Fallout 4

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SephDragoon

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SephDragoon

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  1. SephDragoon
    SephDragoon
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    Version 1.1 is out!

    I heard everyone's cries for leniency at low levels with the super mutants, and I made their regen effect percentage based. They will regenerate roughly 3% of their health per second. Behemoths will regenerate about 5% of their massive HP pool per second. So their regeneration will be dependant on level, and maximum health.

    Hopefully, this will even them out at all levels.

    I also did a LOT to the super mutant armor, including in the patches. Read the update logs for full details.
    1. SephDragoon
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      Oh yeah, Behemoth Demo is up. Just remember, normally it would be 1 at a time. This is just the difficulty I play on so I don't get bored at high levels.
    2. SephDragoon
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      Oh, as a P.S. I use the More Spawns Scripted Version to get that effect: http://www.nexusmods.com/fallout4/mods/11621/?
  2. SephDragoon
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    A development update:

    Alright, I just wanted to let you all know what I have been up to. I just got done updating and uploading three of my mods. So next on the list is this one and the reboot of Survive the Wasteland. I am testing both at once obviously.

    What I've been working on for this mod:
    - Supermutants Overhaul integration. I have a patch right now that seems to integrate everything from that mod with mine. It just needed some edits where our mods overlapped.
    - Supermutant Clothing integration. Actually with this, I also am going to be adding a new enemy, the pre-war supermutant. He's clad in military gear, and might have escaped from some of the earliest super mutant experiments. I am sure a few of those guys are still lurking, so you might meet some.
    - Fixing the Synthetic Super Mutants. I am working hard on this part, and it is what is giving me the most headache. Supermutants don't want to show up alongside Synths. The spawning system seems to be working strangely when it comes to this. I will be doing my best to fix it.
    - Tweaked Super Mutant stats. I am lowering the explosion resistance enough that you can still use explosives to hurt them, just not very much. Physical resistance is going up slightly as well as unarmed damage and health. I fear I made them a little too easy, especially in survival mode.
    - Adding new weapons to the super mutant list. Right now I am testing the Flamer as a new addition. I couldn't add it previously because of Keyword issues. If it works, I will also be able to remove the changes to the Fatman so there won't be any compatibility issues.

    All in all, testing is what is taking so long, because I have realised that spawning a super mutant is not the same as finding them in the wild. I can spawn a synthetic super mutant just fine, and they work perfectly, but the moment I bring them into a leveled list, they screw up.
    1. omgsome1just
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      " Tweaked Super Mutant stats. I am lowering the explosion resistance enough that you can still use explosives to hurt them, just not very much. Physical resistance is going up slightly as well as unarmed damage and health. I fear I made them a little too easy, especially in survival mode."

      My bad I did not realize you were on it.
    2. omgsome1just
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      I like immersion and a challenge, make sure Mutants spawn with medium to heavy weaponry, and a 0% chance to spawn with tiny pop guns and or puny laser/plasma pistols.

      Oh and I already sent this but, you could make them much more resistant to melee and bullets. Thanks.
  3. DeathknightDNOfficial
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    Correction: West coast super mutants (and maybe CW SMs) are the superior race, the ones the institute made are dumb AF, and have no canon way far as I'm aware to replenish their numbers atm. They're literally humans but they can't procreate.
    1. MihanDeNoob
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      Exactly! These are different kind of super mutants. They are shitty by design xd
      Although in reality its probably just one of Bethesda's shitty redesigns xd
    2. smaxy3
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      Yep, as Todd once said: "AI is deliberately bad, because players can't handle good AI" 😀
  4. JadeMythriil
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    Is it possible to add the explosion resistance to Deathclaws as well? I feel that they of all creatures should also be able to withstand explosions just like super mutants.

    EDIT: I finally found how to add the explosion resistance effect to the deathclaws. If anyone else wants to know how, feel free to ask in the replies.
  5. TyrionBean
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    I've been using this mod since over a year and it's fantastic. And I'm definitely on board with the Supermutants being immune to explosions and nukes. However, one thing which has bugged me is:

    Since they *are* immune to nukes....then what exactly kills a supernatant suicider? I mean...it's the nuclear bomb of course, but since we're using your mod...it doesn't make sense anymore. Right? Maybe you can make it so they don't die when their nukes go off? :D
  6. Zucca101
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    Regrettably, this mod doesn't care for Combat Armor. It disables modication settings for EVERYTHING in regards to its Armorsmith changes, but also paint.

    It also renders *all* painted combat armor to plain beige.
  7. Createaccount1212
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    but rocket launcher and grenades is very efficient against mutants in Fallout 1,2...
  8. ZoneX95
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    80% or so great mod but Super Mutants taking 50 nukes to the face and taking 0 dmg is just f***ing stupid. I tested it out, spawned one and used tgm then fired literally 50 or so at the same time and the supermutant was not only fine, but also at max hp. But it seems it's easy to remove their protection in f4edit just open the esp and you'll see it right away. The second problem is that regeneration is absolutely insane, I'm going full auto at them and can't win a 1v1 they regenerate insaaanely fast.
    1. ivanbqnov
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      I agree!..
      SuperMutantRace/Properties/Heal Rate: 20 -> to whatever you like 3-4...
      SuperMutantRace/Properties/RadResistExposure: from 10K make it 1K (Vanilla is 100), or increase your nuke's dmg
      Also AbMutantQualities isn't working at all as intended... When it triggers it heals them immediately to full... i'd remove that..
    2. boomdaddymaxwell
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      Thank you!! I also went in and deleted the perk added in the mod that provides them with explosion resistance 
  9. rainralts
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    just a question i have gotten a few pieces of armor from the enemies but whos is able to equip them>? cause it sys that i cannot equip the armor peices
    thanks
  10. Webmetz
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    Somehow this disables Creation Club Armor Paints... I don't know why just yet.  
    1. Benjango
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      I'm also getting that same problem. Perhaps we could have a CC enabled patch for the mod?
  11. shetfkuman
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    I was tempted to use it for a little until i encountered some issues related to the humongous HP regen and the inability to kill them, i'm using war of the commonwealth also, and another mod that increaces the chance of legendaries in a group, so there's a chance that any group of Super Mutants will have at least one Behemot, but considering that Behemoths outrank most SM, they tend to be Legendaries, and this mod makes them absolutelly unkillable, there's no damage output that can possibly kill them and relying on the Mysterious stranger doesn't seem to be a viable tactic.

    I uninstalled all the mods, yet the HP regen is still there, any tips?
  12. Siatru
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    Anyone know how to remove the supermutant explosion immunity? I love everything in this mod except that. It doesn't make sense for a pity handgun to do better than a freaking nuke.