Fallout 4



Armor:
-The Armor Table was expanded greatly, but also kept more or less Immersion and Lore friendly.
Some of m150's content was added, as a hide outfit makes sense for SM's to be able to craft, but a Vaultsuit that is intact, fits, and numbered makes less sense.

-That Expanded table also includes more variety.
Examples:
When looking at allot of the vanilla Armor Nif's it looked like Bethesda originally planned on including a standard armor configuration but cut it for one reason or another, some of the Torsos for example had as many layers as an Onion, and when pealed back still looked great, and well significantly different than the previous version. What that means is ...

-Basic SM Armor now have a Light, Medium and Heavy version of almost every item, with models to match (In almost every case).....
Is all of it perfect? Most likely not, but generally speaking it looks good and great increases the visual variety when encountering SuperMutants, and allows us to show the size changes with model changes.

-Significantly deeper table of possible armor options for Supermutants:
Most of the items are very lore friendly, some of them however are a little more fun, nothing lore breaking as we have seen concept art showing similar items more or less) but a couple might cause you to pause and scratch your head, then smile like a fool.

Am I going to include a list of every piece of armor and clothing that SM's can wear? No, it would take too long and I'd rather finish the work needed to get the mod ready to publish, but if someone OCD enough wants to make a list and send it over I'll copy and paste it in.




Weapons:
-SuperMutants can use a wider variety of weapons:
Thanks originally to Abbalovesyou's work, but tweaked some, Supermutants have a much deeper table of weapons.
Some of them look fantastic, some of them are a little "off" here and there (less than perfect reloading animations, etc) but assuming you don't go crazy OCD, (and really in the middle of a firefight why are you looking closely at the SM's reloading a weapon) and enjoy the experience I think people should be pleased.
The weapons are added to the tables, some rarer than other, but you will see SM's with new weapons.

If you see really buggy weapon interactions the SuperMutants are using take very careful notes, including the EXACT configuration of the weapon, EVERY mod on it, and if possible some in combat screenshots (google how if you don't know) to allow us to try and replicate it and fix any perceived problems.

Oh, and we have some new custom stuff, and some upgrades for existing weapons that didn't have them in the past.



Creatures:
Massive changes, covering everything would be a pain.... but some general changes and specifics...
-All NPC's rebuilt in CreationKit, from scratch.

-General HP Difficulty Curve better balanced.
Not going to claim it's perfect, as everyone experience is going to be different, but there should not be the huge vanilla leaps between levels.

-Additional "levels" added to the Character tables to make this easier.
You'll see some SuperMutantBoss10 in the FormID List if you open the plugin in CK or FO4Edit.

SuperMutants:
-More variety in some of the existing variants
-New Subspecies.
-New Classes with related Bonuses and Penalties.
-Hit box Location matters:
Less damage on Limbs, more damage on head, make the fight more tactical.
Can survive partial dismemberment, however if you are a cheese monkey explosive weapon user you can cause bugs, so don't be one of those people.
-Size Tweaks:
Height etc tweaked a bit.
-Morphology Tweaks:
I figured out how to change the morph/Triangles on the SuperMutants successfully, which was not previously possible; this means you'll see skinny, fat, bulky, etc. Supermutants now, rather than the exact same body on every Mutant.

FEVHoundss:
-More variety in some of the existing variants:
-New Subspecies:
-Size Tweaks: Height etc tweaked a bit:

Behemoths
-More variety in some of the existing variants
-New Subspecies:
-Size Tweaks:
Height etc tweaked a bit.
-Combat and Interactions:
Behemoths are by default Neutral to the NPC's and Companions, Allied to SuperMutants which is a major change, this is because Behemoths are a magnitude more difficult. They should not attack you by default (Unless they have picked up on a crime committed near by) but will defend Allies (SuperMutants nearby) so DO NOT Pick a fight with one lightly.

Loot table is richer, but very very random, to account for the increased difficulty, there are Legendary variants, and huge variety in base difficulty (EditorID from 00 - 10 for stats, inventory and traits.

