To make the mutants (and their hounds) neutral, Player is added into a new faction FEVP_MutantFriendFaction, and vanilla game's factions SuperMutantFaction and MutantHoundFaction are set to have friendly inter-faction relations with the new faction (i do it in a script to maximize compatibility, avoiding editing the factions directly).
To make nearby mutants hostile if player attacks them, i register for a Hit and Kill event on the player, filtered for hits coming from mutants and hounds (had to specify the "weapon" the hounds use to exclude their radiation cloaks). When player attacks any mutant, causing enough damage to turn that single mutant hostile, the mutant starts fighting back, eventually hitting the player and triggering the OnHit eventhandler (or the OnKill handler, in case player manages to kill the mutant without getting hit by it). First thing the OnHit eh does is check for intent, to make sure the hit event wasn't a splash damage from a grenade/rocket fired by the mutant at somethings else, or even a direct hit that was just meant for somebody else - if the result of GetCombatTarget() (run on the attacker) equals player, then we know the bullet had player's name on it. Then a "memory token" (see below) is dropped at the aggressive mutant's position, and player is removed from the FEVP_MutantFriendFaction which makes all nearby mutants/hounds hostile.
The "memory tokens" are used to remember where player attacked any mutants. Script registers for Distance events between player and these markers, and when player gets within the configurable distance, it removes player from the FEVP_MutantFriendFaction, and adds the faction back if player gets far away enough (unless there is another marker that player got too close to). The markers are stored in a refCollection on the main quest, and get deleted once the game time reaches the "expiration date" set on the marker when the marker was placed.
Do know of any mods that would stop the preset appearance for this mod? Looks Menu, for example or any other similar to that? I've had to reinstall the game and am trying to re-install mods and want to play a super mutant play thru, except the preset selection button is not working - darkened out, can't select it - so can't change the appearance. Other than that the mod seems to be working.
NVM... found the problem - forgot to install Looks Menu, again.
if i may give an idea it would be cool if you made a craftable serum with all those super mutant effects especially the health regen it would be perfect for a albert wesker build..hope you can do that and give it perms to console like this one..anyways love how it sounds :)
I am glad to hear that, because that damn "artwork" took almost as long as making and testing the mod. You may also find it interesting, that it isn't a simple montage. The source for the picture is a NIF i made using NifSkope where the Vault Dweller is really hugging a Super Mutant - it isn't a fake made from several pictures glued together, which could be why it took so long to make :-D
So I'm curious - since I actually love this mod - how would the super mutants react to companions and the like being brought with you? Since the script handles the player, would it interact with companions in the slightest (such as generic made automatrons)
The mod works by adding player to a special new faction which is set to be an Ally of the Mutant and Mutant Hound factions. I don't think that "alliance" will extend to followers and player-made Automatrons, unless they too would be added into that special new faction. (i could be wrong, because right now i don't recall much about how the faction relationships work in Fallout 4 - if somebody tests it, post a comment how it went, i can't run the game right now).
I wish you could if you want super mutants to be hostile or not without needing to waste ammo... I'm not a fan of taking advantage of the mortally challenged.
any chance i can ask for a perk version only? as i use faction managment to manage my factions all rdy. allso using this and pip boy for evryone and playable super mutant mod i lose my pipboy
You can switch off the friendly mutant faction handling by setting "Mutant's Memory Limit" to zero, and just keep using the perks.
Regarding loosing your pipboy - that cannot be caused by this mod. This mod doesn't alter a single vanilla game record, it adds one new quest to provide script controlling the mutant friendliness, two new factions, several new ability spells and magic effects, and one perk. It doesn't edit any vanilla game data in any way, except when using a scripting command to set inter-faction relationship between vanilla SuperMutantFaction/MutantHoundFaction and the new mutant friend faction, or between vanilla BrotherhoodOfSteelFaction and the new BOS enemy faction. There is nothing that could affect pipboy.
"Super mutants aren't known for being smart..." Only in Bethesda Fallout,in Fallount 1.2 & NV they're smart and even have a goal,just wanted to point that out.
I could be wrong but didn't the master still have stupid mutants? I think he killed them or something but they almost definitely were dumb mutants there. And the mutants of 3 being dumb can be explained by them being made by other mutants (which is why centaurs are also common) and for 4 the institute scientists likely had little to no experience with the FEV.
but my point is there certainly were dumb mutants in fallout 1 2 and nv (also the smart mutants in NV are from the master's army if i remember right)
I didn't play Fallout 1 and 2, but i did play Fallout 3, NV and 4, and the mutants there didn't strike me as being smart. Also, from what i read here, it seems to be safe to say that at the very least, an average super mutant is dumber than average human.
