I don't always notice new comments on my nexus mods, If you have any questions feel free to ask me on discord. Or if you just want to follow what I'm working on. https://discord.gg/MwuVM3n
For anyone who is interested in the correct melee attack / move: meleeStartCharge_1 | right punch meleeStart_1 | right punch meleeStart_2 | left punch meleeStart_3 | whirlwind punch meleeStart_4 | right speed punch meleeStart_5 | rotating attack meleeStart_6 | rotating attack meleeStart_7 | rotating attack meleeStart_8 | body check meleeStart_9 | leap attack meleeStart_10| right super punch The worst attacks are the leap attack number 9 where feral jump into the player. Setting the attack chance to 0 in the FeralGhoulRace "Feral Ghoul" [RACE:0006B4EC] will get rid of it. The super punch is the big step forward accelerated punch equally stupid implemented. Set it to 0 also.
Additionally, the rotating attacks must be set to 0 and attack 4 too. Somehow they may force attack number 9 and 10 to work still.
Interesting in this regard is the fact, that Glowing Ones do not use attack 9 and 10, ...
anyone else using this mod and having issues with the inventory on ghouls? i just finished a whole playthrough and id say about half if not more of the ghouls had nothing even legendary ghouls had nothing. i did some testing and it seems to be this mod. so im just curious.
get a mod called Zombie walkers, it adds lots of zombies but you can turn those settings off but one setting it does is allow you to control the speed of the zombies.
Zombie Walkers works perfectly fine. That guy had messy LO if it didn't work for him.
If anyone hitting this mode page and interested on ZW I will recommend it with mods such as:
More Feral Ghouls. A Zombie Mod (Makes ghouls look better instead of vanilla abominations, including variations of clothes on them and even child feral ghouls)
Feral Ghoul Bite Skills (Pretty obvious what this one does, enables ghouls to do bite animations)
Terrifyer Ghouls (Makes ghouls actually sound like monsters instead of lung cancer patients smoking cigarettes)
(These are what I personally use and can confirm to work together. On ZW I recommend adding their walkspeed from -1 to +300 which is max. This way the ghouls won't be literal snails able to take 1 step in 1 minute, but not able to run either just fast walk like classic George A. Romero zombies.)
Here's couple other Feral Ghoul overhauls that looks nice but personally I haven't tried. Please do read the description and comments section as there was few issues with female zombies having wrong masterfile, zombie dogs not hostile and some not spawning at all, also their limb dismemberment had some issues. Please do note that zombie dogs mod won't work with dismemberment mods such as Live Dismemberment, please do note also that the zombie dogs mods comes with optional zombie Dogmeat feature.
Conflicts with Enhanced Blood Textures More Blood and bits. Will either cause Ferals to stop bleedings and explode with human limbs or allows them to bleed a lot but allows leaping as well. Checked with FO4edit.
This is why i love Nexusmods, you modder literally save the games with your big or tiny modification, this mod is for exemple a MUST HAVE for a credible and realistic game experience!! ofcourse endorsed tracked and thanks you so much!!
Hey folks, I took the liberty of updating the combo teleporting + leaping mod to include bloodworms too. It doesn't seem to work on worms already spawned or generated though, so you'll have to load the mod before entering any cells that have bloodworms for it to work.
I've never used the creation kit before this so I don't know if I might've accidentally changed and broken something else. I'm still play-testing it myself, so I make no guarantees.
If anyone has any problems or just wants to say that it works, feel free to comment or message me and/or the mod author as well. Maybe once ESKARN comes around we can get the mod download link updated.
I've also updated ESKARN's other mod that doesn't include ghouls:
I think i used this mod for quite some time and have killed a hole bunch of ghouls and i can say i will not play without this, Im not entirely sure that the leap animation gets removed completely but from time to time a ghoul will leap tackle me like a highschool quarterback for talking to his girlfriend.
In my experiences with the mod are as follows ghouls will run me down to no ends but the leap of faith is negated and it is a hole lot creeper turning around to the sound of a ghoul that managed to sneakily creep up on you without making a sound but your spidey sense kicks in and you 360 no scope that walking corpse in the face .
