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About this mod
Unique NPCs - Creatures and Monsters of the Commonwealth
A new... non-replacer way to introduce exceptional variety to the Creatures of the Wasteland.
- Requirements
-
DLC requirements
DLC name Automatron Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes Armor and Weapon Keywords Community Resource (AWKCR) v7.0 or newer required Mods requiring this file
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Please see all the mod links inside each and every creature touched by this mod.
Thanks especially to the early Beta testers:
DarkTi
https://www.nexusmods.com/fallout4/users/34929545
ImNotDexDex
https://www.nexusmods.com/fallout4/users/20086574
Also:
Zzyxzz, who patiently bludgeoned me about the head until I listed regarding some misconceptions I had regarding NPC's and what safe and proper edits were.
https://www.nexusmods.com/fallout4/users/8515543
kkthebeast (Invaluable 3ds assistance, and the man who decoded the majority of the BSSubindex information now used in OutfitStudio / Bodyslide.
https://www.nexusmods.com/fallout4/users/6194747
Gambit77 (Sound advice and helped crack the whip by demanding to get a copy to beta)
https://www.nexusmods.com/fallout4/users/2695294
kingtobbe for infrequent but rock solid help with troubleshooting / talking through wacky 3ds things I want to try and occasions finding fun nifs to play with.
and many others I'll try to add later!Donation Points system
This mod is not opted-in to receive Donation Points
-
Translations
- Ukrainian
- Russian
- Mandarin
- Korean
- German
-
Translations available on the Nexus
Language Name Russian Author: Thirdstorm Unique NPCs - Creatures and Monsters of the Commonwealth RU Ukrainian Author: VWTrotsky Unique NPCs - Creatures and Monsters of the Commonwealth Ukrainian translation Korean Author: Team Redworm UNPCs Creatures and Monsters - Korean and AWKCR-Free German Author: Sonic1305 Unique NPCs - Creatures and Monsters of the Commonwealth - German VIS AE Mandarin Author: so668 Unique NPCs - Creatures and Monsters - Chinese German Author: ReVoltaire Unique NPCs - German Translation - Changelogs
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-
Version v2.1
- Fixes and Updates:
-Added Bloodbug UOF4P Fixes to LvlBloodbugAmbush [NPC_:00051D4B], LvlBloodbugInt [NPC_:000DB3B1] and LvlBloodbugIntAmbush [NPC_:00100020]
-Fixed the SkinGorilla [ARMO:000D9805] Nif path.
Rad Squrriels had their Body Part data (VATS Targetting and damage multipliers) split from the DLC04 - RadRat
Balance:
-DLC04_RadRat Damage Multipler increased from 2.0 to 3.5 for incoming head hits.
-DLC04_Rad Squrriel Damage Multipler increased from 2.0 to 3.5 for incoming head hits.
New Content:
Go kill a few Crows and tell me what you think...
- Fixes and Updates:
-
Version v2.0
- Bug Fixes:
-Fixed the UV Mapping on all of the Vanilla BloatFly Wings (Look at the screenshot I posted)
-Removed a ton of Armor Record overrides no longer needed after merging the ArmorAddon's and Nifs into ArmorKeywords.
-Resolved the issue with a rare issue with RadRoaches spawning with a RadSpider name, linked to LvlRadRoachNOSCALE [NPC_:001BBEAB]
(thanks to Gambit77, he helped me isolate this one)
-Fixed a Faction issue causing Domestic Animals (CC Dogs for example) to attack Dogmeat.
-Added WorkshopDog "Junkyard Dog" [NPC_:00176337] and lined it up with Creatures and Monsters
-Corrected typo in RadSpiderMeat03_Small_MisterOverseer "RadSpider Meat (Small Chunk)" [ALCH:5D012FFC] (Pointed out by Wufaris)
-Corrected typo in RadSpiderEgg02_Small "RadSpider Egg (Small)" [ALCH:5D00A2D4] resulting in no world model (Pointed out by Wufaris)
-Corrected the "First Mate" DN158LvlFeralGhoulGlowingOneAmbush "First Mate" [NPC_:001B48AB], missing SkinEntry, I'm blaming CK for this one, because I know I made this change. (Thanks to Wufaris for checking on this one)
-Corrected a typo in Underarmor_Vault088_Tattered01_NonPlayable "Grime coated, Tattered and Filthy Vault 88 Jumpsuit" [ARMO:6500E973] (Thanks to HadToRegister for pointing it out)
-Fixed a Vanilla Bug on both the DLC03_EncGulper04AmbushLegendary "Legendary Gulper Devourer" NPC's, where their Traits and Stats templates were pointing at the wrong NPC. (Thanks to Resh for pointing it out)
-Fixed a Vanilla Bug on StingWings, only a few of them have Poison Resistance Added. (Thanks to Reshfor pointing it out)
-Corrected a truckload of typos (Thanks to multiple people making bug reports **Don't make bug reports for typos, seriously**, posts and PM's/DM's)
-Legendary Erratic Bleater Buckling renamed to DLC03_EncBleater02b_Legendary "Legendary Erratic Bleater Doe" [NPC_:6500EAC8]
(Thanks to Resh for pointing it out)
-NightstrikerSqueezins FortifyPoisonResist correction. (Thanks to Resh for pointing it out)
-RadSpiders (All) BodyPart Data edited, correcting a VATS targetting Error.
-RadSpiders (MisterOverSeer)
VATS Restricted Keyword Removed.
BodyPart Data on their Sub-Race changed to my RadSpiders
-RadSpiders (MisterOverSeer) had their Body "Tweaked".
Rebuilt the Nif in 3dsMax
Erased subindexing and fully (and correctly) SubIndexed the whole Spider
Edited Weighting a bit on the Abdomen to assist with some stretching.
-Edited the NightStrikers to be more "Compatible" with a change to their Race Record.
Balance:
RadSpider Hatchlings scale vs player level at 0.95 and cap out between level 25 and 25
-Mirelurk Spawns are now 0.75 to Player level, and cap at level 35
-GatorClaws are now no long level caped, (60 to 75) but also lost the 1.25 to Player level multipler.
-DLC03-FarHarbor "Ghoul" creatures gained Radiation healing and lost Immunity.
-RadRoaches scale at 0.9 to player level and cap at 45
-DLC03_EncHermitCrabSpawn scale at 0.9 to player level and cap at 25
New Content:
-New Mirelurk for FarHarbor, based on the RedDeath (At popular Request) added as a rare spawn for the "Glowing Mirelurks" for FarHarbor Only.
-RagStags got a separate LLD for RagStag Doe's...
-RagStag now have the Possibility for a RagStag Skull.
-Bleaters got a separate LLD for Bleater Doe's...
-Bleaters have the possibility for a Bleater Skull
-Introduced Rotten Feral Ghouls
Rotten Ghouls use the "More Fair Feral Ghouls" attack Data
-Built up additional Tables for the "Newly Feraled Ghouls"
-Additional outfit combinations added for the "Newly Feraled Ghouls"
-Commonwealth Chickens and Rabbits merged in.
-Chickens, Rabbits, Squirrels Factions tweaked, similar to "Companions do not shoot Rabbits and Chickens"
-2 Dozen +/- of new Outfits for "newly feraled ghouls"
Updated Patches:
-Unique NPCs - Creatures and Monsters - NonLore
Bloody Feral Ghouls Added to spawn tables
-Deadlier Deathclaws
Multiple changes
-Deadlier Deathclaws Insanity
Multiple changes
-Decay (and VIS version)
Multiple Changes
Outdated Patches:
-"Unique NPCs - Creatures and Monsters SMR AE.esp" Patch no longer needed.
Armor Record conflicts and Race Record conflicts resolved by merging conflicting records at the ArmorKeywords Level.
-"Unique NPCs - Creatures and Monsters SMR.esp" Patch no longer needed.
Armor Record conflicts and Race Record conflicts resolved by merging conflicting records at the ArmorKeywords Level.
- Bug Fixes:
-
Version v1.9
- -Cleaned the ESP, top to bottom, removing unneeded ITM's, Duplicates, etc, to improve performance just a touch more.
-RadRabbit horn fix (Material file path error) thanks to Rivnat pointing it out!
-Corrected the GatorClaw armor records
-Removed an Incorrectly placed OMOD in the "Cats" MODCOLS
-Created missing CreatureParts_DLC04_Swarm02_Glowing --> CreatureParts_DLC04_Swarm02_Glowing Set for the Glowing Swams
-Resolved an issue with the RadRat tails that had not yet been noticed.
-Fixed an error in the Doombased Glowing Hound Material Swap
-Fixed the "First Mate" on the Yangtze DN158LvlFeralGhoulGlowingOneAmbush "First Mate" [NPC_:001B48AB], (Thanks to Wufaris for pointing out the issue)
