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Laptoprocker

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Laptoprocker

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51 comments

  1. PrinceBren
    PrinceBren
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    Is there a version that doesn't remove nightkin? I like the idea of the mod actually being a challenge. Or is the patch safe to remove?
  2. WaRi0
    WaRi0
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    The reason I never use Super Mutant Redux is the Nightkin inclusion which is lore breaking imho.
    1. Laptoprocker
      Laptoprocker
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      I’ll try and create a patch in a few days removing the Nightkin and probably the Triggerman mutants as well.
    2. leetsamurai
      leetsamurai
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      why is it lore breaking? nightkin were in falllout and new vegas,...
      is there some other reason?
    3. testbiscuit
      testbiscuit
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      Because nightkin should only be on the west coast. At least I think that's the reason.
    4. HadToRegister
      HadToRegister
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      So you stopped by just to let everybody know you DON'T use a mod?

      OK.
    5. Aahzmandias
      Aahzmandias
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      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.
    6. Frogzilla82
      Frogzilla82
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      Would be nice having a version that dropped the nighkins. Also would love a patch that eased the difficulty of the redux. Mutants a little too strong.
    7. muchtie
      muchtie
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      Patch Laptoprocker?
    8. nugar
      nugar
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      any word on the patch to remove the Nightkin, or at least make it so they don't stay in stealth.
    9. Laptoprocker
      Laptoprocker
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      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.
    10. Becerrus
      Becerrus
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      • 5 kudos
      .
    11. Becerrus
      Becerrus
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      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 
    12. Laptoprocker
      Laptoprocker
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      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.
    13. U1849KA
      U1849KA
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      • 20 kudos
      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.
    14. PrinceBren
      PrinceBren
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      I mean.. If you don't like the nightkins being in it, don't download it. 
  3. waylaymythz
    waylaymythz
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    You think you could make a version without the AWKCR requirement for those who use this patch? https://www.nexusmods.com/fallout4/mods/49091?tab=files
    1. mdsgeistt
      mdsgeistt
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      • 8 kudos
      Bump!
    2. Woolfy123
      Woolfy123
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      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.
  4. muchtie
    muchtie
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    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?
  5. SixthHouseCultist
    SixthHouseCultist
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    Has anyone noticed that with FCOM troops they will still not defend you from the Behemoths?
  6. 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.
  7. HadToRegister
    HadToRegister
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    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)
    1. CastaRune
      CastaRune
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      Would love that patch.. anyway you can share it?
    2. HadToRegister
      HadToRegister
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      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
    3. szeptarsmatthew
      szeptarsmatthew
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      • 0 kudos
      Is there any chance something similar could be done for the AWKCR requirement? I'm trying to remove that mod, but SMR has it as a requirement.
  8. ratboy181
    ratboy181
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    • 2 kudos
    THEY'RE PUTTING CHEMICALS IN THE WATER TO TURN THE FRICKIN' SUPER MUTANTS GAY!
  9. SciGuy911
    SciGuy911
    • supporter
    • 1 kudos
    Is that mutant Alex Jones' face??? Haha
    1. Paladinboyd
      Paladinboyd
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      • 10 kudos
      I don’t like them putting chemicals in the water that turn the freaking super mutants gay!
    2. Lancars
      Lancars
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      Now i want a sound pack for a super mutant alex jones.
    3. SciGuy911
      SciGuy911
      • supporter
      • 1 kudos
      Wait! We've never seen a female Supermutant...? The muties...are Fruities. LOL
    4. SciGuy911
      SciGuy911
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      • 1 kudos
      That would be so funny! He's got so many potential clips that would make epic sound files!
    5. Agiselus
      Agiselus
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      • 14 kudos
      Even better, make holotapes before the atomic holocaust, with parts of programs of Alex Jones. That will be awesome.
    6. SciGuy911
      SciGuy911
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      • 1 kudos
      That would be epic...I need to figure out how to do some of these mods. I downloaded the Creation Kit and opened it once...then closed it. LOL
  10. PoisonParadise
    PoisonParadise
    • member
    • 83 kudos
    FO4Edit supports making ESL files and even has a FormID combining feature.