Fallout 4

About this mod

New creatures come to Far Harbor in the first official expansion for Mutant Menagerie: Big Game Hunting! In Horrors of the Deep Fog, you'll run into familiar and new faces alike as you explore The Island. Fallout 4's most popular expansion has never been more diverse - or unnerving.

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Russian
  • Korean
  • German
Mirrors
Changelogs
Donations
This mod has been retired!
All previous iterations of Mutant Menagerie will remain available, but they have been laid to rest by me - the author.
Mutant Menagerie: Life Finds a Way is considered the final version of Mutant Menagerie - replacing all previous versions.










New creatures come to Far Harbor in the first official expansion for Mutant Menagerie: Big Game Hunting! In Horrors of the Deep Fog, you'll run into familiar and new faces alike as you explore The Island. Fallout 4's most popular expansion has never been more diverse - or unnerving.




REQUIRES V1.3:



REGARDING MUTANT MENAGERIE - PATCHES: The patches available for Mutant Menagerie: Big Game Hunting on the Mutant Menagerie Patches page are NOT for Horrors of the Deep Fog. They are designed for JUST Mutant Menagerie: Big Game Hunting. Using them alongside Horrors of the Deep Fog may cause issues and is not recommended - UNLESS the patch description on the description page specifies otherwise. If you choose to proceed anyway, DO SO AT YOUR OWN RISK.

If you use a patch that removes creatures from MutantMenagerie.ESM, and that creature is referenced by MutantMenagerie_FarHarbor.ESM, it WILL crash your game. Simple as that.































Horrors of the Deep Fog

"
The Deep Fog is [___]ing Scary! Like, I didn't even run into too many creatures out here, but holy [____] was I smashing my VATS key nearly every moment that I could to make sure nothing snuck up on me - I was always on edge."
- The Salt Factory













Features

1)  Dynamic Spawns

Many of the spawns added in this mod utilize custom leveled actors designed to introduce random, level-appropriate creatures each time the actor respawns. These dynamic levelled spawns are split into predators and prey – with the intent to create fully-fledged and randomized ecosystems throughout the different biomes of the game. These spawns do not utilize creatures that are already too common in their respective areas, such as mirelurks, vicious hounds, or yao guai, electing instead to prioritize new creatures and creatures from the DLCs.
 
2)  DLC & MM Creature Integration
Thematically-appropriate creatures from Nuka World - like bloodworms, rad rats, and cave crickets - have been integrated into Far Harbor. Additionally, a healthy majority of creatures from Big Game Hunting have been introduced to Far Harbor. All creatures have been integrated with careful consideration to the worldspace, ecosystem, and lore.
 
3)  New Creatures
Horrors of the Deep Fog brings the vast repertoire of creatures found in Big Game Hunting to Far Harbor. However, being an expansion, just bringing the old faces forward wasn't enough. Horrors of the Deep Fog also adds 15 new critters to the roster. Most of these creatures are heavy hitters - designed for the endgame play Far Harbor offers. From cephalopods to jellyfish, this mod will fill Far Harbor to the brim with new, lovecraftian horrors - all of whom can't wait to jump in the ring with you.

4)  World Bosses
World Bosses are unique, high-level entities designed as the ultimate challenge for endgame players. Taking most of them on before at-least level 70 is not recommended. Once killed, world bosses are gone from the game - they do not respawn. Good hunting.

5)  Fog-Touched
Found almost exclusively in the Deep Fog of the island, Fog-Touched creatures are variations on vanilla and Mutant Menagerie creatures that have been changed by The Island's toxic fog. The Fog-Touched have been changed by The Fog in a way not dissimilar to the madness and corruption humans experience after extended exposure. Fog-Touched creatures appear with ghostly discoloration - a sign that the Fog has altered their bodies and minds. All Fog-Touched Creatures are Legendary - From the radroaches to the deathclaws. These high-level enemy variants promise some serious late-game challenges for returning players. They also drop rare components that are capable of making Concentrated Fog. Concentrated Fog is an endgame crafting material used for the most complex and powerful items in the expansion. Some pre-existing materials, like condensed fog, can also be used to craft Concentrated Fog.

6)  Crafting
Just like in Big Game Hunting, Horrors of the Deep Fog comes with a wealth of new cooking recipes based on the mutants and loot added in the mod. But the fun doesn't end there. Horrors of the Deep Fog also adds new endgame weapon and armor variants, as well as new attachments and functionality for a few existing weapons. Everything added in Horrors of the Deep Fog is themed around the Far Harbor expansion and designed to integrate seamlessly into its atmosphere. Most new crafting recipes have multiple perk, quest, and/or magazine requirements. This means you may not be able to craft all the goodies in a single playthrough - based on your choices in the story.










Details

Regarding "Lore Friendliness"
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Lore - "A body of traditions and knowledge on a subject or held by a particular group, typically passed from person to person by word of mouth." - OxfordLanguages Dictionary

"a particular body of knowledge or tradition" - Merriam Webster

Popular synonyms/similar words include: Mythology, Folklore, Backstory, History, Legends

What constitutes Lore-Friendly is something a lot of people like to argue about, and are very, very opinionated about - often pointlessly so. I say pointlessly because Lore-Friendly isn't really a matter of opinion. Lore is backstory, legend, and history. Things are factually Lore-Friendly, and adhere to mythology and backstory, while other things are not, and contradict mythology and backstory. There is a line where conjecture and open-interpretation must be considered and a judgement call must be made, but that is very rare. The fact of the matter is, whether you like it or not, lore-friendliness is not up to the individual. The following criteria below are my rules on canon, and the criteria that I use to determine whether a creature is, in fact, lore-friendly:

1) The franchise owner/current-producer is the arbiter of canon.
If you own the rights to something, you have the sole right to define (or redefine) its canon and lore. This first rule is important for a lot of you classic Fallout lovers. For my mod, canon is defined by the one holding the keys to the kingdom. That means Bethesda is in charge - like it or not. If they say something is de-canonized, it is. If they make a retcon, that retcon is the new canon. If they add new information to the world, it must be considered and accepted - even the information that post-dates Fallout 4 (IE: Fallout 76). The minute you start picking and choosing what's canon based on which franchise interpretation's take you liked better, that's the minute you lose any objective thought process for determining what constitutes lore-friendly. One popular point of contention here is the Fallout Bible. It has been largely de-canonized by the current arbiters of Fallout's destiny - so it's de-canonized here, too.  

