If you go for lore friendly, there shouldn't be ANY supermutants around, even in Fallout 3/4. The few desparate supermutants in New Vegas were the last of their kind.
The population was vaccined against mutatations through the radiated FEV virus from Fallout 1. The virus was nuked and mutated, blown skyhigh at the end of the game, you know. And in part 2 the Enclave found out, after their 1st try murdering all humans on US soil with a bioweapon failed misarbly, that the FEV virus was embedded now in all humans exposed to it and radiation. Effectivly stopping any mutation into supermutants as secondary result. And their bioweapon, too.
But BUGthesda needed the supermutants as a trademark. They were to f***ing blind, that the original authors already set up a more terriyfying enemy, than supermutants could ever have been. For part 4 maybe. Far in the future. You know, all Deathclaws are a sentinent species. They are ALL highly intelligent, and hide it, because they were only a few of them at that time. The next step should have been the war against extinction of the human race, hunted down by deathclaws ... Can you imagine deathclaws with high tech weapons and armor? It's the last think I want to see.
But no, they needed the trademarked supermutants, to scared to write the story of a really changing world. So they recycled the old story and setting.
So do what you want, but don't you dare to speak about lore in any BUGthesda game. Regarding to lore I suspect the Bethesda autors are not able to read long text, without getting terrible headaches ... Example: How could they put JET in one of their vaults, IF they were able to read at all! Nobody would do that, who has played Fallout 2, you know?
So please stop talking about lore in Bugthesda games. Take them as what they are. Meaningless stories in a parallel Fallout world spinoff series. If you do not take them serious, you can have at least some brainless fun in them. If you take lore serious, and their intelligence insulting "mainstories" you only get angrier over time, how much they f***ed it all up. And what could have been, if Fallout would have been continued by a competent developer, instead of the bumbling fools from Bethesda, grandmasters of incomptence.
Sorry, but someone talking about lore in Bethesda games triggers me all the time.
I tried removing Nightkin with multiple approaches and I couldn't... Either I get CTDs/invisible enemies or simply Nightkin are just returning the same. Seems like I lack the know-how to do it, I welcome suggestions though.
I know this is an old post, but I got here looking for the same, so I tought I'd share this mod wich do removes nightkin in case someone else is also looking for it: supermutantreduxlorefriendlypatch
If you want you could integrate my mod into yours, so that the changes are in one place and there is no need for multiple plugins. Feel free to do that if you like.
But the versions in 4 are very clearly a separate strain -since they look very different from previous strains, developed by an entirely different entity that was isolated from the events transpiring above. There's no guarantee that a vaccine or exposure made for one strain would have any impact on a totally different strain. Even a small mutation in a virus can render the vaccine ineffective, as we all know too well, so to say it's categorically impossible is too presumptuous, IMO. Nightkin are something of a special case, though, so I can see the contention, there.
Actually, if you use 4estGimp's amazing non-AWKCR version of Super Mutant Redux and overwrite the original, that mod has dozens of fixes, including the things this patch originally changed: "All Mutants (there are a LOT of them) resized from 109% Max to 105% Max. Now they can all walk through Medford Memorial doors. Behemoth Enemy status set." With that, the AWKCR requirement is removed for the original mod and this patch is made largely redundant.
I've been meeting a three-man supermutant patrol close to tenpines bluff, but every time the nightkin spots me and goes in for a melee slam, my game crashes to desktop. running War ,Raider Overhaul on top of this When attacked by a ghost it's fine until they re-stealth after attacking, this consistently crashes me.
Hey I was going to ask if you can also make a patch to remove the super mutant clothes from their leveled list. I always see them wear it and I know its cool but I also find it not immersive. This also follows with the creeper head, its an annoying item and you cant scrap it. They wear armor and cloth, not pre-war clothes like people in the wasteland. I hope this mod updates because it is awesome.
Hmmm, I may have to merge this with my personal patch I made that stops all of the oversized and heavy Super Mutant armor from dropping.
