Fallout 4

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MadMAX713 - joemitchell320 - kkthebeast - Thirdstorm

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  1. Thirdstorm
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    Spoiler:  
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    -This is No longer a solo project, but a team effort.
    -We are Unpaid.
    -We do this in our spare time.
    -We share this because we love Fallout.

    I personally (Thirdstorm) have an insane amount of time in the rebuild and am directly responsible for 2/3rds of the new content, and effectively 100% of the ESP as it was rebuilt from scratch.
    There could be issues but it's been tested heavily.
    Short of long, the bug stops with me when it comes to errors, but we are a team.

    If you find issues, post comments, include details, and we will address them.



    Spoiler:  
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    Read the Articles.
    Read the Changelog.
    Read the First page of Posts.
    Failure to do so can and will result in negative consequences.



    Spoiler:  
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    -The Flame Animation will not trigger for 2 weapon upgrades, it's on the To-Do list, but rather than cut it and never fix it, we left it and will get around to it, but holding up the mod for it would have been silly

    -Brush Axe upgrades are coming, small hiccup in final production, but we decided to go ahead since so much was ready.


    Spoiler:  
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    -How should I update to SMR 2.0?
    Spoiler:  
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    The same way you should update ANY mod with a name change / major update warning of incompatibility with previous versions...
    Fully Uninstall SMR 1.x
    Load Fallout 4
    Make a Save
    Exit Fallout 4
    Install SMR
    Load Fallout 4
    Win.

    -Is the patch from mod XXXXXXXXXX compatible....
    Spoiler:  
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    For the 17th time, unless the patch was created after 08/19/2018, using SuperMutantRedux.esp as it's foundation, no, it is not.

    The rear head is missing from the SuperMutant, WTH!?!?!?
    Spoiler:  
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    What part of none of the patches or mods touching Supermutants before did you not understand?
    Ok, let us break it down for you.

    Part of what significantly improved the performance of SMR was rebuilding the NPC's from scratch, and while doing so, Exporting their "Facegeometry" which is effectively "PreCombines" for NPC's.

    We broke off the "Rear head" from the SuperMutant body, to make it easier to build and export FaceGeometry, and also make different and unique skin textures (some are still coming) and do it without impacting the Exported NPC faces.

    This means there is a NEW headpart on every "Traits" NPC SuperMutants pull their data from.

    If you have an NPC Edit below SuperMutantRedux, that looks like this...

    you have a problem, and will likely see SuperMutant's missing the back of their heads (and you'll also likely have some performance issues...

    OMG there is a SuperMutant Triggerman, FIX THIS BUG!!
    Spoiler:  
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    For God(s) sake if you bloody read the FAQ and the Change notes, as I've asked Dozens of times, or bothered reading other comments you'd see this was intentional.
    And FFS it's lore friendly, so stop complaining about it... SuperMutants have been Mercenaries in the past.

    OMG Behemoths don't instantly attack me.... What the hell ?!?!?!?!?
    Spoiler:  
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    Please... Please take the time to read the articles and change logs, we write them for good reason....

    Short of long Behemoths are SIGNIFICANTLY harder now, as they should be... In other Fallout Games they were end bosses or entire BoS Squads in Power Armor would take them on, and take losses... in Fallout 4 some SuperMutants were tougher than they were...

    To balance the increased difficulty, they start Neutral, as you are beneath their notice, but are Allied to SuperMutants..
    Attack them, and they will respond in Kind, and Likely turn you into a fine red mist if you don't use tactics..


    How do I format the Nexus posts like you? (Links inside words, Spoilers, etc:


    -Load Order?
    Spoiler:  
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    Downside of Fallout 4 is no 2 load orders will be the same but let me start with a couple thoughts...
    -DO NOT DEPEND ON LOOT, MOD ORGANIZER etc to sort the mods correctly
    -DO NOT LET MOD ORGANIZER make a patch for you, IT WILL BE INCORRECT

    Beyond that I suggest checking out the two links.
    1)FO4 Load order and enhanced performance by Cybertard
    Good tutorial, it's one of the resources I used to learn the game.

    2)Armorsmith Extended by Gambit77
    Even if you don't use ArmorSmith Extended Gambit77 usually had a well sorted and tested Load Order.

    Last... Specific instructions...
    ......
    .........
    ............
    RaiderOverhaul.esp
    (Any Patches)
    Unique NPCs - Creatures and Monsters.esp
    (any patches)
    SuperMutantRedux.esp
    .......
    Unique NPCs - Creatures and Monsters_SMR.esp







    Which Version should I download.... Standard Def or HD-DLC???