2) Something is either lore-friendly or it isn't. There is almost never an in-between.
Lore-Friendly simply means that something doesn't contradict lore or break pre-existing canon. Period. It DOES NOT mean whether or not something is tonally or thematically consistent with universe, or whether it breaks with the established conventions of the franchise. That is another issue entirely - and one that allows for the interjection of opinion and artistic interpretation. Whether or not something "works" in a fictional universe, from a worldbuilding standpoint or otherwise, is a very personal discussion that varies greatly based on who's discussing it. But none of those feelings or personal beliefs apply to the discussion of lore-friendliness. The most frequent examples of this debate, being disguised as lore debates, are when people argue that artistic changes from game-to-game are not lore-friendly. In the world of fictional universes, artistic interpretation and lore-friendliness are two separate discussions. You may not like the new power armor design or gameplay changes associated with it, but that argument does not belong in the lore-friendliness debate. Artistic interpretation is an accepted feature of the video game and wider entertainment industry - and especially so at Bethesda. It is important to respect that, rather than be distracted by it.

3) Pre-existing, canonized lore matters, but must be properly interpreted.
Going off of the first point, existing lore is the bulk of how we determine lore-friendliness. In a situation where canon information on a topic exists, you must use critical thinking to analyze the extent of a statement. For example, In Fallout: New Vegas, Robert House states cats are extinct as part of a snide joke about skinning cats. If we didn't know what we knew post-Fallout 4, how would we analyze House's statement from a lore implication perspective? Would we say that all cats in the franchise are extinct? Of course not, because how could Robert House possibly know that? Without evidence or affirmatory statements from others, the most that we could conclude is that cats are either extinct worldwide, extinct in the American Southwest, or exist in such sparse numbers in the American Southwest that one of the smartest men in the world, with an incredibly advanced and well-established surveillance state, could be tricked into thinking they had died out. Since there is no definitive evidence or corroborating statements in-game to verify or dispute House's claim, we cannot call the existence of cats in, say, the Commonwealth, a lore-break from a logical standpoint. It is objectively lore-friendly given the context. We could, however, say that a sudden, healthy population of housecats in the Mojave Wasteland would be lore-breaking - given that it is within House's domain of influence. When in doubt, use the Socratic method.

4) Game lore supersedes out-of-game lore. 
As stated in the first rule, Bethesda defines what constitutes lore - not the old Black Isle devs, not Obsidian, and not Chris Avellone's twitter account. And Bethesda devs have stated numerous times that lore in the game matters more than lore that is not in the games. So when one comes across lore that contradicts itself between game and expanded universe content, the game wins. If you respect their right to interpret the universe how they want, then you must adhere to their methodology as-well. We don't pick and choose here, as that would once again be introducing an inherent bias.

5) If there is no information, it is a blank slate.
This may seem obvious to some, but it must be stated anyway. If no information exists on a subject, then it is an open book. If something is neither stated to exist or not-exist, or simply not mentioned at all, than any interpretation is objectively lore-friendly. If your fan project involves raccoons being extinct, and raccoons have never been mentioned in the history of Fallout franchise canon, then your project is lore-friendly. If your fan project features a mutant species of raccoon as one of its frontrunners, then again, your project is lore-friendly. No information doesn't mean you decide whether something's lore-friendly based on your feelings. It means any  interpretation of the untapped subject is lore-friendly, and you are free to interpret something how you wish. To take this a step farther, let's look at the radtoads from my mod. Radtoads are an established creature in Fallout 76, but their fate after the first 20-something years of the apocalypse is unknown in the lore. So, using the logic we just laid out, determining that radtoads may have mutated further into giant walking tanks 200 years later is a valid, lore-friendly take on the species. Deciding they remain unchanged, have gone extinct, or are exclusive to Appalachia is ALSO a valid, lore-friendly interpretation. Do not argue about what isn't there. You'll live longer.

6) Cut or de-canonized content that hasn't been retconned or replaced is not law, but is still a valid interpretation.
This one is a little tricky, because it requires an understanding of the rules we laid out beforehand. Basically, if something, especially game content, has been declared non-canon, but has not been overwritten, it falls into the category of "valid interpretation". Elements of both Van Buren and Fallout Tactics, for example, have been canonized sparingly in later iterations of the franchise - despite both being separated from the lore by Bethesda. What this means is that while the content of something like, say, the Fallout Bible cannot be used to declare something non-canon, much of it (the bits that have not been overwritten or retconned) still represent valid, lore-friendly interpretations of certain subject matter. Even Bethesda still pulls from the Fallout Bible and other de-canonized material occasionally. What this means is, while it may no longer be canon that wanamingos went extinct after Fallout 2 - as stated in the Fallout Bible - and that information can no longer be evidenced to disprove their existence in future/fan material, if your fan project involves wanamingos going extinct as a major plot point, that is a valid, lore-friendly interpretation of the Fallout universe. 

