For me, super mutant have 95% pipe gun 38, but no assault rifle even at Fort Strong they have only 38 gun and rare lasers... no assault rifle, why? i have a replacer for all vanilla weapons, assault rifle is replaced by scar H but mutants does'nt spawn with assault rifle only 38 pipe gun.....
This may be caused by the level: your level, the zone level, or the stucked zone level (previosly visited zones keep the player level from the first time visited; more info here: https://www.nexusmods.com/fallout4/mods/45674)
May be caused by other mods modifying super mutants or leveld lists.
Or may be caused by randomness (it may works but you had bad luck :P )
You can try this to test the leveled lists. Open console and type this: player.placeatme 00075335 10 This will spawn 10 mutants with mixed ranged weapons, according to your level. Assault rifles should start to spawn at level 28.
it would be possible to make a random leveled list for all weapons mutant? laser, pipe, or assault rifle no matter the level? 'Cause the super mutants really suck right now....no way to find a mod like that for mutants, I can pay you for that
In your game: Do super mutants use MP5? Do they use "super mutant pipe gun" from this mod? Do super mutants use SCAR-H? Do they use "super mutant rifle" from this mod? Have you ever seen a mutant with an assault rifle? (If the weapon have no compatible animations, mutants wont use it)
Do you use reaplacer for missile launcher or minigun?
i dont have a replacer for minigun and missile launcher and 95% mutants use super mutant pipe gun, some boss use minigun, and rare mutant use sniper and laser. but no one use assault rifle vanilla version (super mutant rifle) i use this mod too: weapons project with mp5 complex https://www.nexusmods.com/fallout4/mods/46565
ahh i forgot to say but i use this too https://www.nexusmods.com/fallout4/mods/44724 This mod removes pipe guns and modify weapons list. i just want a random leveled list for all weapons mutant no matter the level if its possible :)
Hey! It doesn’t work so I uninstalled the scar h, now it works, by cons I want a plugin that mixes super mutant weaponry no matter their levels , if you don’t mind:)
I'm making a new version of the mod (it's finished, I'm packaging the mod right now). New version will be compatible with anything and will have better weapon models.
I was wondering if you could make a replacer file that giver if not all super mutants, at least the vast majority of them minguns, rpg's, and tesla cannons? It just not fun with them mostly having useless pipe, and assault rifles...
If your not able, that's completely understandable. Please respond as quick as you can.
Hello Cthorthu, Thank you so much for responding to my question. I'm actually not using a single weapon replacer at all. I hope that'll make it easier for you.
Hi, could you make or teach me how to make a mod that removes the super mutant weaponry? So that they spawn with no weapons and always charge at me with their fists, i'm doing a melee playthrough and that would help me a lot
I'm not active in modding because of technical issues. But that would be easy to do.
In FO4edit. Open Fallout4.esm. Go to leveled items: here you have all vanilla items leveled lists. Search for leveled lists that contain "supermutant". Right click on a leveled list, select "copy as override into". Press "yes, i'm absolutely sure". Select "new file", OK. Name your mod. Now go to your mod, at the bottom of the left pannel. Go to leveled items. Select the leveled list. Look at the right pannel. Here you have the items included in the leveled list. If you right click on items, you can delete an item or replace with another (for example, a melee weapon). I'm not sure where to click because I haven't FO4edit installed right now.
If you delete all items from all super mutant weapons leveled lists, they will saludate you with their knuckles.
On the other hand, this mod (Super Mutant Weaponry) includes all leveled lists related to super mutants weapons. So, you can open this mod in FO4edit, and delete all items in all these leveled lists.
Also (if I remember correctly): Select a leveled list and go to the right pannel (in the mod column, no in the fallout.esm column), you can right clik on an item and edit it to change the ID. For example, remove the ID of the rifle, and write "0005C250" (this is the ID of the melee board). This way, a board will be spawned instead of a rifle.
New game started and Trinity Tower approached. Super Mutants found to fight back with rifles and lasers. Very few instances of barehanded mutants. Distribution satisfactory.
Just posting this for a quick sanity check lets say I use https://www.nexusmods.com/fallout4/mods/41999to replace hunting rifles If were to use cyanide4sucicdes no ll injection with this mod mutants get screwed right?
But If I were to use your method of making a replacer you showed off in your raider mod in conjunction with this mod Every hunting rifle should be an M1A but super mutants should have a normal hunting rifle right?
If you use Cyanide's replacer and Super Mutant Weaponry, it may works. But it may not work (depends on Cyanide's mod structure). You can try: Load SMW after weapon replacer. Load game, and type on console: TGM player.placeatme 000edcc6 10 10 savage green people spawn. Then, kill them and check their weapons. If you see missing or wrong rifle parts, both mods are not compatible. Otherwise, if super mutants carry correct vanilla hunting rifles, both mods work fine together.
On the other hand, if you use my replacing method, it will be 100% compatible with Super Mutant Weaponry (will be 100% compatible with almost anything).
Halfway fixed it Got the M1A to show up as a replacer using your method. The problem I had was I had saved your replacer method they day you made it, unfortunately, It Had an issue where it was decons hunting rifle, not the actual hunting rifle. The other issue is when doing the spawn method plenty of pipe guns showed up but none of them had hunting rifles
EDIT fixed it turns out a replacer I was using messed with super mutants LL
The hunting rifle ID was a mistake, sorry for that.
This wiki has a lot of useful info: https://fallout.fandom.com/wiki/Hunting_rifle_(Fallout_4) Here you have the editorID and the formID of all weapons, without having to spend time searching in Creation Kit. Useful to verify weapon's IDs and other things. Also, it's the first google result if you search "hunting rifle fallout 4".
About spawning super mutants, again the wiki is useful: https://fallout.fandom.com/wiki/Institute_super_mutant Here you have IDs for all super mutant types.
I hope this helps next time Thanks for report your results!
Thanks for the resources Sorry, I think I spoke too soon I got every other weapon to show up on super mutants except for hunting rifles. using the ESP explorer mod I can see that the hunting rifles themselves are functional but I can't seem to get to show up on the mutants even using various spawn codes from the wiki
your replacer method works on everything else but I can't seem to get hunting rifles to play nice
I placed the mod dead last in load order and the hunting rifles didn't work. I'm not the best at FO4edit but I think there might be an issue with the HR naming conventions because as a workaround I replaced the super mutant HR LL with laser guns and assault rifles(from this mod) and the spawning codes work just fine.
60 comments
Added version 1.1: Fixed two small mistakes. Please update.
Added optional versions.
also could you make a version that supplements there pipe guns with something else. pipe sucks!
This mod is not longer in development. Check new version ;)
Super Mutant Weaponry - Post-Apocalyptic Weapons
May be caused by other mods modifying super mutants or leveld lists.
Or may be caused by randomness (it may works but you had bad luck :P )
You can try this to test the leveled lists. Open console and type this:
player.placeatme 00075335 10
This will spawn 10 mutants with mixed ranged weapons, according to your level. Assault rifles should start to spawn at level 28.
Please, tell me what weapon replacers you are using. I'm not working on this nowadays, but I may consider make a plugin like that.
[ Same response to a similar question today :P ]
No need to pay ;)
https://www.nexusmods.com/fallout4/mods/38905
https://www.nexusmods.com/fallout4/mods/41807
Do you use a plugin from this mod?
In your game:
Do super mutants use MP5? Do they use "super mutant pipe gun" from this mod?
Do super mutants use SCAR-H? Do they use "super mutant rifle" from this mod? Have you ever seen a mutant with an assault rifle?
(If the weapon have no compatible animations, mutants wont use it)
Do you use reaplacer for missile launcher or minigun?
https://www.nexusmods.com/fallout4/mods/46565
Can you do a test? In console:
TGM
(to avoid be killed)
player.placeatme 00075335
(to spawn a mutant)
Close console, wait to mutant to spawn
Open console again
Click on mutant
removeallitems
(to remove all weapons from selected mutant)
help "super mutant rifle"
(to get super mutant rifle ID)
(also check the mutant ID on screen center)
[mutant ID].additem [mutant rifle ID]
(to give a rifle to the mutant)
[mutantID].additem 0001F278 30
(to give mutant some 5.56 ammo)
Close console.
>> Does the mutant use the rifle?
>> What does the rifle look like? Is a SCAR or is a vanilla assault rifle?
If mutant doesn't use the weapon, open console again and type:
showinventory
>> There is something rare on item list?
This way, we can check compatibility and look for a solution.
:P
To find the weapon, add a "4" at the end:
help "super mutant rifle" 4
Also remember, you are searching for "super mutant rifle" (assault rifle), not "super mutant pipe gun"
If you can check compatibility, I can make a plugin for you ;)
I'm making a new version of the mod (it's finished, I'm packaging the mod right now). New version will be compatible with anything and will have better weapon models.
And yes, it will have an unleveled option ;)
https://www.nexusmods.com/fallout4/mods/51665
It just not fun with them mostly having useless pipe, and assault rifles...
If your not able, that's completely understandable.
Please respond as quick as you can.
Please, tell me what weapon replacers you are using. I'm not working on this nowadays, but I may consider make a plugin like that.
[ Same response to a similar question today :P ]
Thank you so much for responding to my question.
I'm actually not using a single weapon replacer at all. I hope that'll make it easier for you.
Can't use Tesla cannons (haven't any CC mods)
Mixed weapons? (pipe guns, assault rifles, hunting rifles, lasers, miniguns and rocket launcher)
Oonly heavy weapons? XD
Fully unleveled?
Only miniguns and rocket launchers please?
And completely unleveled too...
Check miscellaneous files
Have fun
So I'm interested in modifying the following 2 mods to reference your new standalone weapons:
Lowered Pipe Weapons Requirements at Fallout 4 Nexus - Mods and community
Nina's Proper Pipe Guns Replacer at Fallout 4 Nexus - Mods and community
I'm very new to modding myself (this would be my first go around)
How do I approach this?
Thanks very much
Sorry for late response
These mods are fully compatible with this one!
Lowered Pipe Weapons Requirements modify the crafting recipes data. My mod uses vanilla crafting recipes, so it will use that modified recipes.
Nina's Proper Pipe Guns Replacer is a mesh replacer for weapon parts. My mod uses vanilla models, so it will use replaced meshes.
I'm not active in modding because of technical issues. But that would be easy to do.
In FO4edit. Open Fallout4.esm.
Go to leveled items: here you have all vanilla items leveled lists. Search for leveled lists that contain "supermutant".
Right click on a leveled list, select "copy as override into". Press "yes, i'm absolutely sure". Select "new file", OK. Name your mod.
Now go to your mod, at the bottom of the left pannel. Go to leveled items. Select the leveled list.
Look at the right pannel. Here you have the items included in the leveled list. If you right click on items, you can delete an item or replace with another (for example, a melee weapon). I'm not sure where to click because I haven't FO4edit installed right now.
If you delete all items from all super mutant weapons leveled lists, they will saludate you with their knuckles.
On the other hand, this mod (Super Mutant Weaponry) includes all leveled lists related to super mutants weapons. So, you can open this mod in FO4edit, and delete all items in all these leveled lists.
Also (if I remember correctly): Select a leveled list and go to the right pannel (in the mod column, no in the fallout.esm column), you can right clik on an item and edit it to change the ID. For example, remove the ID of the rifle, and write "0005C250" (this is the ID of the melee board). This way, a board will be spawned instead of a rifle.
But If I were to use your method of making a replacer you showed off in your raider mod in conjunction with this mod Every hunting rifle should be an M1A but super mutants should have a normal hunting rifle right?
Load SMW after weapon replacer.
Load game, and type on console:
TGM
player.placeatme 000edcc6 10
10 savage green people spawn. Then, kill them and check their weapons. If you see missing or wrong rifle parts, both mods are not compatible. Otherwise, if super mutants carry correct vanilla hunting rifles, both mods work fine together.
On the other hand, if you use my replacing method, it will be 100% compatible with Super Mutant Weaponry (will be 100% compatible with almost anything).
EDIT fixed it turns out a replacer I was using messed with super mutants LL
The hunting rifle ID was a mistake, sorry for that.
This wiki has a lot of useful info:
https://fallout.fandom.com/wiki/Hunting_rifle_(Fallout_4)
Here you have the editorID and the formID of all weapons, without having to spend time searching in Creation Kit. Useful to verify weapon's IDs and other things. Also, it's the first google result if you search "hunting rifle fallout 4".
About spawning super mutants, again the wiki is useful:
https://fallout.fandom.com/wiki/Institute_super_mutant
Here you have IDs for all super mutant types.
I hope this helps next time
Thanks for report your results!
Have a happy moddiing
Sorry, I think I spoke too soon I got every other weapon to show up on super mutants except for hunting rifles. using the ESP explorer mod I can see that the hunting rifles themselves are functional but I can't seem to get to show up on the mutants even using various spawn codes from the wiki
your replacer method works on everything else but I can't seem to get hunting rifles to play nice
You can try load Super Mutant Weaponry the last
"Tested and it's working with Super Mutant Redux if you load it after SMR."
Report your results!
Did you get it work?