-Mirelurk Spawn DLC04EncNukalurkSpawn01 "Nukalurk Spawn" [NPC_:0601234A]
Corrected an MODCOL issue causing a 1/3rd chance of a purple texture.
-Bloodbug
Fixed Material file error on Doombased Bloodbug Set. (Thanks to Wufaris for pointing out the issue)
-FEV Hound/Mutant Hound / Glowing Hound.
Fixed a Material file error causing a uni-glow.. This is my bad, due to also having SuperMutantRedux running, all the testers also had that going and we missed it completely. (Credit to ikuroami for pointing it out)
-Corrected [OMOD:5B000C44] causing it to spawn without a properly matching head texture.
-Corrected spelling in Legendary RadSpider Hunter Hatchling
-Corrected an Issue with the RadScorpion MODCOL template assignment on the Legendary / Ambush Legendary, you should see a massive increase in variety
-Resolved Orange Glowing Deathclaw issue (I accidently included a modified "base" material file.
-Included a fix for some bugged D.E.C.A.Y. Files in their main BA2 that only shows up when using my fixed Vanilla Glowing one Bodies.
-Updated Both D.E.C.A.Y. versions for the changes to the Radiation Immunity mentioned below.
-Tweaked Several creatures, removing Radiation Immunity, preventing Radiation Healing from working. (DeathClaw, Ghouls, etc)
-Tweaked DN092AmbushDeathclaw "Stunted Deathclaw" [NPC_:0002C969], adding back "Traits" to "Creatures and Monsters" and the Deadlier Deathclaws patches. Could cause a glowing body and no glowing textures if you started the quest above level 10, resulting in a light orange'ish glow. (Thanks to psychoramix for indirectly helping me find this)
-Found and Fixed an issue with the DeathWingOutfit09_DLC04_Quantum [OTFT:5D00A235] (Possible cause of the invis Quantum Deathclaw
-Corrected naming of SnakeStalker to Nightstalker [url=http://fallout.wikia.com/wiki/Night_stalker][Night_stalker Wiki]
New Content:
-Added Variant, Quantum RadScorption
-Added Variant, Quantum RadSpider
-Added Variant, Albino Mirelurk King
-Added DLC02 Compatible WorkShop Cages for the Previously included RadSpiders
-Finished the EncRaiderDog_Nightstalker templates
-New Underarmor added.... Tattered Vaultsuits..... the really dirty one's will need some cleaning!
-(4) New Deathclaw Bodies, thanks to Hopper31, introduced to the Regular, Glowing, Nuka and DeathWing tables. This means 10 possible different Deathclaw bodies.
-Rad Spiders - Giant Spiders of the Commonwealth carefully merged in over 4 days.
All errors, FormID issues, and other quirks resolved by hand then cleaned in CK, then painstakingly merged into Unique Creatures and Monsters.
New Creatures:
-New Deathclaw Race Introduced... "DeathFin"....
-Newly Feraled Ghouls Introduced,
Recently Feraled Ghouls.
Based on the Human Ghoul (male and female) I rigged and tweaked the bodies to have a Malnourished look, skinned and warped.
Full armor compatibility with the Feral outfits. RE Clipping..I might have missed a spot here and there, but be kind ;)
Added to the Feral tables, non-glowing, as a rare, roughly 1 in 3.
-DLCworkshop03.esm added as a dependancy
Vault88 Ferals replaced with a new LvlActor, fully "newly turned ferals".
-Bleaters
New Race of Goats introduced, Collaboration between MadMax713 and Thirdstorm..
Custom Accessories to help make each one unique... Horns, Udders, etc etc etc..
Custom Sounds.. Currently tweaked vanilla sounds, but I hope to introduce custom "goat" sounds once I have time and familiarize myself more with the CK Sound system.
Cages added
Some rare spawn locations added.
- -Cleaned the ESP, top to bottom, removing unneeded ITM's, Duplicates, etc, to improve performance just a touch more.
-
Version v1.8
- Corrected an error in the Albino Hermit Crab texture possibilities (Thanks to Wufaris for pointing it out)
-
Version v1.7
- Resolved Nightstriker alpha issue (DjinnKiller get credit for finding it first)
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Version v1.6
- -Tweaked RadSpider Hatchlings XP Value Offset down Significantly (Thanks Guys and Gals!)
-Deathclaws
Tweaked the usage on Deathclaws "Skin Record", a few reports of unseen deathclaws, could not replicate and seemed uncommon, but update switches the Deathclaw to Slot 33 only.
-EncBrahminClarabell "Clarabell" [NPC_:0006C507]
Protected flag added at the request of HadToRegister
-Flagged all Creatures bodies as "Non-Playable", even those not normally flagged by Vanilla, some people using AutoLoot reported being able to look the "Skin" right off the creatures!.
-Fixed issue with RaiderDogs, I found a Synth while testing new textures linked to LvlRaiderDog [NPC_:001AF06C] / LvlRaiderDog_Aggro1536 [NPC_:001AF06D]... I actually saw a synth spawn...
- -Tweaked RadSpider Hatchlings XP Value Offset down Significantly (Thanks Guys and Gals!)
-
Version v1.5
- -RadSpider hatchling were supposed to have DisableTunnelingKeyword [KYWD:0022FC80] added to them to prevent tunneling, due to the fact I cannot easily change the linked burrow animations. (Credit to TarXor for indirectly pointing that out)
-Corrected issue with the BloodRage Mirelurks being unable to accept the "Body swaps" that other Mirelurks were. Original configuration resulted in some erratic results (which is likely why it was not caught by the testers/me) Changed slot usage and tested. (Thanks to good info from ikuroami)
-Corrected Issue with one of the two BloodRage Mirelurk Glow Effects (was default green)
-Corrected Issue with the alternative mm137 texture. Alpha Channel was not presenting, sometimes when Textures are editted with GIMP Alpha can be saved on a BC1 Texture (not usually possible) and will function when loose.
Once packed into a BA2 the issue showed it's head.
Added back the Alpha channel and resaved as BC7. Updated 1k and 2k packs as well.
- -RadSpider hatchling were supposed to have DisableTunnelingKeyword [KYWD:0022FC80] added to them to prevent tunneling, due to the fact I cannot easily change the linked burrow animations. (Credit to TarXor for indirectly pointing that out)
-
Version v1.4
- -co_food_StewRadSpider_Hatchling, name of finished product fixed! (Thanks to unSpunTurtle for pointing it out)
-RadRabbits got some addition options / mutations thanks to Shadowliger. (If your curious look up Shope papilloma, it looks like what they were aiming for when they made the creature and she nailed it)
-Additional RadRoach Textures (Thanks to Nukanist) , bringing the total non-vanilla to 4
-Fixed material file path in RadRoach material swap
- -co_food_StewRadSpider_Hatchling, name of finished product fixed! (Thanks to unSpunTurtle for pointing it out)
-
Version v1.3
- -Files updated to 1.3a on download due to an upload error, only nexus naming, ignore it, and please don't post that the Archives are 1.3.
-Updated One of the ghoul bodies with a UV Mapping quick fix to remove the seams from the vanilla model.
-Fixed the Glowing Deathclaw issue, some glowing deathclaws were not properly emiting light.
-Made a seperate LLD for the RadSpider Hatchling.
-Separate Meat for the RadSpider Hatchling.
-Receipe created for the RadSpider Meat
-Receipe created for the RadSpider Hatchling Meat
-Receipe created for the RadSpider Egg
-Marked DLC03_SkinMutatedWolf0x Skin records as non-playable. Should not be required but one person mentioned being able to loot one.
-Repaired Material file for mod_Creature_FeralGhoul_PaintSwap02_Grey04_DoomBased02 "FeralGhoul - Grey - DoomBased 02"
- -Files updated to 1.3a on download due to an upload error, only nexus naming, ignore it, and please don't post that the Archives are 1.3.
-
Version v1.1
- -Thanks to Joemitchell320 for pointing out a couple typos
-Added back the "non-playable" flags to the Ghoul Clothing, that part of the mod was not ready.
- -Thanks to Joemitchell320 for pointing out a couple typos
-