It doesn't fit in ANY of the Manufacturing machines for scrapping, it's too heavy to carry and it litters the Wasteland to the point of eventually crashing the game (If you use AutoLoot)
It's really super easy to do, 1. Open up the esp in fo4edit 2. Right click on the Armor section, and pick "Copy as override into", then name your new esp something like Super Mutant Armor Patch.esp 3. Expand the armor section in your newly made patch, click on the first entry in the left hand pane in ARMOR, then right click in the Right Hand pane, in the RECORDS section up below SIGNATURE and DATA SIZE, a small window will open up, and you check the box next to NON-PLAYABLE.
Do that with all the large SuperMutant armor and from now on, when you go to loot them, they'll only have the stuff in their inventory they used to have without all of that gigantic, heavy armor
51 comments
is there some other reason?
OK.
The population was vaccined against mutatations through the radiated FEV virus from Fallout 1. The virus was nuked and mutated, blown skyhigh at the end of the game, you know. And in part 2 the Enclave found out, after their 1st try murdering all humans on US soil with a bioweapon failed misarbly, that the FEV virus was embedded now in all humans exposed to it and radiation. Effectivly stopping any mutation into supermutants as secondary result. And their bioweapon, too.
But BUGthesda needed the supermutants as a trademark. They were to f***ing blind, that the original authors already set up a more terriyfying enemy, than supermutants could ever have been. For part 4 maybe. Far in the future. You know, all Deathclaws are a sentinent species. They are ALL highly intelligent, and hide it, because they were only a few of them at that time. The next step should have been the war against extinction of the human race, hunted down by deathclaws ... Can you imagine deathclaws with high tech weapons and armor? It's the last think I want to see.
But no, they needed the trademarked supermutants, to scared to write the story of a really changing world. So they recycled the old story and setting.
So do what you want, but don't you dare to speak about lore in any BUGthesda game. Regarding to lore I suspect the Bethesda autors are not able to read long text, without getting terrible headaches ... Example: How could they put JET in one of their vaults, IF they were able to read at all! Nobody would do that, who has played Fallout 2, you know?
So please stop talking about lore in Bugthesda games. Take them as what they are. Meaningless stories in a parallel Fallout world spinoff series. If you do not take them serious, you can have at least some brainless fun in them. If you take lore serious, and their intelligence insulting "mainstories" you only get angrier over time, how much they f***ed it all up. And what could have been, if Fallout would have been continued by a competent developer, instead of the bumbling fools from Bethesda, grandmasters of incomptence.
Sorry, but someone talking about lore in Bethesda games triggers me all the time.
supermutantreduxlorefriendlypatch
Nightkin are something of a special case, though, so I can see the contention, there.
Max. Now they can all walk through Medford Memorial doors. Behemoth Enemy status set." With that, the AWKCR requirement is removed for the original mod and this patch is made largely redundant.
I've been meeting a three-man supermutant patrol close to tenpines bluff, but every time the nightkin spots me and goes in for a melee slam, my game crashes to desktop. running War ,Raider Overhaul on top of this When attacked by a ghost it's fine until they re-stealth after attacking, this consistently crashes me.
anybody else got an issue like this?
It doesn't fit in ANY of the Manufacturing machines for scrapping, it's too heavy to carry and it litters the Wasteland to the point of eventually crashing the game (If you use AutoLoot)
1. Open up the esp in fo4edit
2. Right click on the Armor section, and pick "Copy as override into", then name your new esp something like Super Mutant Armor Patch.esp
3. Expand the armor section in your newly made patch, click on the first entry in the left hand pane in ARMOR, then right click in the Right Hand pane, in the RECORDS section up below SIGNATURE and DATA SIZE, a small window will open up, and you check the box next to NON-PLAYABLE.
Do that with all the large SuperMutant armor and from now on, when you go to loot them, they'll only have the stuff in their inventory they used to have without all of that gigantic, heavy armor