7) Real-world logic matters when it does, and doesn't when it doesn't.
Fallout is one of those franchises where it takes logic and real-world inspiration incredibly seriously in some places, but is essentially a cartoon in others. For the sake of determining lore-friendliness, it's important to take into account when-and-where the franchise gets serious with logic, and where it gets goofy. Energy weapons, for example, are treated very cartoonishly and purposefully disobey the laws of physics and reality. Lasers can kick like a shotgun when fired because the universe isn't concerned with the realism of many of its more-pseudoscientific elements. Human issues, on the other hand, are usually treated realistically, with questions about politics, ethics, and the human condition being at the core of the Fallout franchise's writing and quest themes - and largely inspired by real events. This all borders very closely on the realm of "artistic interpretation" that we outlined in Rule 2, but uniquely has lore implications when it comes to certain elements.
Creatures, specifically, tend to be taken quite seriously in Fallout. Outlandish designs aside, each creature tends to be consistent with a known real-world counterpart that fits ecologically within an environment. They usually have deep backgrounds, clear real-world and/or pop culture inspirations, and play crucial roles in their ecosystems outside of killing/fleeing from the player. Knowing that the franchise takes the topic of its creatures seriously, we could determine that lore-friendliness is strengthened when adhering to the ecology of real-world animals and creatures. Various exceptions do exist, however. This is primarily because pet stores, zoos, and wildlife sanctuaries exist - allowing for conjecture. In summation, this is a rule that is best used for strengthening lore-friendliness and adherence to tone when creating, rather than declaring something to not be lore-friendly. If your entire argument for declaring something lore-breaking boils down to "Its pre-war counterpart isn't native to this environment and climate," you are going to be disappointed when, as a counterargument, your adversary submits a twenty-page backstory detailing a 200 year-long Galápagos tortoise migration - the ending of which outlines the settling of the species in Washington DC and their sudden turn to cannibalism. Is it ridiculous? Yes. Can you disprove it? No. Because tonally-inconsistent interpretations of the world are still, objectively, lore-friendly interpretations of the world - so long as they adhere to, and exist within the confines of, existing lore. The correct description of this type of content is setting-inappropriate or tonally-inconsistent - not lore-breaking. Breaking a setting or its established tone is different from breaking its lore - IE mythos, history, and/or backstory.


Incompatibilies  Bugs
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Mutant Menagerie was built to be dropped into a load order as a permanent mainstay with very little digital footprint on your game. I'm an art major, not a coder, so I excluded custom scripting of any kind in creating this mod. All spawns exist on their own layers, no interior cells were touched, no vanilla creatures of any kind were modified, no leveled lists were edited or changed, and I’ve regularly error-checked the mod in FO4 Edit, Bash, and Merge Plugins to make sure that the mod is clean and runs smoothly. I run a moderate load order on my lower-mid tier gaming pc and my game rarely ever crashes. The following list below outlines the documented issues and incompatibilities you may encounter when running Mutant Menagerie:


KNOWN ISSUES, INCOMPATIBILITIES, AND FIXES:

- - VANISHING CREATURES/ ODD PHYSICS. Certain creatures seem to fade temporarily when affected by status effects that add a visual mask - like acid, poison, or legendary mutations. This issue is being looked into. Additionally, wacky or insane ragdolling with the models may occur upon death. Creatures may continue moving for a few seconds, launch into the air, or stutter and seize. These types of interactions are unavoidable and unfixable, and occur in most custom creature or creature-scaling mods to some extent. If it's too immersion breaking, don't use the mod.

- WORLDSPACE EDITS. Mods that edit and/or add to the vanilla worldspace of Fallout 4, such as custom settlements, Boston FPS Fix, or South of the Sea, may experience issues. Load Mutant Menagerie above such mods to ensure their changes take priority.

- HEADLESS SYNTHS (BLANK ACTORS). Heavy load orders, especially those that use other creature or spawner mods, may produce blank actors that resemble headless synths. As far as I am aware, this issue can only be fully resolved by lightening your mod list to reduce the strain on your game or minimize the chance for any odd incompatibilities. The headless synth issue is also partially attributed to running Mutant Menagerie alongside the mod "Unique NPCs". 

-INVISIBLE CREATURES. This has proven on at-least one occasion to be symptomatic of using outdated unofficial patches. It may occur as a result of a mod conflict or by mashing various versions of my mods together that don't match.

PERK OVERHAULS. Mutant Menagerie uses perks as requirements for certain crafting recipes. Mods that remove or disable vanilla perks will conflict with my mod. If perks are outright deleted, the game will freeze-crash or CTD in the crafting menu. Old versions of Creative Perks Plus are known to cause crashes, but as of the latest build of that mod, all issues have been resolved. Update Creative Perks Plus to its latest build first if you are experiencing issues. If a perk is disabled or made otherwise inaccessible by any overhaul mod you have installed, you may be locked out of certain crafting recipes. I personally don't expect this to be an issue with all or even most perk overhauls, but stay diligent!

PREVIS ERRORS. On very rare occasions, installing mods that either break Previs data, or install new/updated Previs data, may produce errors in the mod. Specifically, uninstalling mods that alter Precombined Visual data without removing their updated VIS data WILL cause errors in the mod - THOUSANDS of errors. The mod is designed to work with vanilla or vanilla-adjacent Previsibines. mods like PRP are tested and work fine, but other mods that add their own data may cause errors if not installed, monitored, and/or uninstalled properly. Rebuilding VIS data in the Creation Kit MAY fix issues, but is not recommended for any inexperienced users. As a rule-of-thumb, DO NOT USE MODS THAT BREAK PREVISIBINES WITH MUTANT MENAGERIE.

- BASHED PATCHES. Bashed patches, for some reason, revert levelled list changes made by Mutant Menagerie patches or addons (IE the Exotics Patch). Disable any patches before building the patch, then re-enable them.

-ATLANTIC OFFICES ODDITIES. I've had multiple reports of the Atlantic Offices entrance being blocked for certain users. It is confirmed working in my game on multiple saves/load orders, so this is most likely a mod conflict. I've found other mentions online - dating back years - citing this weird bug in some load orders. My best advice to you is fiddle with your load order, find what mods conflict with it, and report them here. I'll gladly make a list of mods that cause this issue when paired with Mutant Menagerie.