An example(and more details)...
Bloatfly, it alone has around 8+ variants per sub-species (Glowing, Colorful, etc).
Black Bloatfly
-3 Different "Body Types" (Fat, Skinny, Standard)
-Size Scaling from 0.75 to 1.25
-5 different possible Textures (more to come)
= 15 Possible Outcomes not including the "Scaling" for one of the 6 different BloatFly Sub-Species.
This means over 70 possible distinct Bloatfly possibilities, not accounting for scaling, for the 6 different Sub-Species
Vanilla Textures have not been replaced, but additional texture possibilities introduced from the mod authors credited below, adding to the possible variations you encounter.
FYI, it's worth noting if you have one of the Texture sets listed below as a replacer, you might want to uninstall it, otherwise you loose significantly on the variety, that better yet install one not added to this mod.
In addition to adding new possible Textures for every creature listed below, new models were added or unlocked, "Size" and Scaling options unlocked, which in the end makes every creature you run into a little different from the last (RNG God{s} willing!) for a truly Unique experience in the Commonwealth.


BloatFly: (Photo Credit OhDeerSKR])
-Additional "Size" variation unlocked for the BloatFly.
-Removed the "Thin", "Standard" or "Fat" from being tied to the Sub-Species with Textures controlling the Sub-Species rather than the models. Those models were added as a possibility for all of the Sub-Species, Increased variety by doing this by x3 before texture additions.
-Glowing variants for the "Thin" and "Fat" created and added to it's possible Bodies.
-5 Sets of Textures (Minimum) for each Bloatfly , with the Unlocked "Body" models that is 12 variants of each Sub-Species (Aka Glowing Bloatfly), not including SubSpecies or Scale, upping the combinations to well over 50 different possible Bloatfly Combo's with all the Subspecies Factored in.
Textures:

BloodBugs (Photo Credit OhDeerSKR])
-Additional "Size" variation unlocked for the BloodBugs.
-Reconfigured the NPC's to be able to spawn as a Hatchling, Teen or Adults
-Glowing variants for all of the different "Age" variants created and added to it's possible Bodies.
-2 Sets of Textures beyond vanilla for each BloodBugs, with the Unlocked "Body" models that is 6 variants of each Sub-Species.
Textures:
Mod Author Notes:
These guys were a challenge, in large part due to the fact they have a "Art Object" as part of their anatomy, but in cracking this nut I've figured out how to force equip armor, which will be handy for tons of other little things...
Take a peak!

Brahmin: (Photo Credit SavrenX])
-Additional Model combinations added.
-Added the DLC04-NukaWorld Textures as a rare possibility to the CommonWealth Brahmin, and added the CommonWealth Brahmin textures as a rare possibility for the DLC04-NukaWorld Brahmin.
-More than a Dozen Textures and some unlocked options for the Brahmin should mean not every single darn one will look identical, which is an improvement to say the least!
Textures:

Cats: (Photo Credit wolflady500])
-Added Addition "Size" variations for the Cats.
-Changed DLC04 - Nukaworld Cats to follow the same format, but weigh heavily towards original Nukaworld Texture choices.
-More than a Dozen Textures available, some better than others, but variety is the spice of life!
Textures:

Deathclaws:(Photo Credit jimhsu])
-Unlocked "Size" Variations for the Deathclaws.
-Eyes Broken off into a separate material file to allow for glowing eyes/
-All 6 Models for the Sub-Species broken off and now can appear on any Deathclaw, with the Textures dictating the Sub-Species. Increases model variety by a huge degree from the start.
-5 New Chameleon Models created, one for each Sub-Species.
-5 New Glowing Models created, one for each Sub-Species.
-New NPC's for the Chameleon Sub-Species created, linked to each color, with LLD*'s for each Chameleon created.
-Mythic Dethclaw's have their own Textures
-4 Sets of Textures (Minimum) for each Deathclaw, with the Unlocked "Body" models that is 24 variants of each Sub-Species (Aka Glowing Deathclaw), not including SubSpecies or Scale, upping the combinations to well over 100 different possible Deathclaw Combo's with all the Subspecies Factored in.
Models (Thanks to Hopper31)
Aku
Alpha Prime
Hookclaw
Jester
Textures:

Dogs (Photo Credit sUiCiDe.bUnnY])
No Companion is ever touched, that includes Dogmeat!!!
-Unlocked "Size" variations for the Raider Dogs.
-Added additional model Variants for the "Raider Dog" Sub-Species.
-New Sub-Species added, "German Sheppard" based on the Dogmeat model, but not using the Vanilla Textures. It is SubIndexed for VATS targetting but does not allow full dismemberment (head only).
-Textures added for both the "Raider Dog" and the German Shepherd (Dogmeat) breeds. With 8 Textures for each and a few "Body" Variants non-Vicious Dog's should actually be Diverse now.
Textures:
Models:
[cente][


Feral Ghouls: (Glowing, Bloated, etc) (Photo Credit OhDeerSKR])
-Unlocked Additional Size variations for the Ghouls.
-Fixed some Vanilla Material paths, including creating some missing material files.
-Created Armor and Body variations with the colors, breaking the Material swap from the "whole" Feral Ghoul to separate for the Ghoul and the Armor, increasing the possible combinations by a massive degree right off the bat.
-Created some missing DLC04-NukaWorld armor/clothing items missing from the Ghouls and added them.
-Created additional Glowing model variants.
-More than 24 Different Texture variants available for the Bodies, and an equal or greater number for the outfits, EVERY feral Ghoul should look different, add in the Head and Body options, Outfit options (Reworked) you end up with in excess of TWO THOUSAND FIVE HUNDRED possible combos currently.
Models - Variants
This mod had been the subject of a ton of lore debate, I actually popped into about a dozen different Discords (Channels and DM's) to have the discussion about what is "Lore Friendly" regarding Ghouls... and went back to the Ghoul article in the end...
With the authors permission
-Mod was cleaned fully
-Outfits for "Newly Feral Ghouls" converted to work with my system.
-Rotten Ghouls have been added to the spawn tables as an uncommon spawn
-Bloody Feral Ghouls can be found in the "Non-Lore Friendly" Optional ESP (Will have it's own page in time)
-Child Ghouls will not be added.
Textures:

FEV Hounds: (Photo Credit MadMAX713])
-Added additional size variations.
-Fixed the missing Glowmaps from the Glowing FEV Hounds.
-One Additional Texture Set Available.
Textures:

Gorilla: (Picture credit FivePrime)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-A couple requests sent out, but waiting for permissions.

