If you're experiencing crashes, try deleting the sound files. For some reason, once in a while, I hear someone report crashing from them. This is a software error that has to do with compression. I can't fix it. It's just a matter of compatibility.
Also, people have asked for years if I can release a textures only version.
ONLY EXTRACT THE TEXTURES THEN. There, done, why do we need to upload the same mod twice when you can resolve it with the click of a button?
And don't get me started on FOMM compatibility, it takes you 3 seconds to extract. Plus, FOMM is British software, it will inevitably steal your water rights and make you work in a call centre. Stay away from it.
Yo. Most of you probably know me, or have heard of me. I'm Spiff, and I'll be helping thumblesteen maintain this mod page since he's kinda lost interest in modding. Issues? Compliments? Banter? I'm your go-to guy, and I'll pass it on to thumble if needed. Now get out these and blast those zombies... err, ghouls to bits.
Edit: Download error should be fixed thanks to the great nexus staff, thanks to all that reported the issue!
Okay to all the millions of people posting compatibility issues about the mod:
I'm sorry but I cannot help you, I cannot devote hours of my life tailor making this mod to every single other mod. There's thousands of them, and I am just a humble immigrant trying to make it as a trilingual business IT consultant, this is beyond my modest background.
Uncheck the .esp if you got issues, and that way you can still use the textures.
For anyone using Sim Settlements 2, this Mod will BREAK SS2 at a certain point into the Story/Questline - specifically the Hub of a Problem chapter when the Ghouls are spawned in to ambush you. The cloak (for whatever reason) causes the Ghouls to engage before the SS2 Mod is ready.
There are many patches but all require multiple other mods. I have found a fix for it. The fix is super easy and will make the 2 mods compatible (they already are, just one table needs to be removed - NOTHING is overwritten).
Delete the 'Radiation Cloak' effect (It should be in the first 50 rows of DECAY, greenback ground for me was ez to spot)
Save
Once I did this, the mods worked FLAWLESSLY together!? This fix worked for me, it might not for you, but it is worth a try. I cannot play Fallout 4 without this mod.
"If you're new to the Fallout franchise, having only been around for Fallout 3/4/NV, then, I'm sorry to break it to you. But there are things Bethesda revised in the lore, and you don't know enough about it. Ghouls used to be basically the Fallout version of zombies. That was the whole idea behind them. They were fleshed out on, having quantifiable degrees of sapience and so on. But all in all, they were always meant to be radiation zombies. If you play the older titles, then you know EXACTLY what I'm talking about, and, if you haven't, then what are you doing arguing against it?"
A. Fallout and Fallout 2 were very different games IN GENERAL. The whole series was "fleshed out" from 3 and beyond. B. Ghouls weren't ALWAYS meant to be anything, else the creators of this series wouldn't have kept changing them. Stop being a founder. The world changes. Learn to change with it.
That aside, thanks for making a great mod; you just need to learn how to state your opinions as what they are: opinions.
P.S. Fun fact: You didn't make this mod for Fallout or Fallout 2, Jack. Welcome to the future.
Correct me if I'm wrong but aren't ghouls in Fallout 1/2 the same as the Bethesda games? I'm drawing a blank on the name of the plant but in fallout 2 there's a powerplant ran by Harold, and could be convinced to help the Hub
there not at all the same ghouls in fallout/2/not really tactics are much more decayed and are just humans and and not at all immortal radiation resistant super humans who dont require food or water (billy the kid in the fridge) ghouls in the originals are disgusting decaying grotesque people some feral and some not
Dunno if its still maintained, but I have a problem with this mod and/or Unique NPCs. The issue is - some very important sentient ghouls are just not in the game. I mean Hancock, the irradiated family that needs a father to talk to, Winters guy, most of the important ghoul NPCs are just gone. I have quest marker above their space, it is empty, I can't spawn them (if I do nothign happens) I can click them, I can't find them under the map, I don't know what is happening and only two ghoul mods I have are these two. Anyone experienced things like that? Someone can help?
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Please do not feed the albatrosses.
EDIT:
If you're experiencing crashes, try deleting the sound files. For some reason, once in a while, I hear someone report crashing from them. This is a software error that has to do with compression. I can't fix it. It's just a matter of compatibility.
Also, people have asked for years if I can release a textures only version.
ONLY EXTRACT THE TEXTURES THEN. There, done, why do we need to upload the same mod twice when you can resolve it with the click of a button?
And don't get me started on FOMM compatibility, it takes you 3 seconds to extract. Plus, FOMM is British software, it will inevitably steal your water rights and make you work in a call centre. Stay away from it.
Edit: Download error should be fixed thanks to the great nexus staff, thanks to all that reported the issue!
1. Don't spawn ghouls with bad formIDs using the console.
2. Don't use mods that spawn ghouls with bad formIDs.
3. Stop thinking my mod does that!
It's been three damn years, still people bring it up...
I'm sorry but I cannot help you, I cannot devote hours of my life tailor making this mod to every single other mod. There's thousands of them, and I am just a humble immigrant trying to make it as a trilingual business IT consultant, this is beyond my modest background.
Uncheck the .esp if you got issues, and that way you can still use the textures.
There are many patches but all require multiple other mods. I have found a fix for it. The fix is super easy and will make the 2 mods compatible (they already are, just one table needs to be removed - NOTHING is overwritten).
Once I did this, the mods worked FLAWLESSLY together!? This fix worked for me, it might not for you, but it is worth a try. I cannot play Fallout 4 without this mod.
It worked well with other mods like the FO3 and FO4 ghouls mod (combining the 2 mod rather than make it a replacer)
Fallout 3/4/NV, then, I'm sorry to break it to you. But there are things
Bethesda revised in the lore, and you don't know enough about it.
Ghouls used to be basically the Fallout version of zombies. That was the
whole idea behind them. They were fleshed out on, having quantifiable
degrees of sapience and so on. But all in all, they were always meant to
be radiation zombies. If you play the older titles, then you know
EXACTLY what I'm talking about, and, if you haven't, then what are you
doing arguing against it?"
A. Fallout and Fallout 2 were very different games IN GENERAL. The whole series was "fleshed out" from 3 and beyond.
B. Ghouls weren't ALWAYS meant to be anything, else the creators of this series wouldn't have kept changing them. Stop being a founder. The world changes. Learn to change with it.
That aside, thanks for making a great mod; you just need to learn how to state your opinions as what they are: opinions.
P.S. Fun fact: You didn't make this mod for Fallout or Fallout 2, Jack. Welcome to the future.
I'm drawing a blank on the name of the plant but in fallout 2 there's a powerplant ran by Harold, and could be convinced to help the Hub