A quote about the Mariposa mutants: "While some of them can be rather stupid, in general, they are more intelligent and civilized than their distant Huntersville, Institute, and Vault 87 cousins found in Appalachia, the Commonwealth, and the Capital Wasteland respectively."
...basically, it says they are more intelligent than the dumb as rock morons from Commonwealth, which doesn't fill me with confidence about the intelligence of the Mariposa mutants. If the Mariposa mutants were smart (at least on par with humans), i think that quote would be different, i think it would probably mention that they are as intelligent as humans while the other strains are much dumber - but that's nowhere close to what the quote says.
Were there any really intelligent ones? of course, even in Fallout 4 you have Virgil the scientist, but those are exceptions. I think most super mutants are simply dumb, great many of those are dumb as a stump, and half of those are dumber than a door knob.
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To make nearby mutants hostile if player attacks them, i register for a Hit and Kill event on the player, filtered for hits coming from mutants and hounds (had to specify the "weapon" the hounds use to exclude their radiation cloaks).
When player attacks any mutant, causing enough damage to turn that single mutant hostile, the mutant starts fighting back, eventually hitting the player and triggering the OnHit eventhandler (or the OnKill handler, in case player manages to kill the mutant without getting hit by it).
First thing the OnHit eh does is check for intent, to make sure the hit event wasn't a splash damage from a grenade/rocket fired by the mutant at somethings else, or even a direct hit that was just meant for somebody else - if the result of GetCombatTarget() (run on the attacker) equals player, then we know the bullet had player's name on it.
Then a "memory token" (see below) is dropped at the aggressive mutant's position, and player is removed from the FEVP_MutantFriendFaction which makes all nearby mutants/hounds hostile.
The "memory tokens" are used to remember where player attacked any mutants.
Script registers for Distance events between player and these markers, and when player gets within the configurable distance, it removes player from the FEVP_MutantFriendFaction, and adds the faction back if player gets far away enough (unless there is another marker that player got too close to).
The markers are stored in a refCollection on the main quest, and get deleted once the game time reaches the "expiration date" set on the marker when the marker was placed.
NVM... found the problem - forgot to install Looks Menu, again.
You may also find it interesting, that it isn't a simple montage. The source for the picture is a NIF i made using NifSkope where the Vault Dweller is really hugging a Super Mutant - it isn't a fake made from several pictures glued together, which could be why it took so long to make :-D
The mod works by adding player to a special new faction which is set to be an Ally of the Mutant and Mutant Hound factions.
I don't think that "alliance" will extend to followers and player-made Automatrons, unless they too would be added into that special new faction.
(i could be wrong, because right now i don't recall much about how the faction relationships work in Fallout 4 - if somebody tests it, post a comment how it went, i can't run the game right now).
Regarding loosing your pipboy - that cannot be caused by this mod.
This mod doesn't alter a single vanilla game record, it adds one new quest to provide script controlling the mutant friendliness, two new factions, several new ability spells and magic effects, and one perk.
It doesn't edit any vanilla game data in any way, except when using a scripting command to set inter-faction relationship between vanilla SuperMutantFaction/MutantHoundFaction and the new mutant friend faction, or between vanilla BrotherhoodOfSteelFaction and the new BOS enemy faction.
There is nothing that could affect pipboy.
Only in Bethesda Fallout,in Fallount 1.2 & NV they're smart and even have a goal,just wanted to point that out.
but my point is there certainly were dumb mutants in fallout 1 2 and nv (also the smart mutants in NV are from the master's army if i remember right)
Also, from what i read here, it seems to be safe to say that at the very least, an average super mutant is dumber than average human.
A quote about the Mariposa mutants:
"While some of them can be rather stupid, in general, they are more intelligent and civilized than their distant Huntersville, Institute, and Vault 87 cousins found in Appalachia, the Commonwealth, and the Capital Wasteland respectively."
...basically, it says they are more intelligent than the dumb as rock morons from Commonwealth, which doesn't fill me with confidence about the intelligence of the Mariposa mutants.
If the Mariposa mutants were smart (at least on par with humans), i think that quote would be different, i think it would probably mention that they are as intelligent as humans while the other strains are much dumber - but that's nowhere close to what the quote says.
Were there any really intelligent ones? of course, even in Fallout 4 you have Virgil the scientist, but those are exceptions.
I think most super mutants are simply dumb, great many of those are dumb as a stump, and half of those are dumber than a door knob.