Mirelurks (Mirelurks, Hunters, Queen, etc.): (Photo Credit OhDeerSKR])
-Unlocked "Size" variation for the Mirelurks.
-Created an additional Model variant for the Mirelurk King, for standard and Glowing versions.
-Added the "RazorClaw" Sub-Species model to the possible shapes for the base Mirelurk, with the textures now controlling the Sub-Species vs model and texture.
-Added "Mirelurk Model Fix" as a separate possible shape for the Mirelurks, so some will look like an Armor Plating over the Gill Filters and some will have exposed Gill's
-Created a variant for the RazorClaw model using the "Mirelurk Model Fix" as a basis and added it to the possible Bodies.
-Added the "Mirelurk Model Fix" to the DLC03-FarHarbor Bloodrage Mirelurk as a possible Body model, allowing for 2 variants.
-Added the UOF4 Bugfixes to the LvlMireLurk*** NPC's with some broken combinations.
-Atleast 4 textures beyond vanilla per Sub-Species
Textures:
Models:
Addition BugFixes:

Mole Rats: (Photo Credit SavrenX])
-Fixed the Missing glowmaps from the Vanilla Molerats.
-Added "Size" variation to all the Molerats.
-Unlocked the different models for use on the different MoleRats, with the Textures controlling the Sub-Species vs. Models.
-Created, Glowing Broodmother models, and added all the different Sub-Species to the different possible Glowing Molerats.
-A few textures beyond Vanilla.
Textures:

RadRoaches: (Photo Credit SavrenX)
-Fixed a Material Path bug in the RadRoaches, Vanilla FO4 is pointing to an incorrect texture path, resulting in all the RadRoaches having the same wings. This included creating some missing material files.
-Increased the "size" variation for the RadRoaches by a bit.
-Created Additional Legendary Variants, including a Glowing Legendary Radroach.
-Atleast 2 Texture set beyond vanilla Fallout 4
-Created 2 new sets of "Glowing Radroach" Texture sets, for a total of 6 extra Glowing texture sets
Textures:

RadScorpions: (Photo Credit SavrenX)
-Added "Size" variations for all the RadScorpions.
-2 additional texture sets beyond vanilla increasing the diversity further.
Textures:

Radstags: (Photo Credit OhDeerSKR])
-Added Addition "Size" variations for the Ragstags.
-Added an unused "Vanilla" Texture from DLC04 - Nukaworld.
-Created New a new Ragstag model variant possibility for the Non-DLC Ragstags from the DLC03-Farhabor RagStag Ghoul Model.
-Added new model variants for the DLC03-FarHarbor RagStag Ghoul's.
-Atleast Two texture sets beyond vanilla
Textures:

Stingwings: (Photo Credit OhDeerSKR])
-Added additional "Size" variations to the StingWings.
-Split the "Thin" and "Fat" models from the Sub-Species and added them to all of the Stingwings, with the Textures now dictating the Sub-Species vs. the model.
-Created Glowing Models for the "Thin" and "Fat" and added to the possible shapes for the Glowing Stingwing.
-Created (3) new Sub-Species... Albino, Chameleon [not quite ready] and Quantum Glowing Stingwings.
-Two Texture sets to start (One more than Vanilla) with hopefully more to come, with the "Body" variants it increases the variety by almost tripple.
Textures:

Vicious Dog: (Photo Credit OhDeerSKR])
-Added "Size" Variation to the Vicious Dogs.
- All 8 Different Vicious Dog models broken off from the Sub-Species with the Textures controlling the Sub-Species. This increases the variety significantly from the start.
-2 New Unique Models introduced to the "Pool" of Bodies, thanks to Shadowliger
-Glowing Variants made for each Sub-Species
-3 Textures per Sub-Species to start with (One more than Vanilla), plus unlocked and added "Body" models each Sub-Species can spawn with 24 +/- variations, making roughly 576 possible variants, plus size variation. Hoping to add even more Textures!
Textures:

YaoGuai: (Photo Credit OhDeerSKR])
-Added Size variations to the YaoGuai.
-The "Shaggy" model was added to the possible body shapes available, with the Textures controlling the Race.
-Created a new "Skinny" YaoGuai based on the DLC03 Yau Ghoul.
-Created "Standard and "Shaggy" variants for the DLC03 Yau Ghoul's
-3 Textures per Sub-Species to start with (One more than Vanilla), plus unlocked and added "Body" models each Sub-Species can spawn with 6 variations, and 6 Sub-Species the variation is significantly increased.
Textures:


Angler [DLC03-FarHarbor] (Picture credit to Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-One additional Texture set Beyond Vanilla.
Textures:

Fog Crawlers: [DLC03-FarHarbor] (Picture credit to Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc.
- 1 Additional Texture for now, hopefully more down the road.
Textures:

Gulper: [DLC03-FarHarbor] (Picture credit to Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc.
-One additional Texture set Beyond Vanilla.
Textures:

Hermit Crab [DLC03-FarHarbor] (Picture credit to Jspoelstra on FO4Wiki)
-Edited the NPC Model to allow for material swaps (Several parts were missing material file paths)
-Added Several vehicle material swap possibilities and configured so the "Sub-Species" was not linked to a Van color.
-NPC Crab Texture swap and Van Swaps are separate MODCOLS, allowing for great variety
-Added Legendary Variants of the Hermit Crab.
-One Additional Texture set.
Textures:

Mirelurks: (BloodRage, etc.) [DLC03-FarHarbor] (Photo Credit mm137])
-Unlocked "Size" variation for the Mirelurks.
-Created an additional Model variant for the Mirelurk King, for standard and Glowing versions.
-Added the "RazorClaw" Sub-Species model to the possible shapes for the base Mirelurk, with the textures now controlling the Sub-Species vs model and texture.
-Added "Mirelurk Model Fix" as a separate possible shape for the Mirelurks, so some will look like an Armor Plating over the Gill Filters and some will have exposed Gill's
-Created a variant for the RazorClaw model using the "Mirelurk Model Fix" as a basis and added it to the possible Bodies.
-Added the "Mirelurk Model Fix" to the DLC03-FarHarbor Bloodrage Mirelurk as a possible Body model, allowing for 2 variants.
-Added the UOF4 Bugfixes to the LvlMireLurk*** NPC's with some broken combinations.
-Atleast 1 Texture beyond Vanilla.
Textures:
Models:
Addition BugFixes:

RadChicken [DLC03-FarHabor]: (Photo Credit BerndR])
-Unlocked Size variation
-(4) Additional Creature Models [minor changes] added.
-12 Additional Textures for a wide range of possible Chickens!
Spawn Locations
Textures:

RadRabbits [DLC03-FarHabor]: (Photo Credit BerndR])
-Unlocked Size variations
-(5) Addition Creature Model Variants, small but noticeable changes.
-1 Additional Texture possible.
Texture:

Radstag Ghouls: [DLC03-FarHarbor] (Photo Credit SavrenX)
-Added Addition "Size" variations for the Ragstags.
-Added an unused "Vanilla" Texture from DLC04 - Nukaworld.
-Created New a new Ragstag model variant possibility for the Non-DLC Ragstags from the DLC03-Farhabor RagStag Ghoul Model.
-Added new model variants for the DLC03-FarHarbor RagStag Ghoul's.
-Atleast Two texture sets beyond Vanilla.
Spawn Locations
Textures:

Wolves: [DLC03-FarHarbor] (Photo Credit Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-Unlocked Size variations
-1 Addition Creature Model Variant, making the "Fuzzy" wolf a little fuzzier.
-1 Addition texture set beyond vanilla.
Texture:


Ants: [DLC04-NukaWorld] (Photo Credit Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-2 Texture sets Beyond Vanilla
Textures:

Bloodworms" [DLC04-NukaWorld] (Photo Credit Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-1 Texture Set Beyond Vanilla.
Textures:

CaveCrickets: [DLC04-NukaWorld] (Photo Credit Jspoelstra on FO4Wiki)
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-1 Texture set Beyond Vanilla.
Textures:

Brahmiluff: [DLC04-Nukaworld]
-Additional Model combinations added.
-Added the DLC04-NukaWorld Textures as a rare possibility to the CommonWealth Brahmin, and added the CommonWealth Brahmin textures as a rare possibility for the DLC04-NukaWorld Brahmin.
-More than a Dozen Textures and some unlocked options for the Brahmin should mean not every single darn one will look identical, which is an improvement to say the least!
Textures:

Deathclaws: [DLC04-NukaWorld] (Photo Credit OhDeerSKR])
-Replaced Instances of the Standard LvlDeathclaw with a new Variant pointing to a unused "Vanilla" assets, the Quantum Deathclaw.
-Unlocked "Size" Variations for the Deathclaws.
-Eyes Broken off into a separate material file to allow for glowing eyes/
-All 6 Models for the Sub-Species broken off and now can appear on any Deathclaw, with the Textures dictating the Sub-Species. Increases model variety by a huge degree from the start.
-5 New Chameleon Models created, one for each Sub-Species.
-5 New Glowing Models created, one for each Sub-Species.
-New NPC's for the Chameleon Sub-Species created, linked to each color, with LLD*'s for each Chameleon created.
-Mythic Dethclaw's have their own Textures
-4 Sets of Textures (Minimum) for each Deathclaw, with the Unlocked "Body" models that is 24 variants of each Sub-Species (Aka Glowing Deathclaw), not including SubSpecies or Scale, upping the combinations to well over 100 different possible Deathclaw Combo's with all the Subspecies Factored in.
Models: (Thanks again to Hopper31)
Aku
Alpha Prime
Hookclaw
Jester
Textures:

Feral Ghouls: [DLC04 - Nukaworld] (Glowing, Bloated, etc) (Photo Credit OhDeerSKR])
-Unlocked Additional Size variations for the Ghouls.
-Fixed some Vanilla Material paths, including creating some missing material files.
-Created Armor and Body variations with the colors, breaking the Material swap from the "whole" Feral Ghoul to separate for the Ghoul and the Armor, increasing the possible combinations by a massive degree right off the bat.
-Created some missing DLC04-NukaWorld armor/clothing items missing from the Ghouls and added them.
-Created additional Glowing model variants.
-More than 24 Different Texture variants, Based on the "Painted" and "Clown" sub-species available for the Bodies, and an equal or greater number for the outfits, EVERY feral Ghoul should look different, add in the Head and Body options, Outfit options (Reworked) you end up with in excess of TWO THOUSAND FIVE HUNDRED possible combos currently.
Textures:

Gatorclaws: [DLC04-NukaWorld] (Photo Credit Jspoelstra on FO4Wiki)
MASSIVE changes to this gem, All in all a more than ten fold increase in diversity.
-Additional Variant Sub-Species created, Glowing and Glowing Albino
-Legendary Variants Added
-Secondary model and full variant inclusion using Hopper31's wonderful, longer snout version and textures!
Models:
Textures:

RadGazelles [DLC04-NukaWorld] (Photo Credit BerndR])
-Added Additional "Size" Variation
-Added Unused Vanilla Texture (Reddish) from NukaWorld
-Several "Secondary" Texture variants using the Normal and Specular maps from Doombased and SavrenX's mods.
Textures:

Ghoulrilla [DLC04-NukaWorld] (Photo credit, Charlie at Loadscreen])
-Creatures brought in line with the Unique NPC's Creatures and Monsters framework, size unlocked, etc, but no new texture sets.
-1 Texture Beyond Vanilla.
Textures:

Rad-Rats: [DLC04-NukaWorld] (Photo Credit Jspoelstra on FO4Wiki)
Solid Additional Diversity added to this rodent.
-Added Additional "Size" Variation
-Broke the diseased skin off the Sub-Species and made it a random table, aligned with the molerat hair, increasing the variety
-Created a series of textures matching their "cousins" the Molerats skin tones, increasing the Sub-Species range by a significant degree.
Textures:

Stingwings: [DLC04-Nukaworld] (Photo Credit OhDeerSKR])
-Replaced the LVLStingwing in Nukaworld with a new actor, pointing at a new Sub-Species.
-Added additional "Size" variations to the StingWings.
-Split the "Thin" and "Fat" models from the Sub-Species and added them to all of the Stingwings, with the Textures now dictating the Sub-Species vs. the model.
-Created Glowing Models for the "Thin" and "Fat" and added to the possible shapes for the Glowing Stingwing.
-Created (3) new Sub-Species... Albino, Chameleon [not quite ready] and Quantum Glowing Stingwings.
-Three Texture sets to start (Two more than Vanilla) with hopefully more to come, with the "Body" variants it increases the variety by more than triple.
Textures:


Bleaters: [Collaboration between Thirdstorm and MadMax713
-Based off the RadStag Frame, but reshaped and Resized.
-Custom Accessories to help make each one unique... Horns, Udders, etc etc etc..
-Custom Sounds.. Currently tweaked vanilla sounds, but I hope to introduce custom "goat" sounds once I have time and familiarize myself more with the CK Sound system.
-Cages added
-Some rare spawn locations added.
-Added an unused "Vanilla" Texture from DLC04 - Nukaworld.
-Bleater Variant for FarHarbor
-Atleast Two texture sets beyond vanilla
Textures:

DeathWings: [Based on Deathclaw and Stingwings mashed together]
From the mod page:
Do you just hate yourself? Want something that no one asked for? Well you're in luck, this adds in a hybrid creature based on the same concept as the dreaded Cazaclaw from New Vegas; the fearsome Deathwing.
-Added as a rare spawn on the Deathclaw tables, as they are a mutant offshoot...
-Unlocked "Size" Variations for the Deathwings.
-Eyes Broken off into a separate material file to allow for glowing eyes.
-All 6 Models for the Sub-Species broken off and now can appear on any Deathclaw, with the Textures dictating the Sub-Species. Increases model variety by a huge degree from the start.
-New Sub-Species variant created, Albino DeathWing.
-New Sub-Species variant created, Chameleon DeathWing. \
No really, I did... And it can use all of the unlocked, newly created Chameleon Deathclaw bodies.
-New Sub-Species variant created, Mythic DeathWing.
-New Sub-Species variant created, Quantum DeathWing.
-Unlocked the new Glowing Deathclaw bodies for the Deathwing.
-Mythic Dethclaw's have their own Textures
-4 Sets of Textures (Minimum) for each DeathWing, with the Unlocked "Body" models that is 24 variants of each Sub-Species (Aka Glowing Deathclaw), not including SubSpecies or Scale, upping the combinations to well over 100 different possible Deathclaw Combo's with all the Subspecies Factored in.
-Multiple variant textures available for the "Stingwing" part of the body.
Original mod / Models:
Models: (Thanks to Hopper31)
Aku
Alpha Prime
Hookclaw
Jester
Textures:

Newly Feraled Ghouls:
Another one of my Creations, I looked at permissions for another mod with a similar premise, but with the limitations the original author placed on me, plus wanting to "perfect" it, I decided to start from scratch.
-Based on the Human Ghoul (male and female) I rigged and tweaked the bodies to have a Malnourished look, skinned and warped.
-Skin Palette System used, so you should see a nice spread of Ghoul'lish Skin tones..
-Full armor compatibility with the Feral outfits. RE Clipping..I might have missed a spot here and there, but be kind ;)
-Added to the Feral tables, non-glowing, as a rare, roughly 1 in 3.
-DLCworkshop03.esm added as a dependancy
Vault88 Ferals replaced with a new LvlActor, fully "newly turned ferals".
Models - Variants[u]
This mod had been the subject of a ton of lore debate, I actually popped into about a dozen different Discords (Channels and DM's) to have the discussion about what is "Lore Friendly" regarding Ghouls... and went back to the Ghoul article in the end...
With the authors permission
-Mod was cleaned fully
-Outfits for "Newly Feral Ghouls" converted to work with my system.
-Rotten Ghouls have been added to the spawn tables as an uncommon spawn
-Bloody Feral Ghouls can be found in the "Non-Lore Friendly" Optional ESP (Will have it's own page in time)
-Child Ghouls will not be added.

Rad Spiders The First!: (My own creation)
I know this is going to be a whole lot of "NOPE" for some, but really isn't it nice to have something that makes your skin crawl when you see it?
This monster was made these one night after finishing the Radscorpions, I was always surprised there were not spiders in Fallout 4, especially considering how robust spiders are.
The body is bashed assets from a few Fallout 4 models, and after I finished one of the testers showed me this mod Proving there are no Original Ideas, just original implementation I guess. Overall my spider model is significantly different, and I've reached out to the original author for permissions to include his models and some other data into "Creatures and Monsters".
Feedback and suggestions welcome.
-Follows the Radscorpion race path, with some unique variation.
-Adult and Hatchling variants.
-Adults are Inserted as a Rare spawn on the Scorpion tables
-Hatchlings are Inserted as a Rare spawn on the RadRoach tables.
-Atleast one texture set beyond vanilla.
[u]Textures:
Rad Spiders The Second: (Giant Spiders of the Commonwealth)
With the Rad Spiders mod, you can now come across everyone's favourite radioactive arachnids, the Rad Spider. Several newly added dungeons feature these brand new creepy crawlies.
Thanks to the Original Author, MisterOverseer I now have a second species of RadSpiders in the CommonWealth!
All the New Cells, Spawn locations, etc from the original mod added, after I fully cleaned all the errors in CK.
No PreCombine breaks, every location checked, in and out of doors..