- BODY PHYSICS CRASHES. Consistent CTDs with larger load orders, or occasionally on light load orders, can occur as a result of certain mod conflicts. If you are experiencing these crashes, it is likely related to incompatibilities with mods that add custom skeletons, body physics, or certain other interactions with skeletons or physics. If you are using Classic Holstered Weapons, disable holstered weapon visibility on NPCs via its INI. Failure to do so WILL result in CTDs. Additionally, use the article linked below by TheSoundofSnow for troubleshooting - specifically the Body Physics Crash, Render Driver Crash, and/or Nvidia Driver Crash sections.

- REGARDING OTHER CRASHES. I have sourced and fixed a few areas where the game may crash - and am always on the lookout for others. If you think you have found another bug I can squash, please double check that it is a result of this mod. The best way to find out if there's an issue or conflict with my mod, would be to follow the following steps:

1) Track down any recurring form ids in your crash logs and verify if the problem elements are from my mod or are touched by my mod in any way. If so, what are they?

2) Run the crash log auto-scanner and read the output in detail. Identify the crash type, find it in the article below, and use your best reasoning to figure out if the issue seems sourced from my mod. 

3) Replicate the crash under different circumstances. If the crash happens again, and log scanner yields similar results, you either have a conflict or you have identified a problem with the mod.


I welcome any help I can get in isolating potential issues with the mod. I want to make it as issue-free as possible. Modding is hard, and I am thankful for the assistance I get from this community.


 

Performance

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Far Harbor is a more performance-intensive section of the game than the Commonwealth. Introducing new creatures to that equation will probably cause some slowdowns here and there - especially on lower-end PCs. With that said, I try not to overload the game with creature spawns. Models are optimized to work with the game, and a performance version is available that offers low res (1k and some 2k) textures. 


Permissions
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Most of the assets in this mod are either from vanilla Fallout 4, modder’s resources, public access resources like Sketchfab, Turbosquid, Blendswap, or Free3D, or from other independent releases. There are only two models in this mod for which I paid, personally, for the usage rights. These models cannot be used in any other projects or products without purchasing it first from the author. All other assets were merely gathered by me and are being used within their usage rights. I, at most, heavily modified assets to fit the Fallout aesthetic. As such, I obviously don’t care if you use the assets from this mod as long as they are used in accordance with each author’s wishes and with the asset’s usage rights. I am including a detailed credits document with all available links and information on all assets so everyone can pursue the assets directly and understand the usage rights of each individual asset.
     I also don’t mind if people make unofficial patches, addons, or expansions for this mod. Use the spawns I spent three years setting up, throw the mod in a modpack, or just do whatever you please. My only limitation is that I do not consent to this mod being published or republished (outside of translations, obviously) on this or other sites or mirrors without my permission. This is only because, ideally, I aim to control the main pages for this mod on every platform it ends up on (unless I permanently vanish or retire from all modding platforms, in which case do whatever you want and let anarchy reign). Other than that, however, I don’t really believe in keeping a mod locked down or controlled by myself forever. Modding is a community effort that, I hope, will some day be widely accessible to everyone on every gaming platform. I’m far more interested in sharing this mod with all of you than I am lording over it for all eternity in the name of credit, efficiency, or some other third thing. I also want to keep it professional and prioritize player accessibility first-and-foremost, so I will not be removing this mod for political reasons - ever. If things get bad on certain modding platforms, I will at most discontinue updates and direct traffic to another supported mirror. Now that all of this is out of the way, enjoy the mod! Get wild and go crazy! 

The following assets were purchased, and cannot be used without also purchasing the license:
- Ghoul Sharks
- Radhammers




Credits
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A mod like this uses a lot of publicly available assets. I have done a lot of work on these assets and put a lot of effort into overhauling everything to feel cohesive within Fallout 4, but the REAL credit goes to all the content creators who have released their work to us on public platforms. For this reason, I have created a document crediting the authors of these assets and providing links to all available assets. If you think something in this mod is cool, go track down the author of the asset and show them some love.


FULL MUTANT MENAGERIE CREDITS DOCUMENT



Donations
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If you like my work, and want to support me and my endeavors, feel free to use the link below. HOWEVER, please use the above doc to check out the creators that made this mod a reality. They all deserve your support just as much (but honestly much more so) as I do!! The link below is for supporting me directly (because bills and community college loan debt are a thing). Please do not feel pressured to donate - your support and enjoyment of the mod is more than enough. 



 


FAQ
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Q: How can I remove creatures I don't like?
A: I recommend using the CK, activating the ESP or ESM, and doing it that way. From the CK, you can directly delete any creatures you want gone, and the mod will adjust itself and its files accordingly. You also have much more leeway in how you go about removing creatures. You can remove their spawns from Mutant Menagerie's layers and Lchar lists, or just delete the actor files outright. You can also use XEdit, though this is trickier and riskier. You have to ensure that, if you're deleting an actor, that you delete the uses of that actor as well. If you don't, bad/weird things may happen.
If using the Creation Kit, check the "show only active forms" box after loading the ESP or ESM, search "Del20_", and sort by Form IDs to view all files in a cohesive and organized manner. If you want to outright delete a creature, find its actors (all actors should have 'enc' in the name) and hit the delete button. All instances and uses of that actor will be purged. Do that for all of that creature's actors (there's usually between 3 and 6 of them) and your work is done. Save, exit, and test. You could also create a separate ESP using my mod as a master, make these edits, and thus create a patch. This is a bit more advanced, but allows you to activate/deactivate your changes at will. Additionally, you can release it as an unofficial patch, if you so choose, without needing to overwrite the main ESP or ESM.