Boulders are no longer Heat Seeking missiles:
But do significant damage, which can one hit kill the Player at lower levels, well actually for a long time depending on how you have configured your game.
Before you instantly throw up your hands and complain, rage uninstall or post on Reddit how OP is, think of the physics of throwing a rock roughly the size of a midsize car engine (rough comparison, don't be a jerk) and what would happen to a person if an Engine was thrown like a fastball and hit full on. That target would become a red smear in the crater left by the Engine and concrete and steel fragments would be everywhere...
There is balance,  the fact the Behemoth has a very telegraphed throwing animation alone is balance, so when you see him "Wind Up", find cover... If there is not cover near by, then plan to "Boss Fight" the Behemoth and avoid the incoming projectile as you can.

Oh and they can now wear armor.... (Just a couple items to begin with)
Ohhhhhhhh!! kkthebeast and I made some awesome new "Backpacks" (I hate the shopping cart) for the Behemoths, all super lore friendly, limited to start but we plan to expand...
..... And they can kick you into next week.


*edited for grammar and spelling, doing this on my phone*

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Thirdstorm

14 comments

  1. aselnor
    aselnor
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    The agony of waiting this update release...
  2. -=2RTR=- Somnus
    -=2RTR=- Somnus
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    Cannot wait... Sounds really good... I love the original, but adding a sort of, need to approach these creatures with a tactical head on is really a massive addition and something I really love in games that isnt done enough...

    Thank you for the continued effort!
    1. Thirdstorm
      Thirdstorm
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      Can't promise the experience will be the same for everyone, as with hundreds of thousands of mods almost no two load orders will be same, but that's the goal.
    2. -=2RTR=- Somnus
      -=2RTR=- Somnus
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      I completely understand mate... I do a little modding too, and seriously understand how much of that 'X' factor throws its ugly head into things as people have more and more mods... But, that aside... Any mod that focuses on specific fixes and realism for a small section of the fallout universe, with love and attention to detail and the little things, makes huge differences overall and really helps to draw us into the game and not just twitch shoot our way through the wastes... Thank you!
  3. NursemanRudd
    NursemanRudd
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    Really looking forward to this :D I'm sure someone will make a Horizon patch too :)
    1. Thirdstorm
      Thirdstorm
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      <---- Not it
  4. HadToRegister
    HadToRegister
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    Boulders are no longer Heat Seeking missiles:

    YES!
    1. Thirdstorm
      Thirdstorm
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      :)
  5. warheadz
    warheadz
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    I am happy that the updates are getting closer, both this and especially RO. Can't wait to see some sneak peak.
    1. Thirdstorm
      Thirdstorm
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      SMR Will likely just launch vs Sneak Peaks, weird but the Dev work on this has been a little differently, plus it's easier to grab photos when you are wearing the new armor, vs finding a SM in it..
  6. HadToRegister
    HadToRegister
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    OK, this will no longer require kkthebeasts' VIS Patch - Supermutant Redux patch.
    I'm liking how some of this sorting is getting built into the mods themselves, it really cuts down on all of the VIS esps.
    1. Thirdstorm
      Thirdstorm
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      Well Yes and no:
      some things are being added because it helps with sorting regardless if you have VIS. (Example, {crafting} is handy with or without an icon on things you collect..

      Also Gambit77 has been involved with some of the INNR / Naming decisions and adding moving most of the INNR into ArmorKeywords means VIS-G compatibility will be pretty much automatic, and other patching will be easy
    2. HadToRegister
      HadToRegister
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      Have to say my only complaint about this mod is the supermutant armor is too large to get it to go automatically into the Manufacturing Machines, because the GO models don't lay flat, they're huge round pieces.
      I have to manually load them into the Armor Disassembler lol.
    3. Thirdstorm
      Thirdstorm
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      hmmmm

      Well I can't promise anything, especially since I made the GO models look cooler..... *sheepish grin*

      But you can now scrap them at the ArmorBench