Fallout 4

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SephDragoon

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SephDragoon

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About this mod

What is the superior species? Say it with me, SUPAH MUTANTS! The superior race shall take over the wasteland, but not if they are as pitiful as Bethesda left them. This mod buffs super mutants in a variety of ways, making them stronger and giving them access to more weapons and armor!

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Update On My Computer Troubles

What is the superior species? Say it with me, SUPAH MUTANTS! The supermutant race shall take over the wasteland, but not if they are as pitiful as Bethesda left them. This mod buffs super mutants in a variety of ways, making them stronger and giving them access to more weapons and armor!

Super Mutants will be a feared enemy, much tougher than before, and at the same time following their lore. They are strong, tough, and have a high rate of regeneration. Behemoths are even scarier, and present a real challenge for their sheer size.

I mean, didn't everyone find it odd how everyone talks about the super mutants being one of the biggest and most iconic enemies of the wasteland, but they honestly presented no challenge? They wore the worst armor, had the worst weapons, and dropped like ghouls. Well, no more! Now you can see Super Mutants for what they were meant to be!


Features:

  • Integration of X01 Mutant Armor, Milk Armor, and Cybernetic Implants with the various patches! Super mutants can now use any armor designed for Strong in their leveled lists.
  • Mutants have access to TONS more weapons, any two-handed weapon, more rifles, all of the pipe weapons, plasma weapons, and even using pistol variants of the energy weapons. (If they don't have access to it, it is because of limitations of their skeleton/model/etc.)
  • Super Mutant armor is lootable and playable, and can be given lining upgrades. Sometimes their armor will come with lining upgrades already.
  • Super Mutants are tougher, stronger, scarier, and passively regenerate health at a scary rate. If you let a mutant escape, the next time you see him, he WILL be healed.
  • They are also extremely resistant to explosions, and you will find your explosive weapons ineffective. This means they can also shoot that fat man at you at pointblank range!
  • New enemies, the Synthetic Super Mutants, made by the institute as super soldiers. They will be found among synths, or having escaped back to their super mutant brothers. They are cybernetically enhanced, and more intelligent than their brethren.
  • Behemoths are given the same treatment, but with more resistances, more strength, and faster regeneration!
  • All the buffs to the super mutants effect your companion Strong as well, including access to more weapons.
  • All of this is done without modifying the Super Mutant NPC entries themselves, for maximum compatibility.
  • No scripts or strange uninstall procedures if you don't like it.

Known Issues:
  • Some weapons (Plasma weapons in particular) may have glitchy pieces when held by a super mutant. I will be doing my best to fix them, but the glitches are fairly small and ignorable.
  • Super mutants cannot be made to use One Handed Weapons, Unarmed Weapons (like the Deathclaw Gauntlet), or the heavy weapons like the Broadsider and Gatling Laser. These either will not bind to their hands correctly, or have extremely glitch-tastic parts. I did the best I could, but I might be able to work around the limitation, we'll see.
  • This mod will not be compatible with any other mod which edits the super mutant Leveled Lists, super mutant armor, or their Race entry. I don't know many that do though, so you should be safe (unless you use the Shogo Katana, always put my mod below Shogo Katana. That weapon can't even be used by Super Mutants, so I have no idea why it is in the leveled list).
  • This mod is compatible with (at least so far as I can tell) the vanilla version (without Reballistic) of the Enhanced Super Mutants mod. However, you MUST place my mod below it in order to get the effects of both mods. Since I modify the race, and his modifies the NPC entries, both -can- stack. I make no guarantees on playability however. It may be compatible with other versions, but I do not have Re-Ballistic to test with.
  • It may be possible for Super Mutant Suiciders to survive their own explosion. As long as this doesn't cause any issues, I consider this a feature, not a bug, but testing will tell. This goes for fat man/missile launcher wielding super mutants too, they are very likely to survive shooting you point blank.
  • The age old tactic of sneak attacking the suicider's arm and blowing up his whole group, is no longer going to work. This is on purpose. Super Mutants are highly resistant to explosives, so they aren't going to die usually from the suicider's nuke.

Videos:






Recommended Mods:
Research Projects - Advanced Technology
Tumbajamba's Power Armor for Strong
Super Mutant Milk Armor
Better Locational Damage
Also... (For the full unique enemies experience...)
Stronger Deathclaws
Walking Dead Ghouls

Change Logs:

Version 1.1:
  • Changed all super mutant's regeneration rate to a percentage value. This will mean that lower level mutants will regenerate less HP, and higher level mutants will regenerate more. This may require more testing and tweaking, but the goal is to make their regeneration not as overpowering at low levels, and still relevant at higher levels.
  • Modified the armor values of all super mutant armor, including those from the patches. The modified values are supposed to be comparable to human armor of similar types. Rags are based on Leather, other mutant armor is based on Raider. Milk armor is based on metal armor, and the X01 is based on combat armor. The values match armor sizes that make sense, and leg and arm armor count as two pieces.
  • Added existing lining mods onto armor looted from super mutants, kind of like you see upgrades on human armor when looted.
  • Found additional pieces of mutant armor that needed modifying, and gave them similar treatment.
  • Looted armor and crafted armor are now using the same stats, except that looted armor can have existing mods, while crafted armor comes plain, no cheese.
  • The Synthetic Super Mutants patch now includes support for Self Launching Missiles and Mini-Nuke Grenades. Certain mutants can spawn with and use these.
  • Added more diversity to the two types of Synthetic super mutants. Institute versions can have synth relay grenades and self launching missiles, while escaped varieties can have molotovs, frag grenades, or mini-nuke grenades.


Check out my other mods:
Research Projects - Advanced Technology
Lasers Have No Recoil
Nick Valentine's Day
Balanced Utility Targeting HUD
Supermutants Shall Inherit the Earth
Survive The Wasteland (Hunger, Thirst, & Fatigue)
Water Sources Expanded
Gunplay - Automatic Weapon Perks Rebalanced
Sneak Attack Damage Remover
NPC Limited Ammo