Q: Can you remove or alter this creature or element of your mod, or make a patch for X, Y, or Z?
A: Users are free to develop their own unofficial patches for the mod at will - through use of the CK or XEdit. You may release patches without my permission - and with my full support. I will continue to develop my mod on my own time, and create the mod I want to play. I will not devote full-time hours of work to fulfill every user's request or desire. When modularity through an MCM or similar tool isn't an option, the only way to fulfill every request would be creating an individual patch for every request. If you think this is a reasonable request to make of a mod author who is working hard in their free time to create something entirely for free, then you are a bad person. Get off my mod page and go self reflect.

Q:  I have a creature request. Can you add this creature or this model?
A:  I am always open to creature requests. Please post creature requests or suggestions in the comments. Just remember that I can only use modder's resources that can be used in or ported to Fallout 4, or models published under Creative Commons. Also, I tend to prioritize models that aren't iconic for, or representative of, another game or franchise. If I implemented a Fiend from the Witcher 3 as a Sheepsquatch, for example, I could make it visually line up to the Sheepsquatch from Fallout 76 - sure. But, unfortunately, it would be instantly recognizable as a Fiend from the Witcher - breaking immersion for a lot of players. Lastly, keep in mind I have to be able to rig the model to an existing skeleton and animation set. So, for example, I can't easily do things like large, avian enemies that switch from fighting on the ground to flying in the air on a whim. 

Q: Is it safe to remove this mod mid-playthrough, or switch to another version of the mod? 
A: I get forms of this question quite a lot, and the answer is: It depends, but probably not. As stated above, the mod is built with compatibility in mind. The mod is ADDITIVE - I do not alter any vanilla files. I did not write any scripts. All objects and actors are placed in exterior cells only, and on their own layers. The mod is as safe as I could possibly make it. HOWEVER, it adds a lot to the world. Objects on their own layers are still objects added to the Vanilla Commonwealth worldspace. Just because I didn't write any scripts, does not mean you won't have orphaned scripts. The vanilla game uses scripts to handle legendary enemies, glowing loot drops, ambush encounters, and other similar functions governed by Keywords. It implements these scripts on a per-instance basis, meaning that each legendary creature or ambush type will, despite its scripts being from the vanilla game and DLCs, have scripts associated with it that are attributed to this mod. These scripts will be orphaned upon mod removal. It is not any less safe than removing most other basic, but wide-reaching, mods. It is not any MORE safe, either. Back up your saves, use Fallrimtools to clean any scripts, and test extensively before continuing on with your game.

Q: I'm having issues with the mod in my heavily-modded game. Can you help?
A: Short answer: Oh, God no! Long answer: this mod will never be free of conflicts or issues in heavily-modded load orders. There are elements that are susceptible to being touched or messed with by other mods. It doesn't alter vanilla or DLC files or leveled lists, but it does USE a lot of them. A lot of mods make unhealthy edits entirely by accident. Modding is a lot, and mistakes are easily made. Installing a lot of mods, in general, will make the game unstable. If you or I cannot replicate the issue in a light load order, then I will not be able to help you. Quality assurance and technical support ends when you have hundreds of mods installed. I'm not saying you can't enjoy Mutant Menagerie in a heavily-modded playthrough, only that - if you run into unique issues - you're on your own. My recommendation for modding is to always keep it tight and light - especially if you want to use larger mods.

Q:  Where should I put the mod in my load order?
A:  My advice? Hang em' high. Mutant Menagerie uses an ESM for a reason. This mod is primarily an additive one, meaning it's generally okay to let mods that edit files to go below it - especially if you want those edits in your game. Load worldspace mods, rebalances, texture mods, or other types of content that may alter files this mod utilizes lower in the load order. The spawns and creatures from my mod should still work as intended. 

Q: Is this mod compatible with X?
A: You'll have to try it out and see. It's hard to tell which mods will play nice with this mod unless you know exactly how that mod works under the hood. Game-wide overhaul mods will probably work, but will have their fragile balancing broken by my creatures and their custom leveled lists. Overall, you will likely run into game balance or functional incompatibilities. Take this into account when building your mod lists.
 


Final Note: If you made it this far, you now know everything you need to know for this mod! I always recommend downloading the mod and going in blind for the full, author-intended experience. After you're done exploring, feel free to check out the Bestiary below for lore on all the new critters. If you check out the Bestiary below before playing the mod, be warned - there are many spoilers below. Enjoy the mod!
















Part 2: The Bestiary
Sometimes those shapes you see shifting in the fog AREN'T just in your imagination...”






 



GAME (AMBIENT) CREATURES

"It's a miracle that these critters manage to survive out here! Well... until you came along."

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Bobtails
"They'd be cute if they didn't look like the severed head of an evil deity."

Bobtails are thought to have mutated from either bobtail squids, cuttlefish, or umbrella octopuses. These bouncy little cephalopods bob to-and-fro in the shallows, hunting for smaller prey. Bobtails are a quality food source for both humans and aquatic predators. They're also really damn haunting up-close. They're also really damn adorable up-close. I'm conflicted.


Sea Turtles
"
Most multi-headed mutants aren't this adorable."

Sea Turtles made a fierce comeback after the Great War. Once an endangered species, populations are now more stable than ever. Plus, now they have three heads! Sea Turtles act as a vital food source for oceanic predators and super-predators. If you really want to hunt such gentle, loving creatures, aim for the heads or fins - their shells are heavily resistant to ballistics. It's not hard to hit the mark though, since they tend to be quite docile. They won't flee from humans unless provoked. So basically, killing one makes you a jerk.


Rad Jellies
"A marvel of post-apocalyptic nature! And a considerably deadly one at that."


Rad Jellies are moon jellyfish that've soaked up far too many rads. Their glow is so bright, they can usually be seen from shore. Though they're docile creatures, they won't hesitate to share that radiation with you. So pack that Rad-X if you plan to go Rad Jelly-spotting! 

