Fallout New Vegas
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Cakepen

Uploaded by

bnxus

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About this mod

A creature overhaul to adjust the stats of every creature in the game to make it more challenging and after all balance the whole thing.

Permissions and credits
Mirrors



I recommend to use following mods in combination with this one:
"Realistic Wildlife"

NOTE: This MOD might not be compatible with Monster Mod.

See my other MOD: Rise Of The Machines


I use this mod quite a long time for myself. It was almost the first thing i customized when i started modding. now i decided to make a 'clean' version for everybody.


This mod overhauls the stats of every living creature you'll find in the game. The purpose was to adjust creatures' health, attack damage and attack reach to become a lot more balanced and considerably more reasonable. you should be aware of the fact that this mod makes every creature in the game tougher. some of them more some of them less but the bottom line is that you've got to face creatures that won't be so easy to handle as they were before.

For example most of the super mutants had quite little HP so they were quite easy to defeat. Plus they had an attack damage of 5-7 which means they did practically no damage through their unarmed skills. That was hilarious and grotesque at the same time because such a pile of flesh with all the muscles and after all a radroach does more damage to the character than them. What I've done to them is to set the HP of a normal super mutant from 175 to 500 and changed the attack damage to at least 50 (not more because they won't use their weapons if they have too much attack damage).

This is what i've done to every creature. And especially for players who are using weapon damage mods (most of them are giving weapons at least double damage) might find this mod useful for it makes creatures a challenge again. For me they were much too weak.

You'll find an excel file in the file section in which you can see how the stats have been changed. The * marks the stats that have been changed. The stats without a * represent the ones I haven't changed. You can download this file and after you've read it you can still decide if you want to download the mod.

I've also adjusted most of the actor effects which give a creature a natural damages threshold e.g. the SuperMutantDT which originally was giving every (or most) super mutant a damage threshold of 15. I even added a few more for the Vault 34 ghouls who are wearing security armor and for the feral trooper ghouls who are wearing NCR armor.

Here's the list of all the effects that have been changed:




Version 1.02
- Fixed the CTD in the area around Novac and Helios One (thanks to boota)
- Removed many unnecessary entries

Version 1.01b
- Removed an unnecessary entry from the .esp (thanks to willssi)

Version 1.01

- Two locations (Mojave Wasteland, Gypsum Quarry Office) had a German name, that has been fixed, all locations now have their English name
- Every Ghoul has got the PoisonImmunity perk now
- Ghoul Technicians have got the Toughness perk now
- Some Ghouls were missing the RadResistance perk, this has been fixed

Version 1.0

- I've forgotten to allow pickpocket not only on glowing trooper ghouls but also on normal ones. Fixed that.
So far I think I've managed to to kill all bugs. So 1.0 should be appropriate.

Version 0.9c

- fixed at least 99% of the translation issues.
- three tier 5 creatures are now a little bit stronger than others of their species (glowing one, feral ghoul reaver, nightstalker)

- overhauled all creatures for their pick-pocket behavior.
the following has been changed:
* you'll no longer be able to pickpocket dogs
* you'll no longer be able to pickpocket large dogs
* you'll no longer be able to pickpocket wild dogs
* you'll no longer be able to pickpocket legion mongrels
* you'll no longer be able to pickpocket R.O.U.S.
* you'll no longer be able to pickpocket some nightstalker
* you'll be able to pickpocket trooper ghouls and glowing trooper ghouls
* you'll be able to pickpocket vault security guards (ghoul) and vault security officers (ghoul)
* you'll be able to pickpocket aliens
* you'll be able to pickpocket ALL super mutants including the nightkin jailer and the nightkin sniper


- overhauled creatures' ability to open doors.
some or all of the following creatures were able to open doors, this has been fixed:
*bark scorpion hunters
*blind deathclaws
*brahmins
*cazadors
*centaurs (including moe)
*fire ant soldiers
*fire geckos
*giant worker ants
*gecko hunters
*giant mantis
*giant radscorpions
*golden geckos
*golden gecko hunters
*ncr guard dogs
*radscorpions
*young cazadors
*young fire geckos
*young gecko hunters
*young golden geckos
*young golden gecko hunters


some or all of the following creatures weren't able to open doors, this has been fixed:
*deathclaws
*trooper ghouls
*glowing trooper ghouls
*vault dwellers (ghouls)
*vault security guards (ghouls)
*vault security officers (ghouls)
*vault technicians (ghouls)
*overseer (ghoul)


Version 0.9b

- creatures adopted the names of my german version, now they've got all their original english names.
- therefore i also added a german version of my mod.
- I made one exception for the Radscropion Queen in Searchlight to be not so tough for it's quest related and it might be annoying with them other three guys being killed by her.
- not every creature had its appropriate actor effect. that has been fixed.
- the nightkin perk Nightkin Toughness improved their damage resistance by 15. now it gives them damage threshold of 20 to match with the SuperMuntantDT.
- 2 super mutant spawn marker and their 2 centaur pets at black mountain were set to be initially disabled. i removed that check mark so they're enabled again.
- fixed a game bug which allowed you to pick-pocket giant rats.
- i've checked many creatures in-game whether they've adopted the stats. every creature i've encountered did this.
- i've tested the balance through using different kinds of armor, different kinds of weapons and different kinds of tactics on especially the most toughest enemies. my impression was that it's still very fair but defiant. how it was intended to be.



In a one on one fight every enemy is easy. It becomes tricky if there are more than two of them. Here are some general tactics you can use to defeat even the toughest beast in the mojave.

1. MELEE! "LOOK HE'S GOT A BUMPER SWORD!"
Always remember. An enemy can have the ultimate i kill you with one hit weapon you can imagine but what's the use if he can't reach you? Aim for the legs! Place mines! Cripple his pins! Afterwards all you've got to do is to run backwards place more mines he will step in while he's trying to catch you or just give him few headshots. He's your prey after he's not able to walk and you can nearly do everything with him. Ever saw a nightkin or deathclaw with crippled legs? They're not half as deadly as they were before.

2. RANGED COMBAT! "OH MY! HE'S GOT A MACHINE GUN!"
Get cover. For that purpose nearly everything is useable that lays between you and your enemy. Only show yourself in short periods to provoce your enemy to shoot his salves on your cover. When he's reloading: Aim for the arms! Preferably the right one. He'll drop the weapon and you'll be able to either be fast enough to collect it from the ground making him unarmed in best case or you get a few free shots while he's trying to re-obtain his weapon. Repeat this until he dies. Don't forget that crippling his arms also makes him aim less accurate.

3. RANGED COMBAT! "GEE! HE'S GOT A ROCKET LAUNCHER!"
Search yourself a thick cover! Not a paper thin wall - or you're going to get damage through the explosion blast. Big guns are always easy targets. While he's reloading aim for the weapon! Break it! Or if you don't want destroy his weapon - again - aim for the arms! Be fast, use V.A.T.S. while running towards him if you're feeling that your next few shots make him drop the weapon. Then collect it as fast as you can from the ground and perhaps even use it against him (if you got ammo).

Those tactics always worked out for me if it were only one or two enemies. If there are more you got to be creative. That's where the funny part of the game begins. Place traps, lure them, use your environment or even stealth boys, fallout gives you a whole lot to use against your enemies and finally it makes sense to use all of it! No more still shooting! You're explosives got a purpose - use 'em!