    Ok... Quick Breakdown..
    HD-DLC requires a different sized texture for "FaceGeometry", the Exported Face files that act as "Precombines" for NPC's.
    Do not download the HD-DLC version. if you don't have the HD-DLC installed

    FYI After uploading an ESP it can be more than 2 hours until "Download with ModManager" is available. Don't be a Noob and post "I can't Download"...
    If you can't wait, click on "Manual Download" at the top right of the page.
  2. rivnat
    rivnat
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    A small heads up, in case anyone did the same mistake that I've done:

    I've made a clean save to update for the new version (or so I thought), but I've forgotten to remove a Super Mutant Axel Helmet from my inventory before updating the mod. So, after the not-so-clean save, the helmet would only appear at the Armor Crafting Menu, or when transferring items from a Container, also, the helmet wouldn't be removed at all from my inventory (trying to scrap it wouldn't dismantle the item, and I would still receive the crafting materials, trying to transfer it to any container wouldn't do anything, no item would be transferred, also, if I renamed the Axel Helmet, a new version of it would be created at my inventory, while the old version would be multiplied by millions [no kidding, it would appear that I had over 4 millions weightless axel helmets on my inventory]).

    Using player.inv or player.showinventory console commands to try and see the item ID to delete it via player.removeitem would cause a instant CTD. Using player.removeallitems would work, but would remove many important items on the process (quest items that can't be removed from the inventory). I even tried player.removeitem with the overall ID of the item (by using help axel 4 armo), but it wouldn't work.

    So, I've seen a tip from someone with the same bug on a very different item, and it worked:

    1. I've spawned a new Super Mutant Axel Helmet with player.additem ID 1 (when using help axel 4 armo, two different ID's would appear, one would spawn a S.M. Axel Helmet, the other would spawn a Light or Heavy Axel Helmet, the later was the correct one to spawn)
    2. I then went to a container, and transferred the newly console spawned Light Axel Helmet to it
    3. The older bugged Super Mutant Axel Helmet disappeared once and for all, the new Light Axel Helmet was transferred correctly to the container

    Hope it helps anyone! Remember kids: do a proper clean save, I thought I was 100% clean, but forgot about a single helmet on my inventory.
    1. Thirdstorm
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      :) Clean save for the win!

      Good job on the recovery!
  3. nassim3654
    nassim3654
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    the best mod in all fallout it crazy and very crazy scary . the person who create it . .should be proud . he beat the devalpers 
  4. Sugma96
    Sugma96
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    Hey just wondering if this mod works as an addon or vanilla replacer? was looking to use it with forced evolution
  5. Tryggas
    Tryggas
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    Hi.

    Is there a way to make the Mutants armor loot free?

    I hate the fact that I at lvl 1-3 am able to kill a mutant, taking his armor, that’s too big, dressing me up looking like a barrel, and having +50 in armor right away. 
    So many mods, both here in FO4 and in Skyrim, is in my opinion destroyed bc of to much good loot early in the game. What’s the point to struggle with Armorer perks when you can kill a Supermutant, loot his armor and getting armor that has better armor defence than you normally have at lvl 50? 
    1. micahartist
      micahartist
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      This is what made me come back to this mod page. The loot is asinine. Was looking forward to this mod too
    2. 295Phoenix
      295Phoenix
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      You could just...not loot the armor.
    3. drago148
      drago148
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      https://www.nexusmods.com/fallout4/mods/61206
      Remove the armor looting.
  6. opticcrypt
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    Wish so little change in download size, Why have SD and HD
  7. SmoKKz0r
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    is there a fix to the friendly behemoth..???
    1. Sacciu
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      From the FAQ:
      "OMG Behemoths don't instantly attack me.... What the hell ?!?!?!?!?"

      Please... Please take the time to read the articles and change logs, we write them for good reason....

      Short of long Behemoths are SIGNIFICANTLY harder now, as they should be... In other Fallout Games they were end bosses or entire BoS Squads in Power Armor would take them on, and take losses... in Fallout 4 some SuperMutants were tougher than they were...

      To balance the increased difficulty, they start Neutral, as you are beneath their notice, but are Allied to SuperMutants..
      Attack them, and they will respond in Kind, and Likely turn you into a fine red mist if you don't use tactics..
  8. Laptoprocker
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    Any news on the Raider Overhaul update? :)
    1. WalterProof34
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      Come on, you can wait few more years, isn't it ? ;-)

    2. sanoja1
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      norte
    3. Craola
      Craola
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      Few more years? Wait another few more years ;-)
    4. Nosepillagha
      Nosepillagha
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      Still waiting
  9. eledin
    eledin
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    Thank you for this! Coming from FO1 and FO2, i found quite strange how i could kill a super mutant with two shots of the double barreled shotgun on FO4. Super mutants are supposed to be super-human and extremely difficult to kill unless you have an heavy weapon like the mini gun or better.    
  10. Ergoproxyz666
    Ergoproxyz666
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    cant seem to find any fev samples any ideas
  11. MilesAnny
    MilesAnny
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    Look very cool. Hope that SS2 fix work
  12. CestaInPain
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    I saw a nightkin's with a blue skin only once, in trinity tower, but after that quest they all was green, as every other mutant. Does someone has same? If yes, do you know how to turn them back to blue?
    UPD: NEVERMIND! just some of them green, some blue. I'll leave this comment in case, if someone, like me, unsure in this situation