Other Ambient Creatures Added using Dynamic Spawns:

- Beavers
- Foxes
- Opossums
- Pheasants
- Radhorners
- Screech Owls
- Skunks
- Squids
- Turkeys
- Waterfowl (Ducks, Loons, Geese)
- Wasteland Iguanas
- Ghoul Whales

 
 




HYBRIDS

"In the fog, it's nominally better to encounter something that's unsure of you than something that has its mind made up!"

 
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Baskers
"
They may be scavengers at heart, but they pack a mean bite if you push em'.

Baskers mutated from one of the many species of bottom-feeder fish that prowled the ocean floor before the war. Nearly unrecognizable from whatever sourced them, Baskers pose a real threat to anything that blunders through the shallows without looking. Though they are primarily bottom-feeders, Their massive, jagged teeth and powerful jaws can really do some dirty work when provoked. Get too close, and you'll find yourself in an unexpected fight for your life!


Giant Crawdads

"They're no mirelurks, but I'd still hate to be on the business end of those pinchers..."

There really was something in the water. Like other crustaceans, toxic chemicals and nuclear waste in the water supply caused the crayfish of New England to grow to massive sizes. Unlike mirelurks, however, these freshwater lobsters aren't interested in making you lunch. Largely, they just want to be left alone. Grant them their wish and you won't have any issue with the critters. Should you choose to poke and prod at them instead, you might find that they have the strength and fortitude of crustaceans twice their size.


Sealurks
"All-around good eating, if you ask me."


What happened to the many, many atlantic red crabs that scuttled across the deep sea floor before the war, you ask? Well, the Sealurk is here to provide all the answers! Generally considered another breed of mirelurk, Sealurks are smaller, usually crimson-colored crustaceans that roam the surf looking for scraps and easy meals. Unlike their bigger, bluer brothers, Sealurks are more cautious when engaging potential prey. If one keeps an open eye, they can spot sealurks slowly approaching them from the depths - providing an opportunity to either move away or strike first. They, along with riverlurks and other mirelurks, act as the primary and most-common scourge in Far Harbor. Wherever you are on The Island, at least one of the three members of the mirelurk family are usually nearby.

Other Hybrids added to Far Harbor:
- Dolphins
- Hellcats
- Radcoons
- River Rats







HEAVY HITTERS

"Maybe practice loading that harpoon gun a bit quicker, eh?"

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Barbers
"They plan to trim more than a little off the top."

Barbers are mutant octopi that have developed barbs and stingers all across their bodies. While smaller and less-threatening than other aquatic mutants, a shoal of Barbers can be a deadly threat. Armed with a sort of "tail stinger" mounted on their longest bodily tentacle, they will jab and stab away at their prey. These creatures are the very definition of 'death by a thousand cuts'. Barbers love to hide in old wreckage, underwater caves, or submerged ruins. As such, swarms of them can usually be found around sunken ships.



Barracudas
"Quick, agile, and lined with rows of razor-sharp teeth. What's not to love?

Barracudas are rare, dangerous predators in New England. Sporting a myriad of heads lined with teeth and a streamlined body built for speed, they are top-tier hit-and-run predators. Barracudas are known to come from out of nowhere - shooting out from the murky depths to rip their prey to shreds. They aren't very durable, though, and tend to go down easy in a battle of attrition. So when a hungry barracuda jumps you, your best defense will always be a good offense.



Devil Rays
"Mind the stinger."

Devil Rays mutated from pre-war manta rays. Now a considerably less majestic eldritch horror, these feral sea kites prowl the open waters of the Atlantic Ocean, looking for prey to rip to shreds. Their stingers have the capacity to deliver a potent poison and a potentially deep open wound - so keep your distance if you can. Though their leathery skin is famously durable, they can be brought to heel with a relatively minimal amount of firepower. If properly treated, that same skin could make very viable protection for a skilled hunter.



Krakens
"Turns out the Grim Reaper has tentacles - and one hell of an appetite."

The Kraken is one of the most dangerous creatures on The Island. A creature of humble beginnings, the Kraken is theorized to have mutated from either the common octopus or the atlantic pygmy octopus - with the latter being the leading theory. On par with the deadliest entities of Far Harbor, the Kraken is a massive cephalopod covered in natural armor plating. In addition to its size advantage and armored shell, the Kraken also possesses bladelike barbs on its tentacles, immense physical strength, and the ability to spend days on land without needing to submerge. One of the true horrors of the Deep Fog, the Kraken is a foe fit for the mightiest of wasteland warriors.


Manowar Floaters
"First flatworms, then lampreys, now the jellyfish? Radiation has gone too far."

These floaters are thought to have been the result of beached, heavily-irradiated manowar jellyfish - which were then exposed to Mount Desert Island's mysterious Fog. The unique conditions of this mutation mean that Manowar Floaters are rare mutants - scarcely seen outside of the Deep Fog. Due to their strange blue bioelectrogenetic glow, harbormen often mistake them for will-o-wisps or ghosts in the Fog. The truth, however, is far more tangible - and terrifying. Manowar Floaters are heavily electrified, and will give their prey a devastating zap if they can get the drop on em'. They can float in the air and swim underwater, making them capable hunters in all environments. They aren't particularly sturdy critters, though, so a well-armed individual with good aim should be able to prevent themselves from being deep-fried. 



Radhammers
"In the good old days, you could avoid shark attacks by just staying on dry land." 

Though Ghoul Sharks are the primary mutation for most major shark species, sometimes there are anomalies. The nature of the deep ocean is unpredictable, and the abominations it spits out often defy nature. One such monstrosity is the Radhammer. Radhammers are bipedal mutant shark-crustacean hybrids, and quite-possibly one of the oddest mutations ever documented. They are usually incredibly rare, although they're found throughout the bulk of the East Coast - and presumably the greater Atlantic. In recent years, though, the Fog has drawn eldritch titans like the Radhammer from the ocean. Today, The Island is home to an unnervingly large Radhammer population. Most dwell within the Deep Fog, where they compete with Fog Crawlers, Krakens, Wendigos, and other horrors for territory.