Mod goes great with this sound replacerhttps://www.nexusmods.com/fallout4/mods/16815/ . For those that are looking to try something different I highly recommend both this and the linked mod.
37 comments
Or if you just want to follow what I'm working on.
https://discord.gg/MwuVM3n
meleeStartCharge_1 | right punch
meleeStart_1 | right punch
meleeStart_2 | left punch
meleeStart_3 | whirlwind punch
meleeStart_4 | right speed punch
meleeStart_5 | rotating attack
meleeStart_6 | rotating attack
meleeStart_7 | rotating attack
meleeStart_8 | body check
meleeStart_9 | leap attack
meleeStart_10| right super punch
The worst attacks are the leap attack number 9 where feral jump into the player. Setting the attack chance to 0 in the FeralGhoulRace "Feral Ghoul" [RACE:0006B4EC] will get rid of it. The super punch is the big step forward accelerated punch equally stupid implemented. Set it to 0 also.
Additionally, the rotating attacks must be set to 0 and attack 4 too. Somehow they may force attack number 9 and 10 to work still.
Interesting in this regard is the fact, that Glowing Ones do not use attack 9 and 10, ...
stops sprinting
If anyone hitting this mode page and interested on ZW I will recommend it with mods such as:
More Feral Ghouls. A Zombie Mod (Makes ghouls look better instead of vanilla abominations, including variations of clothes on them and even child feral ghouls)
Feral Ghoul Bite Skills (Pretty obvious what this one does, enables ghouls to do bite animations)
Terrifyer Ghouls (Makes ghouls actually sound like monsters instead of lung cancer patients smoking cigarettes)
(These are what I personally use and can confirm to work together. On ZW I recommend adding their walkspeed from -1 to +300 which is max. This way the ghouls won't be literal snails able to take 1 step in 1 minute, but not able to run either just fast walk like classic George A. Romero zombies.)
Here's couple other Feral Ghoul overhauls that looks nice but personally I haven't tried.
Please do read the description and comments section as there was few issues with female zombies having wrong masterfile, zombie dogs not hostile and some not spawning at all, also their limb dismemberment had some issues.
Please do note that zombie dogs mod won't work with dismemberment mods such as Live Dismemberment, please do note also that the zombie dogs mods comes with optional zombie Dogmeat feature.
FallEvil - Zombie Mega Pack (This will turn Feral Ghouls into Resident Evil zombies.)
FallEvil - Zombie Dog REvisited (This one will add zombie dogs from Resident Evil games.)
These two mods may also conflict with Unique NPCs - Creatures and Monsters of the Commonwealth if you're using that or so I do remember of reading on one of the comment section of FallEvil, however I might remember wrong so someone has to confirm this. However More Feral Ghouls. A Zombie Mod do work with that mod as I can confirm it myself.
it reads in the description
after a few hours now i finally have enough of these leaping "freaks" so thank you for your handy mod
i love you modders you make my games a lot better now and in the past it doesnt matter how big a mod is or how much it changes ...
all that counts is that it is there when you need it and in most cases there is one like you to help so again big thx to all of you
And a forever have, in the load order.
I've never used the creation kit before this so I don't know if I might've accidentally changed and broken something else. I'm still play-testing it myself, so I make no guarantees.
If anyone has any problems or just wants to say that it works, feel free to comment or message me and/or the mod author as well. Maybe once ESKARN comes around we can get the mod download link updated.
I've also updated ESKARN's other mod that doesn't include ghouls:
https://app.box.com/v/FO4
In my experiences with the mod are as follows ghouls will run me down to no ends but the leap of faith is negated and it is a hole lot creeper turning around to the sound of a ghoul that managed to sneakily creep up on you without making a sound but your spidey sense kicks in and you 360 no scope that walking corpse in the face .
Mod goes great with this sound replacerhttps://www.nexusmods.com/fallout4/mods/16815/ . For those that are looking to try something different I highly recommend both this and the linked mod.