After a full playthrough I had to uninstall because nightkin kamikaze is just too cancer, i see an invisible red light and I start running because I cant vats it. besides that 10/10 mod, download if you want to get absolutely bodied by nightkin kamikaze, if you hear beeping you pray thats a normal super mutant or your daywill be ruined
A very nice mod to add a diverse set of Mutants from Fo1, Fo2, Fo3, and FNV.
Might be a lore break but it make sense if going like this:
Spoiler:
Show
For the West Coast super Mutants, both the supermutant and nightkins are scattering the wasteland after the Master's death, it was aproximately over 100+ years later after the events in fallout 1 and some groups might have cross the whole America searching for their own purpose (but somehow passed undetected from the Midwest BOS section for unknown reason or just gone to upper part in America to avoid detection) but after they stop at Commonwealth Masachusets Boston, they see a different supermutant (the Institute variant FEV), and surprisingly they got accepted as a kin of their own, and for now they settle in Boston as they have finally rest from their long journey (how they reproduce, maybe they have kept a FEV (Mariposa) vial and use it to other wastelander)
For the DC supermutants, they have been scattering to find the "green stuff" (the FEV) as the FEV in Vault 87 was almost out they set to find the green stuff in DC, but somehow stumbled in Boston and they have found a new super mutant group and call it their home (Their reproduction is still the same just like in Fo3, maybe they really find a FEV that is almost the same as the Mariposa FEV (thanks to the West Coast Supermutants))
If pair with this mod: https://www.nexusmods.com/fallout4/mods/41549 (adds Fo3 Behemoth in Behemoth leveled list) maybe they have an idea to bring their Behemoths with their Journey as their supply in case when they are hungry
They don't turn to ash if they set foot on another coast. This mod has them having crossed over into the Commonwealth. I mean...it says as much in the description and title. "Lore-break". Really?
Adding Nightkin is part of the intent of this mod. So requesting that the mod stop being what its for is as, Tigertank mentioned, trolling.
the Nightkin have had 126 years to walk across the country from California since they were made as part of the Master's army. and really if anything can survive a cross-country trek across the American Wastelands it's a pack of psychotic stealth supermutants. so theres nothing lore breaking about a few of them showing up in Boston. the survivors of the master's army were driven out of california by the NCR anyways
I can't detect these with AE or westek or tooun nightvision mods. Observing super mutants from far away in the day time is the only way to kinda sorta see where they are as the nightkin walk near the other mutants it makes an effect visible and I can't even use recon sensors to place a dot above them. You either go in scorched earth with fatman launcher or similar things, or you get them to pile up in a choke point like a doorway that can't be avoided during a fight and so on.
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Might be a lore break but it make sense if going like this:
For the DC supermutants, they have been scattering to find the "green stuff" (the FEV) as the FEV in Vault 87 was almost out they set to find the green stuff in DC, but somehow stumbled in Boston and they have found a new super mutant group and call it their home (Their reproduction is still the same just like in Fo3, maybe they really find a FEV that is almost the same as the Mariposa FEV (thanks to the West Coast Supermutants))
If pair with this mod: https://www.nexusmods.com/fallout4/mods/41549 (adds Fo3 Behemoth in Behemoth leveled list) maybe they have an idea to bring their Behemoths with their Journey as their supply in case when they are hungry
Adding Nightkin is part of the intent of this mod. So requesting that the mod stop being what its for is as, Tigertank mentioned, trolling.
https://www.nexusmods.com/fallout4/mods/38581