Ticks
"Lyme's disease is the least of your worries."

Though they are small, it's better not to underestimate Ticks. These buggers are a combination of the worst traits of other arthropods. Like leeches, these crafty little arachnids tend to slowly regenerate their vitality in a fight - fed by their adversary's crimson life juice. They also have a high likelihood of exploding on death, not dissimilar to boombugs. The final tricks up the Tick's sleeve are its innate speed and surprising durability when compared to other similar critters. They're also just plain disgusting. So if you spot one of these repulsive blood-suckers in the wild, serve it a lead salad with a healthy side of extreme prejudice.


Wendigos
"Very few creatures haunt wastelanders' nightmares quite like these."

I've saved the worst for last. The Wendigo is quite-possibly the most terrifying mutant to prowl the wastes of post-war America. A creature of mysterious origin, Wendigos are confirmed to have mutated from humans. No one knows exactly what causes a human to mutate into one of these heinous aberrations, but it's been proven that cannibalism somehow plays a crucial role in the transformation. Wendigos are known to occasionally live amongst, and possibly even command, packs of feral ghouls. This has lead some to theorize that the Wendigo mutation may actually be some rare form of ghoulification. Wendigos are found throughout much of the continental United States, and possibly beyond, but their exact ecology is ultimately unknown - due to the rarity and reclusive nature of the species.
    Wendigos are a devastating force on the post-apocalyptic battlefield. Their earth-shattering scream alone can rip a fully-grown human to shreds, while a single strike from their clawed, malformed hands will produce a similar result on most large mutants. They're also incredibly dexterous, can briefly cloak themselves in times of distress, and possess a potent poison. Many also tend to be heavily radioactive, meaning that just being in the vicinity of the creature is a safety hazard. Wendigos also heal from radiation, similar to ghouls and wanamingos. In summation, Wendigos may be the most dangerous creature in the wasteland. Even if it can't win a fight, it'll raise absolute hell as it goes down swinging. And that's to say nothing about the Wendigo Colossus...

...But that's a tale for another day.


Other Hostile Creatures Added to Far Harbor:
- Boombugs (Big Game Hunting)
- Bloodworms (Nuka World)
- Cave Crickets (Nuka World)
- Leeches (Big Game Hunting)
- Gargoyles (Big Game Hunting)
- Ghoul Sharks (Big Game Hunting)
- Radant and Swarms (Nuka World)
- Raddlers (Big Game Hunting)
- Radrats (Nuka World)
- Radrachnids (Big Game Hunting)
- Radtoads  (Big Game Hunting)
- Ravagers (Big Game Hunting)
- Riverlurks (Big Game Hunting)
- Stinkbugs (Big Game Hunting)






FOG-TOUCHED
"If you see something in the Fog with a strange, ghostly complexion - either run, or open-fire with everything you've got."
 

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The possible Fog-Touched creatures you may encounter in Far Harbor Include:

- Anglers (Far Harbor)

- Bloodworms (Nuka-World)

- Cave Crickets (Nuka-World)

- Deathclaws

- Fog Crawlers (Far Harbor)

- Gargoyles (Big Game Hunting)

- Ghoul Sharks (Big Game Hunting)

- Gulpers (Far Harbor)

- Hellcats (Big Game Hunting)

- Krakens (Horrors of the Deep Fog)

- Mirelurk Hunters

- Mirelurk Kings

- Mirelurk and Hermit Crab Spawn

- Radcoons (Big Game Hunting)

- Raddlers (Big Game Hunting)

- Radhammers (Horrors of the Deep Fog)

- Radrats (Nuka-World)

- Radrachnids (Big Game Hunting)

- Radroaches

- Riverlurks (Big Game Hunting)

- River Rats (Big Game Hunting)

- (Carnivorous) Radstags (Far Harbor)

- Radtoads (Big Game Hunting)

- Vicious Wolves (Far Harbor)

- Wendigos (Horrors of the Deep Fog)

- Yao Guai









WORLD BOSSES
 "The Island hides some true nightmares. Some roam the mists of the Deep Fog, others lurk in the shadows beneath the waves. And all of em' are better left undisturbed."

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The Awoken Abyss
Creature Type: Kraken
Location: The Island, North

Many things awoke as the Fog overtook Far Harbor. Monstrosities roam the depths of the Deep Fog by the dozen, and death has adopted many new faces. Among them sits an eldritch terror so reprehensible and abominable in nature, that locals couldn't fabricate a nickname or moniker that stuck. For months, only the descriptions of the monster prevailed - a black, writhing mass of tentacles, spikes, and two piercing red eyes. A creature capable of breaking ships, hunting fog crawlers, and making entire trapper encampments disappear. The all-consuming, scarcely-describable nature of the entity eventually won itself a very simple, amorphous nickname: "The Abyss". Word is, it lurks somewhere within the Island - awaiting future victims.

The Deep One
Creature Type: Fog Crawler
Location: The Island, South

Beneath the surface of The Island's coastal waters lurks an ancient horror. This entity, if it truly exists, is nearly as old as the Fog itself. There are many crawlers that lurk within the mists, but only one bears the title of The Deep One. 

Fog-Touched Behemoth
Creature Type: Super Mutant Behemoth
Location: The Island, Deep Fog

The Fog's effects on creatures manipulated by the Forced-Evolutionary-Virus is not fully understood. While humans corrupted by the Fog devolve into the mad wanderers known as Trappers, the effects on Super Mutants are thought to be anomalous at best. There are rumors, however, of a mighty, pale sentinel that watches The Island from one of its highest mountain peaks. This ancient abomination is said to be hellish mixture of Fog, FEV, and Fury - and entirely unkillable.

