Fallout 4
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5133p39

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5133p39

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About this mod

Intended for Super mutant playthrough. Makes super mutants neutral (unless provoked, in which case only nearby mutants turns hostile). Provides optional, toggleable perks/abilities to make player more mutant-like (increased strength/endurance, lowered intelligence, etc.).

Requirements
Permissions and credits
I made this for a super mutant playthrough.
If you are interested in such a thing, you may want to have a look at Super mutant Player voice and FEV Family looks menu preset.




Neutral Super mutants

All mutants will be neutral towards the player, unless player attacks them, at which point only the mutants in that area will turn hostile and stay that way for a configurable amount of days.
Even if player kills all mutants in the area, any newly spawned mutants will instantly become hostile until the "hostility period" in that area expires.
You can use MCM to configure the expiration delay of the hostility period, radius of these areas, how many areas can be remembered, and method of warning (if any) when entering a hostile area.



Toggleable effects

  • Enemy of BOS
    The new Brotherhood of Steal basically hates everything and everyone, so why should the player (in a mutant playthough) get a break? This will make BOS shoot you on sight.

  • Superhuman strength
    Super mutants should have "superhuman" strength, and since this is intended for a mutant playthrough, player should have that too.This effectively doubles the S.P.E.C.I.A.L points you put into Strength.

  • Superhuman Endurance
    Same as the strength, except for Endurance.

  • Reduced Intelligence
    Super mutants aren't known for being smart, and that applies to you too... i mean the player character, or more precisely the "super mutant" player character this mod is intended for. This effectively halves the S.P.E.C.I.A.L points you put into Intelligence.

  • Reduced Charisma
    Super mutants aren't known for being pretty, and so ain't you...rrrr player character. This effectively halves the S.P.E.C.I.A.L points you put into Charisma.

  • Melee Damage Resistance
    Super mutants should have very tough skin. This gives you 50% melee damage resistance (is it too much? i think i will lower it in some future update).

  • Radiation Resistance
    Super mutants should be immune to radiation, but complete immunity would be too OP for the player, so this only adds some resistance (from 10 on level 1 to 25 at level 75).

  • Radiation Absorbtion
    Not having a complete immunity to radiation means the player will still accumulate rads, which feels wrong (being super mutant and all). To help with that, this provides ability to absorb tiny amounts of radiation over time (from 1pt/sec at level 1 to 4pts/sec at level 75).

  • Health Regeneration
    Thanks to the FEV virus, super mutants do not age and slowly regenerate. This ability regenerates tiny amounts of health over time (a bit slower than the radiation absorbtion).





Uninstallation

Before uninstalling the mod, make sure you stop its main quest via the MCM menu (it ensures everything will be properly cleaned up), then make a save, quit the game, uninstall the mod, and continue playing from that save.