2021.04.17 4estGimp - M8r98a4f2's Complex Item Sorter ini File for SMR Fixed a pre-filter that killed human armor naming within SMR. Specific tag applied to squire's hat. 2021.04.25 Cleaned a few ITMs and changed up sorting for eyewear and helmets.
One change that bugged me about the original Super Mutant Redux is that it made Behemoths neutral/friendly by default, so that you had to shoot them a few times in order to aggro them. That made no sense to me, so I put together my own mod that restored Behemoths to being hostile by default.
Did I understand correctly that this mod once again has the Behemoths be hostile by default, instead of neutral/friendly like Classic SMR?
I don't remember actually, but do think I set the behemoths back to the vanilla aggressiveness.
Forced Evolution works with this for sure. Improved Hostile Factions I've not installed or tested but appears it would work. It seems to just add another mutie type.
Hi, I still have a small doubt. I've started a new game, but using the simple downgrade to version .163. I have no doubt that there is something that I either don't do right, or I don't understand. I've never had problems with this mod in the pure .163 version (OG) But the moment I install x-cell (with bFacegen=true), and theoretically I need it for stability and for other mods I have problems with the missing heads of some npcs, the heads of some supermutants disappear at the back, for example Fist. I have been able to verify this by having only XCell, UFO4P and Supermutant Redux active If in xcell I deactivate facegen (bFacegen=false) then SMR works perfectly. And I don't know to what extent it is important or relevant that it is activated or deactivated, and what I should do honestly. I'm sorry, English is not my native language and some things I've tried to look up and read are still confusing to me about it.
Hi, how to disable super mutant armor equipable on human character? i already revert the keyword PlayerCannotEquip keyword, but my companion still can use it. seeing human using massive size armor is hilarious and immersive breaking at the same time lmao
He added facegen to his facegen then I do believe. SMR already has the files. I suppose I could add it if I wanted to milk more downloads ;) Edit - SMR has ONE FILE which does not have facegen. He's the Jagi the merchant. That only requires setting his NPC record to IsCharGen
Just tried testing this out with Mutant Menagerie and the Floaters from that mod are being overwritten by the Mutant Hounds included in Supermutant Redux.
I don't suppose there's a patch out there for both MM and SMR that I haven't found yet?
Hmm, I've made precisely one patch before (for FlashyJoer for compatibility between Gun for Hire and Diamond City Outskirts, very basic), but that second option you mentioned is a little beyond me. I wouldn't know how to carry records from one mod over another.
I'll try deleting the level edit and seeing how that goes, cheers.
EDIT: It worked! For anyone else attempting to use Mutant Menagerie and Supermutant Redux together, open FO4Edit and delete Non-Player Character (Actor) - 000948B3 in SMR. It looks as though you'll lose the unique Hound variants from SMR, but you'll have the vanilla hounds interspersed with the Floaters (and potentially Centaurs).
Hi 4estGimp, I'm interested in the option you mentioned above:-
"A person could also make a patch from MM to carry the MM Mutant Hound records past SMR"
Apologies in advance if this is a stupid question, I am a complete beginner at modding/patching, I have made literally one patch for a couple of music mods where i copied the tracks in the music types from each of them into a new esp (which i think is called a merge patch?)!
I saw an example of this kind of compatibility patch for Institute Centaurs and SMR (https://www.nexusmods.com/fallout4/mods/41606), but I read on the MM forum that would be problematic (or maybe not even work at all?) because MM uses script injection for its levelled list modifications.
Do you know if that script injection means we can't create a patch like that to the MM and SMR and so the only option left is to delete SMR's LvlMutantHound edit like whiskeyjack did?
Hello! Does this mod change the 'base ID' or anything else about the super mutants? I am asking because 'Auto Loot' mod will not loot the bodies. I am no expert but I can guess that it is because the bodies are not recognized. (?)
The majority of the armors in this mod are lootable. Perhaps you have another mod installed over this one which changes that or is actually a replacer plugin..