Fog-Touched Hermit Crab
Creature Type: Hermit Crab
Location: The Island, Deep Fog

The Hermit Crabs of the east coast are terrifying titans in their own right. The ones that lurk within the Deep Fog, in particular, are hardy and nigh-impenetrable foes to the unsuspecting. Despite this, though, the beasts have always suffered from one fatal flaw - a slow, lumbering body lacking in dexterity. There are whispers among the Far Harbormen, however, of a ghostly crustacean, found in the heart of the Deep Fog, capable of bursts of great speed. They say the Fog has given this beast the agility of a true apex predator. It is worth noting, though, that there are no survivors that can corroborate these tales. 

Fog-Touched Mirelurk Queen
Creature Type: Mirelurk Queen
Location: The Island, South

In the Commonwealth, Mirelurk Queens are the mightiest of mutants - capable of taking on entire militias alone. Everyone fears these kaiju-like terrors of the Atlantic. And on The Island, things only get worse. There are murmurs of deep-seeded fear among its inhabitants - the idea that these titanic crustaceans may be susceptible to the corrupting effects of the Fog. Some have claimed to see a gigantic, ghostly entity lurking along the coastal waters of The Island. Perhaps there is some truth to these rumors, or perhaps the harbor folk have had far too much to drink. 

Ithaqua, Enflamed
Creature Type: Wendigo
Location: The Island, West

In the years immediately following the Great War, the first wendigos began appearing sparsely across the post-apocalyptic Midwest. In the Commonwealth, word spread like wildfire when a mysterious survivor defeated one of the first Wendigos in open-combat beneath the ruins of Malden. It would take years before more mutants of this caliber would be spotted roaming the wastes. The story of Doctor Earnest Flemmel, the Commonwealth's Progenitor Wendigo, would go on to become a favorite among the settlers and wastelanders of New England. There are even some that say that Ithaqua survived or rather, in some way, was reborn - some time after the Malden encounter. As the campfire story goes, gamma radiation revitalized the fallen creature - returning it to the world stronger than ever. There have also been scattered sightings throughout the Midwest of a large, glowing wendigo bursting from within with jagged ultracite crystals. One such sighting was recently made on Mount Desert Island by a group of harbormen attempting to scavenge from the ruins around Eagle Cove Tannery.

Manhunter
Creature Type: Radhammer
Location: Commonwealth, Coastline

Radhammers are rare throughout the Commonwealth - but have been documented along most of the East Coast - from as far south as Florida to as far north as Maine. Occasionally, rumors spread of the abominations popping up along the coast of the Commonwealth. One such creature, simply called Manhunter, is rumored to have claimed a region of the southern, coastal region of the Commonwealth for itself. Perhaps the rumors are true, and one of these terrifying monstrosities truly has emerged from the murky, radioactive depths - so close to home. 

The Maw
Creature Type: Radhammer
Location: The Island, West

Throughout the Island, word has spread of a hulking mass of teeth, tentacles, pincers, and eyes that lurks the coast. According to popular word-of-mouth, locals have been pulled underwater when crossing pools, ripped off beaches when wandering the coast, and even been flung from fishing vessels by a massive, aberrant hunter. Harbormen have taken to calling the culprit of these attacks "The Maw." If the tales are to be believed, one must be careful when wandering the coast, lest they stumble upon a horror rivaled by few others on the Island.

The Midnight Silence
Creature Type: Wendigo
Location: The Island, North

For decades, parents on the island have told their children tales of a giant, black terror that roams the woodlands of The Island. Agile and noiseless, it is said to hunt late at night for stray human prey - especially under the full moon. Don't stray into the night, or camp under the full moon on The Island, or the Midnight Silence will take you. Of course, this was just a cautionary tale to keep children from sneaking out into wilderness of The Island at night - coined during the years when the Fog had receded, and many amphibious mutants elected to hunt at night. In reality, though, there has been a series of grisly killings in recent months. As the Fog expanded, and shadow enveloped much of The Island, entire groups of trappers have been discovered torn to shreds in the woodlands of Acadia National Park. Harbormen have been hesitant to venture into the woods, claiming the Midnight Silence hunts as the Fog continues to spread.

Scorched Wendigo

Creature Type: Wendigo
Location: Commonwealth, Glowing Sea

Though rare, it's not unheard of for Wendigos to appear in the Commonwealth. What is rare, however, are reports of the Scorched Plague - two-hundred years after widespread inoculation became commonplace throughout the East Coast. Yet, a traveler in Diamond City reported what they swore to be a wendigo with a scorched appearance in the Glowing Sea. According to the traveler, who spotted the creature at a distance while attempting to find-and-harvest nuclear material from the Glowing Sea, the creature matched age-old descriptions of mutants afflicted with the now-defunct Scorched Plague. These reports are uncorroborated - and very few have any interest in daring to attempt to verify the traveler's claims.




FUTURE PLANS


We made it to the Hot Files once again!! Thank you everyone for your support and kind words. It's always so great to hear how much people enjoy this little passion project of mine!

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Now, I've gotten a lot of questions as to what's next for Mutant Menagerie, especially in terms of covering other Bethesda expansions. I think this mod makes the writing on the wall pretty easy to read, but for those that want clear confirmation, here it is! YES. Nuka-World is next on my list. The plan is to cover all major expansion content, make a few other add-ons along the way, and eventually release an All-in-One, final edition of Mutant Menagerie. After a well-deserved break, I plan to get cracking on a Nuka-World expansion for Mutant Menagerie (likely sometime in the Spring/Early Summer).

So if you like my work and appreciate what I do, stay tuned! Donating to the cause, be it in money or assets, also helps keep the ball rolling. But please, don't feel obligated to do so! Your support is more than enough!

As a legendary mod author frequently says - Take care, and enjoy the mod!