Ah man :( really disappointed that this replaces other spawned creatures in the vanilla game. I thought it simply added extra ghouls (Yes the result either way is more ghouls). I was so excited too! Oh well, not an essential playthrough mod anywho, I can do without my feral ghoul apocalypse. I still appreciate this. I guess Mr. Thumblesteen we are on the same page, but different paragraphs.
I can do without bugs, rats, crabs, wild dogs, etc, but I had to remove the radstag record. I use Healthy Animals along with Friendly Radstags, and they are kinda cute. It's one of the few nice things to see in my zombie horror movie of a modded game. I also removed the mutant hound record as they pretty much go hand-in-hand with super mutants.
Edit: FYI this plugin can be esl-flagged, it doesn't even need compacting.
Yes to all of the above. It only changes the vanilla spawn points for animals and bugs (blow flies, sting wing, packs of feral dogs, etc) to instead spawn zombies / feral ghouls. Honestly the coding for it is relatively simple in what it is actually doing. As such anything which adds in more ghouls, changes their appearance or improves their AI should (in theory) all be compatible.
hey there, i love idea of this and everything you've done, and pretty much said to people =D, so im excited for this.
i have actually made a very specific play through to finally to tackle this mod as it's centerpiece, but i dont know if its working. I have also the Dead Sun weather mod, the concord township mod, and war in the commonwealth (which MUST be the culprit in all cases...but never actually works out to be...) i plan to just focus on building up Concord settlement, walking dead style and defending against wave after wave in a doomed hellscape
i just dont seem to be seeing many ghouls around, no more than usual. i assume there must be a spawn collision or somthing with WOTC or perhaps another mod.
is there a place or method to test? or an enemy type i definately should not see due to being replaced? i was hoping to see like 75% + of the hostile npcs turn into ghouls. is that realistic?
thank you for all this in any case, im sure ill get it working
Another one to add to your mod list would also be Truestorms. There is a setting which spawns ghouls / zombies during rad storms (a feature which i personally love!)
I suppose this will work with the ghoul mods I already have, just a quick question if the dogs are replaced doesn’t that mean raider guard/attack dogs as well?
Not from what I've seen. I think the ones that are replaced are the wandering packs of dogs, but raider dogs have their own ID. Will have to double check it, but i'm pretty sure I've still seen raider dogs.
Maybe something has changed lately with all the patches but all the fly's and now the mole rats have been replaced by zombies/ferals. So you cant even finish the first quest for Sanctuary. I removed this mod and restarted my game and things went back to normal. Meh, prob just this mod glitching out with all the other mods i have running.
I ran sanctuary and Red Rocket with the various flies and molerats as zombies and it worked fine. There were other quests (such as one in Good Neighbor, the Castle, etc) which spawned other "monsters" such as mirelurks which were replaced by Ghouls and killing them still triggered the quest flags normally. NOTE: the Mirelurk Queen at the Castle does NOT become a Behemoth Feral Ghoul in case anyone is wondering. It is still just a Mirelurk Queen.
I cant speak much of Far Harbor, or Nuka World as I've never really spent much time there.
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I dont want a spawn replacer. It breaks the game
I can do without bugs, rats, crabs, wild dogs, etc, but I had to remove the radstag record. I use Healthy Animals along with Friendly Radstags, and they are kinda cute. It's one of the few nice things to see in my zombie horror movie of a modded game. I also removed the mutant hound record as they pretty much go hand-in-hand with super mutants.
Edit: FYI this plugin can be esl-flagged, it doesn't even need compacting.
i have actually made a very specific play through to finally to tackle this mod as it's centerpiece, but i dont know if its working. I have also the Dead Sun weather mod, the concord township mod, and war in the commonwealth (which MUST be the culprit in all cases...but never actually works out to be...) i plan to just focus on building up Concord settlement, walking dead style and defending against wave after wave in a doomed hellscape
i just dont seem to be seeing many ghouls around, no more than usual. i assume there must be a spawn collision or somthing with WOTC or perhaps another mod.
is there a place or method to test? or an enemy type i definately should not see due to being replaced? i was hoping to see like 75% + of the hostile npcs turn into ghouls. is that realistic?
thank you for all this in any case, im sure ill get it working
I cant speak much of Far Harbor, or Nuka World as I've never really spent much time there.