Hi, I'd like to install this mod, but I do unfortunately have AWKCR installed in my current save - I added it early in the save coz i was comparing VIS/DEFUI and FallUI, then i decided to go with FallUI and forgot to uninstall AWKCR, doh! I have played many hours since then on that save and don't want to rollback. I have also figured out from lots of AWKCR articles that uninstalling it mid-playthru should simply not be done.
Is there any issue installing it if AWKCR is installed?
You'll have fighting INNR - item naming. Plus, some parts of SMR were patched directly into AWKCR (a horrible idea) and those could cause duplicates or maybe some odd conflicts.
Anyone running both has elected to be their own tech support.
Thanks for the quick response :) It's good to know about some of the stuff happening under the covers, especially in my annoying, prob quite unique situation! yeah it definitely wasn't elected, it was just an accident i made before i even knew about the issues with AWKCR, but i am trying to work thru it best as i can.
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I Swiped this from Discord
Equipment and Crafting Overhaul Redux
2021.04.17
4estGimp - M8r98a4f2's Complex Item Sorter ini File for SMR
Fixed a pre-filter that killed human armor naming within SMR. Specific tag applied to squire's hat.
2021.04.25
Cleaned a few ITMs and changed up sorting for eyewear and helmets.
Did I understand correctly that this mod once again has the Behemoths be hostile by default, instead of neutral/friendly like Classic SMR?
Also, how well does this mod interact with Forced Evolution and Improved Hostile Factions?
Forced Evolution works with this for sure. Improved Hostile Factions I've not installed or tested but appears it would work. It seems to just add another mutie type.
Hi, I still have a small doubt. I've started a new game, but using the simple downgrade to version .163.I have no doubt that there is something that I either don't do right, or I don't understand. I've never had problems with this mod in the pure .163 version (OG)
But the moment I install x-cell (with bFacegen=true), and theoretically I need it for stability and for other mods I have problems with the missing heads of some npcs, the heads of some supermutants disappear at the back, for example Fist.
I have been able to verify this by having only XCell, UFO4P and Supermutant Redux active
If in xcell I deactivate facegen (bFacegen=false) then SMR works perfectly. And I don't know to what extent it is important or relevant that it is activated or deactivated, and what I should do honestly. I'm sorry, English is not my native language and some things I've tried to look up and read are still confusing to me about it.
nvm, solved
Edit - SMR has ONE FILE which does not have facegen. He's the Jagi the merchant. That only requires setting his NPC record to IsCharGen
I don't suppose there's a patch out there for both MM and SMR that I haven't found yet?
I noticed someone below saying that deleting the LvLHound edit from SMR will remedy this, do you recommend this or is it a bit too hacky to do so?
I'll try deleting the level edit and seeing how that goes, cheers.
EDIT: It worked! For anyone else attempting to use Mutant Menagerie and Supermutant Redux together, open FO4Edit and delete Non-Player Character (Actor) - 000948B3 in SMR. It looks as though you'll lose the unique Hound variants from SMR, but you'll have the vanilla hounds interspersed with the Floaters (and potentially Centaurs).
"A person could also make a patch from MM to carry the MM Mutant Hound records past SMR"
Apologies in advance if this is a stupid question, I am a complete beginner at modding/patching, I have made literally one patch for a couple of music mods where i copied the tracks in the music types from each of them into a new esp (which i think is called a merge patch?)!
I saw an example of this kind of compatibility patch for Institute Centaurs and SMR (https://www.nexusmods.com/fallout4/mods/41606), but I read on the MM forum that would be problematic (or maybe not even work at all?) because MM uses script injection for its levelled list modifications.
Do you know if that script injection means we can't create a patch like that to the MM and SMR and so the only option left is to delete SMR's LvlMutantHound edit like whiskeyjack did?
Is there any issue installing it if AWKCR is installed?
Anyone running both has elected to be their own tech support.