The super mutants were created by the Enclave to be used as super-soldiers during wartime, the Institute is a research-filled society, so of course, they would want to experiment with pre-war chemicals that create beasts.
This is the only mod I disagree with that this author has created, because super-mutants are extremely lore-friendly and should be kept in the game.
Look at this source, read it, and view the West-Tek page too, because it highlights how the FEV came to be, and why and how the Institute is still researching the virus.
I don't disagree with them existing in the Commonwealth as a result of experiments, but I think it's kind of stupid how many there are and that they get get replaced with more after you wipe them out despite research being stopped.
Dude could you make a mod that does this for everything? None of the other respawn mods work. I've been trying to get localized areas to not respawn but I'm horrible with the CK, dunno a thing about it. I really been trying to get one that stops the cells from resetting too but that's seeming more and more like a tall order. Every mod on here that claims to do something to that effect just doesn't work
Really, they don't work? Make sure you're loading them in a good order because anything that messes with cells can override the respawn setting.
I can make a mod that does that though, but doing it at an all cell level would make save files bloat pretty big (when cells reset their data is cleaned from it. Without that position of an items etc have to be saved)
Yessir that would be just fine. Actually there's probably a lot of people with broken down versions of those mods that would cheer a new one, if the posts are any indicator. I don't mind extra loot, just doing a video playthrough series and it's pretty cheesy having all the same enemies pop up every time I cross through an area. If I knew how to work the CK real well I'd prolly manually disable them myself but that's the clumsiest program I've ever used, every time I try to do anything it seems like I just break stuff. Really appreciated.
Ideally they should have dynamic spawning in this game, when you kill a group of raiders they don't respawn, but there should be a series of new leveled spawns that get introduced every few levels until it maxes, then all the spawns from there on out would respawn but they should essentially be nomadic with large randomized patrol routes. That would make everything fluid and realistic
I thought the exact same thing. I have a mod that fixes that with thousands of dynamically selected spawns, but has thousands of other changes as well (Trying to "fix" most of the broken stuff in fo4...) If you want to check out a preview, download this
https://gofile.io/?c=wgT0Re
Start a new game with it, turn on god mode, and run around the world.
The super mutants were created by the Enclave to be used as super-soldiers during wartime, the Institute is a research-filled society, so of course, they would want to experiment with pre-war chemicals that create beasts.
Yes and all research was moved to Mariposa Military Base.It makes no sense for the Institute to have it in the first place.Modern Bethesda just lacks imagination and keeps reusing the same enemies.
the Institute is a research-filled society, so of course, they would want to experiment with pre-war chemicals that create beasts.
The Institute ingame tells us that they STOPPED experimenting with FEV and their labs are shut down.So there would be a finite amount of super mutants anyway.And a wiki link really?It's even worse since you clearly didn't read it yourself.
Quite a bit of the above FEV & mutie info is not quite correct, but to save wasting more space I'll hide further info in a spoiler tab:
Spoiler:
Show
FEV is actually late prewar. Originally stemming from West-Tek research to defend against Chinese bioweapons. In 2073 they sought to create a friendly vrius called PV (Pan-Immunity Virus) but PV's DNA growth properties were noted by the US military (Major Barnett). And a new US military program spun off - FEV - to create Super Soldiers (in 2075). This was still conducted by West-Tek but under contract to the US Goverment. And so (in 2077) not all the knowledge-base of FEV was moved to Mariposa but just West-Tek's active FEV research for the US Gov. So access to FEV origin & creation could be (and was) gleaned, adopted & adapted elsewhere. Various FEV strains developed across the Fallout Universe, so no reason why the Institute wouldn't find out or look into it. And nor were all East-Coast Super Mutants created by the Institute - Muties also carried on developing themselves out of Vault 87 (FO3) - and evidently elsewhere - for even in FO4 they talk about looking for the same "green stuff". Also, long term low-level exposure to FEV strains leaking into the environment around any locations are known to turn folks into Super Mutants.
Originally stemming from West-Tek research to defend against Chinese bioweapons.
Yes and I did not say otherwise.
And a new US military program spun off - FEV - to create Super Soldiers (in 2075). This was still conducted by West-Tek but under contract to the US Goverment. And so (in 2077) not all the knowledge-base of FEV was moved to Mariposa but just West-Tek's active FEV research for the US Gov.
Wrong:
FEV experiment disk:Major Barnett has ordered transfer of all FEV research to the Mariposa Military Base. He plans to continue the project experiments on volunteer subjects. I am against this, and would like it noted here that research on human subjects is not recommended by myself or my stafMajor Barnett has ordered transfer of all FEV research to the Mariposa Military Base. He plans to continue the project experiments on volunteer subjects. I am against this, and would like it noted here that research on human subjects is not recommended by myself or my staff
Quote:All FEV research.
Various FEV strains developed across the Fallout Universe, so no reason why the Institute wouldn't find out or look into it. And nor were all East-Coast Super Mutants created by the Institute - Muties also carried on developing themselves out of Vault 87 (FO3) - and evidently elsewhere - for even in FO4 they talk about looking for the same "green stuff".