Rad Squirrels:
Do they look a little like another hairless rodent? Well really all rodent's do look similar, but these guys are very different than their Nukaworld cousins, audio and all.
-Introduced into the world via hand placed locations, all stable and clean edits.
Nothing deleted, only added, so no broken precombines.
-Multiple Sub-Species, and set up so more textures can be easily added if retextures pop up.

Nightstrikers:
Based on the Wolves from Far Harbor this is a new fearsome creature with it's own unique sound effects and behaviors.
-Introduced into the world via hand placed locations, all stable and clean edits.
Nothing deleted, only added, so no broken precombines.
-Multiple Sub-Species, and set up so more textures can be easily added if the author creates more textures.
-Companion Portion of the original mod is disabled
Due to some outstanding issues, but the NPC's I rebuild by hand, and are all nice, clean and "well behaved".

Night stalkers:
Based on the Night Stalker from Fallout NV this is another great addition, courtesy of Shadowliger, it shares Sound effects with the NightStrikers and behaviors closer to the German Shepherd.
-Introduced into the world via leveled list inclusion, it will be rare but will occur.
-Only one Sub-Species atm, more to come I hope!
-Companion Replacer Portion of the original mod is disabled
This is NOT a replacer, again NOT a replacer for Dogmeat, I've added this in as it's own Unique creature (get it ;) )
SeaClaws! {Another Hopper31 creation brought to full life in the CommonWealth with a little elbow grease on my part]
Do you just hate yourself? Want something that no one asked for? Well you're in luck, this adds in a hybrid creature based on the same concept as the dreaded Cazaclaw from New Vegas; the fearsome SEACLAW.
-Added to specific locations by hand in the CommonWealth and DLC04-NukaWorld.
-Unlocked "Size" Variations for the Seaclaws.
-Eyes Broken off into a separate material file to allow for glowing eyes.
-All 6 Models for the Sub-Species broken off and now can appear on any Deathclaw, with the Textures dictating the Sub-Species. Increases model variety by a huge degree from the start.
-New Sub-Species variant created, Albino Seaclaw.
-New Sub-Species variant created, Mythic Seaclaw.
-New Sub-Species variant created, Quantum Seaclaw.
-Unlocked the new Glowing Deathclaw bodies for the Seaclaws.
-Mythic Seaclaw have their own Textures
-4 Sets of Textures (Minimum) for each Seaclaw, with the Unlocked "Body" models that is 24 variants of each Sub-Species (Aka Glowing Deathclaw), not including SubSpecies or Scale, upping the combinations to well over 100 different possible Deathclaw Combo's with all the Subspecies Factored in.
-Multiple variant textures available for the "Mirelurk" part of the body.
Original mod / Models:
Models: (Thanks to Hopper31)
Aku
Alpha Prime
Hookclaw
Jester
Textures:

FAQ:
What about Load order, where should this mod sit?
-First Don't use LOOT, it doesn't work as well as people think.
-Second I know every author says this, but as a low as possible, I touch almost every "Creature" (Non-humanoid except for Ferals), not just the NPC record, but it's Outfit, Leveled list Armor Record (Skin) and ArmorAddon's for the Skins. If there is a conflict just adjust the positioning so the mod you want to win is lower than the other.... and maybe look at making a patch! :)
Wait you Touch Dogmeat, this is a terrible mod!
That is a Statement, not a question....
No, as I said above, I don't touch the Vanilla Textures, I ADD to them, in this case I edited the Dogmeat model, allowed for some dismemberment, and added a German Shepherd to the possible Raider Dogs with Random Textures.
I just installed this Mod and Don't see any new textures!!
So this functions similar to a mod that adds new Texture / paint options to Armor, so you won't see changes on any creatures already spawned in your Cell "Buffer"... Once a cell reset occurs (The good kind) or you travel to a far away place not currently buffered you should see the new options.
That said this mod should be subtle, and if I've done my job right sometimes the changes and new options will be small.
Look especially at packs of creatures, for example the "Bugs" and you should notice more variety in both the "Name" of the creature that has spawned and the appearance of them.
Does this Conflict with XXXXXXX mod?:
Well, if it's got creature edits, most likely...
I'd suggest placing which ever one you want to "win" under the other mod, and/or looking at making a patch.
Why did you make XXXX Change??? I hate it!:
Post a comment and we can talk about it, but be constructive and detailed in your comments / argument and maybe I'll humor you.
Why didn't you include XXXXX retextures?
Could be I missed it, I spend as little time as I can on Nexus, because I get distracted easily and stop modding to look at pretty mods others have made, OR I've reached out to the author and been denied permissions.
Post suggested mods in a thread, with links and details and I'll look, and hopefully the author(s) will be open to sharing their work.
Why didn't you include XXXXX new creature mod?
Same as the Retexture question...
Post suggested mods in a thread, with links and details and I'll look, and hopefully the author(s) will be open to sharing their work.
Will you be making more patches for other mods?:
Any Mod I actively use, yes, but keep in mind I've not actually "played" the game in more than a year, been modding like a mad man!
Besides that I might humor requests, but really this is designed as a Framework, and one set up to be very "Mod Author Friendly" so I'm hoping others start making patches, and sharing them (with me or just publishing them).
Wait are you telling me XXXX mod is included and I can remove it from my load order?!?!?
I know it's crazy... but yes.. and the list includes (but is not limited to):
-NightStalkers
-Glowing Animals emit light
-DeathWings
-Squirrels of the Commonwealth
-etc...
I HATE THIS XXXXXXX, Remove it!
All the creatures included are more or less lore friendly, are balanced, and look cool...
I'd say give them a chance before you call it quits...
If you don't like it, patch them out, or wait for someone else too, but I won't be doing it.


Looking for an excuse to not try this mod?
-None Reported from testers.
My Related Mods: