Fallout 4

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5133p39

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5133p39

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29 comments

  1. ratboy181
    ratboy181
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    WHAT ARE YOU DOING IN MY SWAMP!?
  2. MikageKincaid
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    What tool did you use to extend the sliders to make the body as big as a super mutant? I love the whole of the mod but I would like to use other heads to go with the bigger body. Thank you in advance
    1. 5133p39
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      The body is not as big as Super Mutant, just very muscular with a little bit of fat and a thick neck, and i didn't use any special tools, just Looksmenu and then i did some manual edits in the resulting json file (i think i had to, so i could set negative values for some sliders to achieve what i wanted, but i am not sure).
      In general, it should be all just the weight triangle, and some neck slider to make the neck thicker.

      You can look in the json file and copy the relevant values into your preset json.
      Namely the "Weight", values for the neck (i left some comments in the json, so you should be able to find what the neck is), and maybe "Presets" under "Morphs" (but i am not sure, those could be just are some head settings, so... you'll have to try and see what happens).
    2. MikageKincaid
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      Thank you for this
    3. MikageKincaid
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      can confirm this works and makes the preset look beefy. Thank you for the tutorial.
  3. jerire65
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    This Is Beautiful such Character to Them.
  4. WilZETA
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    so i can romance strong now?
    1. SergiOooo
      SergiOooo
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      Asking the real questions now
  5. Watergoalie
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    Anyone got any recs to make my character stronger / more rad resistant / complimenting mods for a super mutant playthrough
    1. 5133p39
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      I dont have any concrete recommendations, but i was thinking about the same.
      The plan is to create a tiny plugin with the neccessary things added to player via quest alias.
      I considered the following changes/settings:
      Spoiler:  
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      Give player a perk that provides radiation absorbtion (not immunity/resistance).
      This is so that radiation still lowers your maximum health, but once you get out of the hazardous area, you slowly start loosing the accumulated radiation (without restoring the health points lost to it).

      Give player a perk that provides some small resistance to physical damage (or to blunt melee damage only, if there is a difference).

      Add player into some faction that makes Super mutants neutral towards player (not friendly, just neutral so they turn violent if you attack them).
      I made experiments with this some time ago, and it can be done, i just don't remember what was the faction i used back then.

      Start with 6 points in strength, 5 in endurance, and then distribute the rest of the points in any way, and everytime you level up, you must put the point into strength until it is maxed out (i know, with vanilla game the points don't really matter much, but still).
      And if it's not obvious by now, your weapon of choice should be a wooden plank.
    2. Watergoalie
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      this is awesome man, thanks for the advice! :) I'd love that minor quest alias plugin!
    3. 5133p39
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      I am working on it right now, will post it and leave a link here for you once its done...
      Currently i am tweaking the script attached to the quest, to add/remove the player from that alias, depending on circumstances.
      For example, without this sript, if you attack one mutant with others standing right next to it, only the one you attack will enter combat with you.
      So, i am adding a tiny script that will remove player from the alias (removing the friendly faction from player), if the player attacks any mutant or hound, and add player back into the alias once the dust settles down and player gets out of combat.
    4. 5133p39
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      Any suggestions regarding the perks/effects/abilities/penalties the mutant player should have?

      According to some lore, they should be "immune to disease and radiation, and gifted with superhuman strength and endurance" and have "extremely tough" skin.
      I don't want the result to be too OP, so i don't think it should be immune to radiation, but have some small rads resistance and VERY slow rads+health regeneration.
      Obviously the endurance and strength should get a boost, but i think it is also appropriate to add a bit of melee damage resistance thanks to the extremely tough skin.
      All that needs to be significant enough to be noticeable and make sense, but also subtle enough so none of the vanilla perks become obsolete.
      So far i have set it like so:
      Spoiler:  
      Show

      • Radiation Resistance
        Starting at 10 points, increased by 1 every 5 levels up to reaching 25 at level 75 (for comparison, the perk "Rad Resistant" gives 10, 20, and 30 points at rank 1, 2 and 3).

      • Radiation Absorbtion
        Starting absorbtion rate is 0.2 rads/second, increased by 0.2 every 5 levels up to level 85 (at which point it reaches 3.0 rads/second).
        Not sure how to compare it, because the vanilla perks use different method for removing rads, but 0.2 is quite slow and 3.0 at level 85... well, at that level it doesn't really matter anyway.

      • Health regeneration
        Starting at 0.2 hp/second, very slightly increased every 5 levels until it reaches 0.5 hp/second at level 85.
        Again, not sure how to compare it, because the vanilla perks use different method for regenerating health, but 0.2 or even 0.5 at such high levels is slow enough not to feel like cheating while still being usefull.

      • Superhuman Strength and Endurance
        You get 1 additional point for every point you have in Endurance, and in Strength.
        So, if you start with 6 points in Endurance, you will have effectively 12 points - same with Strength.

      • Melee Damage resistance
        Set to 50%, so every melee hit will cause only half the damage it would cause normaly (for comparison, issue #8 of the "Wasteland Survival" magazine gives you 5% melee damage resistance).
        At first glance it seems a bit too much, but considering its either puny humans who attacks with melee (where such damage reduction is ok - i mean, try hitting a gorilla with a stick and see what happens), or it is some big monster who will still hit hard enough to be a problem.
        That being said, maybe i will yet lower the resistance after more playing.
    5. Watergoalie
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      this is awesome, going to be so fun to roleplay! I think you should get a decrease in charisma as people will look at your weirdly. Also in lore ferals dont attack super mutants i believe
    6. 5133p39
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      Limit charisma?
      I don't think it is neccessary to decrease or cap the charisma in any artificial way - i'd leave it to the player, whether he wants to put points in it or not (even with the doubled endurance/strength, you'd still probably put the points into the end/str rather than into charisma).
      With the strength and endurance it was neccessary to do something about it, because there was no way in vanilla game to give the player a "super human" strength and endurance, but with the charisma player already has an option to keep it low (by not putting points in it).
      Being naturally lazy, it doesn't seem to be worth the effort to enforce any limits, or maybe i just make it optional...
      But i could really use some suggestion as to what should the limit be.

      Should i divide the points by 2, adding -1 penalty for each 2 points in charisma?
      Or should i just enforce a cap on it, but what should it be?

      Ferals don't attack super mutants?
      I couldn't find anything about this. I only found mentions that in F3 the mutants didn't attack non-feral ghouls in the city, because they couldn't turn them using FEV.
      Nothing about ferals not attacking mutants. on the contrary, according to some notes, they are supposed to attack anything ("will immediately attack any and all non-ghoul creatures they come across. On occasion, they have even been known to attack non-feral ghouls").
    7. Watergoalie
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      oh guess your right about that, Its that super-mutants down attack ghouls! Yea I think it makes more sense to leave charisma to player. I'd say give a charisma penalty if you want - makes sense to have some downsizes and not allow the player to only reap rewards. Are super-mutants disease resistant?
    8. 5133p39
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      I will add the charisma penalty as a toggle into MCM settings (actually, all the other things are toggleable there already).

      According to lore, the Super mutants should be disease resistant (apparently, the FEV virus basically fixes everything - which is supposedly even the reason why they are sterile, because it "fixed" too much, the details are mentioned there somewhere).
      I'll see if i can reflect that when it comes to the Hole in the Wall quest in Vault 81 where player can contract the Mole rat disease.
      Which reminds me about the survival mode - are there any diseases? i'd rather not mess with the survival mode.
    9. Watergoalie
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      i believe there are some diseases in survival, however there are already mods to disable them
    10. 5133p39
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      I have the mod ready, but i feel like it should do more, or have more features - any more ideas?
      Currently it has the following features:

      Neutral Super mutants (with "memory")
      All mutants are non-hostile towards the player (because player is in Super mutant faction), unless player attacks them.
      If player attacks them, the mutants in that area will remember it for configurable amount of days (1-7) and if player goes back there during that time, they will attack on sight.
      I wanted to avoid using cloaking spells, so the way it works depends on the mutants attacking the player. They ignore player attacks until player causes enough damage at which point the attacked mutant (and only him) turns hostile, starts fighting back, and eventually hits the player, at which point an OnHit event handler on the player triggers, drops a "memory token", and removes player from the mutant faction, turning all nearby mutants hostile.
      The "memory token" is a marker which gets registered for marker<->player Distance events, allowing to remove player from the Super mutant faction when getting within configurable distance of the marker, and adding back into the faction when getting far away.
      Every place that has mutants can drop such marker, so you can have N places where the mutants will be hostile, while everywhere else they may be friendly.
      The radius, how long the marker stays, how many markers can be placed, and whether to notify the player when entering the area (notification, message box, or no warning) can be adjusted in MCM.


      Toggleable "mutant" attributes
      Superhuman strength, superhuman endurance, reduced intelligence, reduced charisma, partial melee damage resistance, partial radiation resistance, slow radiation absorbtion, and very slow health regeneration - all individually toggleable in the MCM.

      ...but it feels like nothing much (almost like not worth of a mod), it should do more, but i run out of ideas.
    11. Watergoalie
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      I'm really liking the idea as is, I think simple is better. You don't need a bunch of gimmicks and this will help a bunch with roleplaying. There's other mods that exist to team it up with.
    12. 5133p39
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      Ok, i'll test it a bit more, then let it sit for few hours to see if i think of anything i could change or add, and i will upload it some time later in the evening.
    13. 5133p39
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      I forgot about everyones "favourite" Brotherhood of Steel.
      Lore-wise, they may not have been always enemies with Super mutants - Super mutants were even allowed to join the original BOS (and did so), but the "new" BOS that arrives to F4 Commonwealth is definitely hostile to them, so they should be hostile to the mutant player too.
      I will add an option to make the player enemy of the BOS, and after that it's done and i will upload it.
    14. 5133p39
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      I finally got to upload the mod, so here it is: FEV Player.
    15. Watergoalie
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      Nice man! So Excited!
  6. joe019
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    Your ride’s over, mutie
  7. SlendyBucket
    SlendyBucket
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    Somebody once told me the wasteland was gonna roll me.
  8. CinemaSoul
    CinemaSoul
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    Finally, I can look the same way I feel inside.
  9. Cataclysimz
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    People are like onions, they have layers.
  10. ConnectedRunner
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    Hrrg...


    It's all ogre now...