They talk about searching for it since they don't have any of it.That does not mean that they have a way to produce more of it , in fact it clearly implies the opposite.Even the Vault 87 strain was running out of it by the time of Fallout 3.So no nothing I said was wrong.
Interesting idea, but I remind you that from Danse's speech about his friend Cutler, we know that Super Mutant Hives in the Capital Wasteland use FEV to create new 'recruits'. I doubt they have labs or anything so presumably they still have a small amount of active FEV in their bodies and are able to infect others given enough time and exposure. I would guess that the Super Mutants in the Commonwealth are able to do the same.
Super Mutant Hives in the Capital Wasteland use FEV to create new 'recruits'.
The vault 88 super mutants are a different strain and they were running out of FEV by the time of Fallout 3.The Institute stopped their experiments so there wouldn't be any new super mutants in the Commonwealth.
I liked your Faster Protectrons, but this one I have to respectfully disagree with.
The Institue does in fact keep up FEV research, even after having plateaued for the most part, to the point that one of their own researchers dosed himself with a tailored version of FEV to bust up the program on his way out.
There's a couple of reasons why the Institute does this. One is to do something with malcontents and the kidnapped victims not outright killed by their synth replacements.
Another is to keep the Commonwealth down. There's terminal entries to the effect of all this if you look.
Wasn't aware of the terminal entries around that, but it still seems like a huge waste to me, from an organization that should be focused on fixing it's own problems above all else.
This was a request here https://forums.nexusmods.com/index.php?/topic/7057511-super-mutants-dont-respawn-spoilers
I've got a much larger mod that does this, but also gives you the ability (as director) to control their spawning behavior/aggression level, but since someone made a request for this I broke it out into a standalone.
This is true, CiderMuffin, but it was frankly not all that long before. During the tour of Conrad Kellogg's memory he finds out about Vergil from a certain Courser during his time with the Shaun synth in Diamond City.
As the memory review included the kidnapping earlier in the same sequence, the confusion is understandable. So, spoiler ahead.
While Shaun's kidnapping was 60 years previous to events after the thawing out, the Shaun synth and Kellogg living in Diamond City until Vergil's escape prompted it to end was part of Father's plan to provide a chance at closure to his surviving birth parent.
Father's not the only one in the Institute with an agenda, however. This brings us back to the original point; The Institute isn't all that monolithic in truth and there's a lot of holdover from previous years, as happens when secret societies have decades of backstory.
Well, anyway: The Institute has given up all FEV research by the time the sole survivor gets out of the vault. So, ok, the commonwealth is littered with muties. But the point is: there shouldn´t come along new ones. Furthermore, i don´t think there should be THAT much around. The sheer number of them i´d consider way above research level. And then there is my biggest complain: Why must every Fallout Game have them? I´m guessing everyone thinks a Fallout Game without super mutants isn´t a proper one. Well, i don´t think so. Instead of squeezing them somehow into every place, Bethesda should use its creativity to think of something else, something different. They were the main antagonists in Fallout one, with a believable and interesting backstory. The relics of their army played a part in Fallout 2, allright, no problem with that. But having them again in Fallout Tactics in the midwest? And in Fallout 3 at the eastcoast? AND now again in 4? Hell, how many prewar FEV research labs are there? Do we need that over and over and over again? Bethesda, please: if you make another Fallout somewhere in the future , make one without super mutants. Without deathclaws. Without the Brotherhood of Steel. It´s a post-apocalyptic setting; there are so many other things you can do. Let your imagination running wild and don´t let every fallout game have the same enemies and factions over and over again.
Agree 100% and bonus points for not even considering fallout 76 as a fallout game, even when you mentioned tactics.
I've been working on a mod for ages that's got tons of changes, and one of them is that super mutants are way stronger, but there's a hard cap on their population, so you can actually exterminate them, and when that happens other NPCs spawn in their place. If you hack a terminal in the institute or become a director you can re enable their production and slowly increase their population.
Once the Institute is destroyed, there should be no more respawning Super Mutants. Where would they be coming from? Stopping them from respawning would actually be lore friendly.
Hallo und danke für die Mod. Ich habe eine Anfrage, wenn das möglich ist! 1. Dass NUR NPCs als natürliche menschliche Siedler laichen werden, aber KEINE Guhle-Gesichter und Guhle-Körper werden als NPC-Siedler spawnen! 1.1 Die Siedler laichen Verhältnis Weibchen zu Männchen 2:1 2. Dass ALLE NPC-Guills, die derzeit wie nackte Kartoffeln in Fallout 4 aussehen, optisch durch die original bekleideten Siedler-Guills ersetzt werden. Dann würden die hässlichen Kartoffelguhls endlich aus dem Spiel verschwinden ;-)
Just today as I was reading up on the history of super mutants in the Commonwealth, I did begin to wonder, "but if the Institute stopped producing them, why do they keep reappearing?" I'm glad to see that someone followed up on this same question with this mod. Definitely giving this a try.
Would you be willing to make a mod that removes them (and there junk, gore bags etc.) from the Commonwealth entirely? At the moment I use Zombie Walkers spawn replacer to get rid of them, but sadly there's no way to get rid of their garbage.
I decided to add this to my game due to some of the lore stuff other of what has been mention below of course. Good work PhanomGames and its works a treat, FEV research has to stop somewhere? Killing them out is all we can do, they are insane creatures and greatest threat to mankind in my book. Thank you...Someone got to do the hard stuff at times to stop the killing! Remind yourself on what the lore was in Fallout3, how others wanted to do the same thing with the water ? The Institute and its reasons should give you this options as a game play quest. Or the BH. End the pain and suffering of the Super Mutants by using cure to bring those who are not too far gone? Used this mod to make sure its happens:) in the end!
38 comments
This is the only mod I disagree with that this author has created, because super-mutants are extremely lore-friendly and should be kept in the game.
Look at this source, read it, and view the West-Tek page too, because it highlights how the FEV came to be, and why and how the Institute is still researching the virus.
https://fallout.gamepedia.com/Super_mutant
I can make a mod that does that though, but doing it at an all cell level would make save files bloat pretty big (when cells reset their data is cleaned from it. Without that position of an items etc have to be saved)
Is just stopping all npc respawn acceptable?
Ideally they should have dynamic spawning in this game, when you kill a group of raiders they don't respawn, but there should be a series of new leveled spawns that get introduced every few levels until it maxes, then all the spawns from there on out would respawn but they should essentially be nomadic with large randomized patrol routes. That would make everything fluid and realistic
https://gofile.io/?c=wgT0Re
Start a new game with it, turn on god mode, and run around the world.
Five Stars for this mod!
(Endorsed).
The commonwealth got a small amount, and then recreated it/experimented with it.
The Institue does in fact keep up FEV research, even after having plateaued for the most part, to the point that one of their own researchers dosed himself with a tailored version of FEV to bust up the program on his way out.
There's a couple of reasons why the Institute does this. One is to do something with malcontents and the kidnapped victims not outright killed by their synth replacements.
Another is to keep the Commonwealth down. There's terminal entries to the effect of all this if you look.
This was a request here https://forums.nexusmods.com/index.php?/topic/7057511-super-mutants-dont-respawn-spoilers
I've got a much larger mod that does this, but also gives you the ability (as director) to control their spawning behavior/aggression level, but since someone made a request for this I broke it out into a standalone.
https://fallout.gamepedia.com/Institute_FEV_lab
Edit: Forget the comment, I overlooked the fact that it was synth-Shaun.
While Shaun's kidnapping was 60 years previous to events after the thawing out, the Shaun synth and Kellogg living in Diamond City until Vergil's escape prompted it to end was part of Father's plan to provide a chance at closure to his surviving birth parent.
Father's not the only one in the Institute with an agenda, however. This brings us back to the original point; The Institute isn't all that monolithic in truth and there's a lot of holdover from previous years, as happens when secret societies have decades of backstory.
And then there is my biggest complain: Why must every Fallout Game have them? I´m guessing everyone thinks a Fallout Game without super mutants isn´t a proper one. Well, i don´t think so. Instead of squeezing them somehow into every place, Bethesda should use its creativity to think of something else, something different. They were the main antagonists in Fallout one, with a believable and interesting backstory. The relics of their army played a part in Fallout 2, allright, no problem with that. But having them again in Fallout Tactics in the midwest? And in Fallout 3 at the eastcoast? AND now again in 4?
Hell, how many prewar FEV research labs are there? Do we need that over and over and over again? Bethesda, please: if you make another Fallout somewhere in the future , make one without super mutants. Without deathclaws. Without the Brotherhood of Steel. It´s a post-apocalyptic setting; there are so many other things you can do. Let your imagination running wild and don´t let every fallout game have the same enemies and factions over and over again.
I've been working on a mod for ages that's got tons of changes, and one of them is that super mutants are way stronger, but there's a hard cap on their population, so you can actually exterminate them, and when that happens other NPCs spawn in their place. If you hack a terminal in the institute or become a director you can re enable their production and slowly increase their population.
Ich habe eine Anfrage, wenn das möglich ist!
1. Dass NUR NPCs als natürliche menschliche Siedler laichen werden, aber KEINE Guhle-Gesichter und Guhle-Körper werden als NPC-Siedler spawnen!
1.1 Die Siedler laichen Verhältnis Weibchen zu Männchen 2:1
2. Dass ALLE NPC-Guills, die derzeit wie nackte Kartoffeln in Fallout 4 aussehen, optisch durch die original bekleideten Siedler-Guills ersetzt werden.
Dann würden die hässlichen Kartoffelguhls endlich aus dem Spiel verschwinden ;-)
Das wäre ein toller Mod!
Vielen Dank im Voraus!!