Mantises sound like aliens upon expiry. Wonder why?
Rad Horrors are deformed, can't move their head, and don't have ears. They do have reduced Perception.
When Putrid Ones attack you, you lose a point of Perception for 20 seconds.
Reduced damage of Mutant Mole Rats and increased their health.
Viciously nerfed Stalkers and Giant Stalkers.
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INGESTIBLE TWEAKS
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Wild Boar Meat reduces Agility by one for two minutes.
Ghoul Flesh takes away health as opposed to restoring it.
Claw Beast Flesh reduces Agility by two for one minute.
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ITEMS AND DROPS
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DROPS
Spiders drop-
100% chance: Their respective poison glands

Acidic Larvae drop-
100% chance: Larvae Organ

Decay drop-
100% chance: Throwing Hatchet

Mosquitoes drop-
Based upon level.
Level 1: Cave Mutant Blood appears
Level 2: Nightstalker Blood appears
Level 3: Centaur Blood Appears

Hellhounds drop-
Random: Mutilated Body Parts

Cave Mutants drop-
Random: Cave Mutant Blood

Khazra drop-
Random: Khazra Organs. They're addictive, so be careful.
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RECIPES
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POISONS
Spider's Glare - 12 damage for 12 seconds.
Requirements: Black Widow Poison Gland, Tyrantula Poison Gland, and 20 Survival.

Black Widow Poison - 30 health damage for 5 seconds. Fatal if used correctly.
Requirements: Two Black Widow Poison Glands, Tweezers and 50 Survival.

Wasteland Special - Reduced Radiation Resistance, Endurance, and slight Helth Damage over time.
Requirements: Cave Mutant Blood (2), Bark Scorpion Poison Gland

Radioactive Posion - 5 health damage for 3 seconds. Reduced Endurance by 2 for 30 seconds.
Requirements: Cave Mutant Blood, 4 Ghoul Flesh

WEAPONS
# You can now create some Monster Mod robot weapons!

Spiked Plasma Defender - Gross amounts of damage.
Requirements: Khazra Organs, Plasma Defender, and 70 Science.
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LOAD SCREENS
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There are now 9 new load screens, full of history and tips.
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VANILLA EDITS
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Glowing Ones have a new skeleton.
Alien Captain now uses the correct model.
The Searchlight Radscorpion Queen now uses the new Queen model.
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CHALLENGES
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Medical Homicide - Kill 20 Doctor Ghouls.