Adds a terrifying plethora of new archetypes to the Feral Ghoul faction that makes them much more challenging but funner to fight. Because variety is the spice of life!
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Author notes
Let me know if you make patches/tweaks, I will link them on the main page if appropriate
File credits
CK, FO4EDIT, Outfit Studio, NifSkope, and Blender were the main tools used to get custom models rigged
MASSIVE thanks to Oynlen for teaching me so much about weighting and creature nuances! You are the best!
GRIM and Whispering Hills: many of their already existing creatures were used as a reference in order to create mind. Thank you both L00ping and Mangaclub!
Thumblesteen for the DECAY textures used by the Rotters
mattesp89 for his Horrific Ghouls Textures
TheJesterofEvil for Better Feral Ghouls Textures
Ghouls Revamped by Fuse00 used by Shamblers
SketchFab artist models for the Spitter and Feral Tank: DJMaesen and KIFIR respectively
SketcFab artists for the Bile containers and grenades: Blender3D and Jiao Silva
Gasmasks for rotter: blenderist
VALVE for Left 4 Dead, many sounds used throughout
RedMetalShield for the FROST Patch
and of course, you :')
(IF YOURE READING THIS AND I FOGOT YOU PLEASE SEND MY DUMBASS A MESSAGE)
Fixed mutiple instances of skeleton references being invalid, huge thanks for elzee for pointing out our misstep here!
Addressed an issue with rotter crashing and hopefully alleviated more through rexporting skeletons
Added more sound options to the installer
Obligatory "Various other tweaks"
Version 1.7.1
Readded the pukers back into the mix (thanks for pointing this out 4estGimp)
Put the Goliath's stomp script into the mod. That's pretty important, but this is just your classic Ethnet blunder
Added segmentation data to Ravagers
Fixed the maggot LLs being weird
Version 1.7
[DEFINITIVE EDITION: No more "major" updates after this]
Completely replaced Tanks with Feral Goliaths. They aren't just carbon copies of behemoths now, but are unique in their attack pattern, aoe ability, and will be small enough to work decently in interiors
Added Feral Ravagers. Read about them in the bestiary
Added rarity levels to the installer. You can now choose if you want to see the new variants about the same or more than vanilla spawns.
Revamped and optimized hard-injection leveled-list method to be as small as possible
Tweaked exploder hit registration - if you shoot him in the general belly area, it SHOULD explode more often than not now.
Adjusted different sound ranges and enabled reverb
Fixed the rare occurance where sounds would not be played, be it ambient or dialogue strings
All important optional plugins implemented in installer
Opened up the older versions of the mod
Fixed tons of typos in the Bestiary
Squashed all the bugs that I could find
Balanced a couple variants and buffed others, nothing huge
Version 1.6
Overall buffed damage and HP of Feral Spitters
Feral Tanks have had their size, damage, and HP reduced, as to give them greater discrepancy to Super Mutant Behemoths. This also helps them navigate interiors better with less of a chance of getting stuck. Still don't have to use them if you don't want to.
Fixed Feral Tank invisible decapitation headcap by disabling it.
Fixed Rotter dismemberment points to properly show green gibs.
Tweaked Pursuer invisibility effect so that they are still partly visible.
Changed all archetypes to level with the player. Yes this will make the early game easier, but the level 100+ characters who requested a challenge should be ready for one.
[NEW VARIATIONS!] (You might need to read the bestiary for more in-depth info!)
Diseased Feral Ghoul
Feral Miner
Version 1.5
Fixed no scripts being in the script folder for the script-injected version. How can I be this incompetent?!?
Fixed flag on the Tank Tweak, reverted to regular ESP
Fixed some instances of rogue 10K textures. File size should decrease, theoretically
Adjusted bone weighting near the jawline of the Female Shambler
Adjusted all hair positions of Female Shambler hair
Total rework of the scripts regarding exploder deaths. They will now instantly explode upon reaching 0 HP, and will no longer leave behind buggy and sussy "corpses". Dead exploders will now change their skin in order to give proper feedback that they are dead, which also now means that they are lootable. There is a better explanation in the Bestiary as well as a demonstration video in the videos tab.
Fixed Crawler head gore being an anglerfish instead of a normal head.
Tweaked and standardized several race attributes
Hopefully addressed Radroach spawning instead of a variant
Tank Body Part data tweaked to be slightly less squishy
Tank damage decreased across the board
Added patch for Feral Nights
Added Ghoul Spawns to Far Harbor
Version 1.4
Compiled all patches and misc. plugins into the mod installer. Hopefully everyone is in favor of this.
Added an optional Tank workaround plugin. They will no longer spawn through LLs to prevent indoor spawning but will instead be found in various spots in the worldspace.
Normalized UnarmedWeapon values (save for Crawlers and Tanks, because changing their default UnarmedWeapon value results in broken combat behaviour)
Added segment data for Rotter Gasmasks (should work properly in VATS now)
Continued to decrease the stats of Crawlers
Fixed missing Crawler eye paths
Shamblers now spawn in pairs of 5 instead of 1, meant to fill hordes
Added bodypart data for potential BLD patches to be made. Headshots are now HIGHLY encouraged as they do almost three times the damage output.
Added radiation healing to the Crawler Race
[NEW CREATURES!] (You might need to read the bestiary for more in-depth info!)
Feral Brutes
Female Shamblers
Added one new Exploder Variation
Version 1.2
Fixed a slight mistake with spawning 30 Armored ferals at level 1 instead of 1 at level 30, whoops.
Version 1.1
Standardized the stats of the creatures in order to not make lower level characters suffer as much
Reduced the frequency of Bile, was way too common
Added proper sounds to Shamblers, missing sounds in 1.0
Fixed plenty of inconsistencies in the Level Injected version, massive kudos to DeathByPewPew for their in-depth knowledge in Leveled Character lists
Version 1.0
Release. At last.
Hell all, I am well aware that many are experiencing additional crashes with Definitive Editions of FGEP (1.7+) and I am working to address these when I have moments to spare. I am waiting for the Next-Gen update to drop before I do anything drastic. I'll see you then! -Ethnet
Thank you to everyone that made this happen! (That includes you)
Warning: This will make Feral Ghouls a much more challenging encounter. You're into that? Well shit, okay then...
Adds several new creatures to flush out Feral Ghouls, as opposed to the occasional Bloated or Gangrenous you see at high levels. From unique forms of fodder, to creatures with completely new abilities, this is bound to appeal to almost every play through. Custom sounds, models, and textures were used to give them as unique of an identity as possible (Thank you to everyone who let me use their textures/meshes, love y'all!). As opposed to seeing them as "Feral Ghouls", I would like for you to look at this faction as "Ferals" from now on, as now there are more than just swarms of the same enemy populating it. If you've ever played Left 4 Dead, Back 4 Blood, and especially 7 Days To Die, this is the gameplay I had in mind.
Also some are gibbable, and everyone is VATS compatible.
Video Showcase (Credits to TheBeanbagGamer for recording this awesome footage):
When degeneration occurred within normal feral ghouls, their brains became rotted to the point of extreme aggression and appetite. However, in tandem with the different levels of radiation the host was exposed to, and the physical attributes of the host's themselves, different variations and permutations were seen among the Feral Ghoulification process. Some for example, were exposed to so much radiation that they started excreting it in a form of a vile stench, a miracle that they are still alive. Other hosts that were built larger than the average person, mutated in a way that would secure their role as an apex predator by becoming much larger than the average Feral. The rest is history.
Also adds a new drop to all Ferals, "Bile", that can be used to craft one new weapon (for now, bound to be expanded in the future). Other than that, I recommend plugging this bad boy in and playing it, as that is the way I personally found it best to learn about it.
If you really need more info, I have included a full dissertation on the new abominations I currently have running around in your game below.
Try not to die too quickly out there!
= Basic tier variant. Spawns when the mod is installed.
= Mid tier variant. Spawns when players are more experienced at level 15.
= High tier variant. Spawns when you think the wasteland is in the palm of your hands at level 35.
Open the spoiler below to see every ghoul variation:
Spoiler:
Show
Name: Feral Shambler Enemy Type: Normal Added in: V1.0 Pain in the Ass level making: 9/10 Creatures that are stuck in limbo between turning truly Feral or remaining somewhat human as a ghoul. Slow, but numerous and resilient. They also sport fancy hair physics and tons of clothing variations, hence why they took 3 lifetimes to make. A special armored variant will begin spawning when you become more experienced.
Special Variant: Armored Feral Shambler
Having the same movement and attacks as shamblers, but they're wearing full suits of scrapped power armor that make them extremely tough to take down.
Name: Feral Exploder Enemy Type: Special Added in: V1.0 Pain in the Ass level making: 10/10 Abominable creatures that serve one purpose in their wretched lives: to die. Upon death, they will begin leaking Bile and all this build-up will lead up to a violent explosion of it. If found in a horde, they are a great ammo saver. Took me freaking forever to find out how to make a convincing aftermath for the explosion of these fellas.
In-Depth Mechanic Explanation: When you kill one of these fatties with a firearm, they'll only explode if the finishing shot was dealt to their front belly. Otherwise, they will not trigger a Bile Explosion. However, their corpses will remain volatile. You could theoretically create a minefield from Exploder corpses. A better concept of what I'm saying can be seen in the Videos Tab demonstration.
Name: Feral Spitter Enemy Type: Ranged Added in: V1.0 Pain in the Ass level making: 3/10 Creatures that have built up enough bile in their lungs in order to spit it out toward enemies. They are very weak up close and can generally be easily dispatched.
Special Variant: Feral Puker
These are tougher variants that, instead of spitting fast projectiles, vomit massive congealed blood projectiles that deal AOE damage.
Name: Feral Slasher Enemy Type: Normal Added in: V1.0 Pain in the Ass level making: 6/10 Covered in scatches, these are the most horrific looking of their mutation but also do not lack intelligence. In fact, they can be seen wielding melee weapons while wearing human armor, something that normal Ferals lack the brains to do. They cause heavy stagger and minor bleed in order to make you easier to feed toward the rest of the horde. Had to painstakingly bone weapons to this guy's forearm for weapon variety, took more off my life than I intended.
Name: Feral Rotter Enemy Type: Special Added in: V1.0 Pain in the Ass level making: 10/10 Seen with old, moldy, and rotting flesh, these creatures distinguish themselves from the rest of the Horde due to their tendency to stink. Real bad. Upon entering combat, they will begin to emit a radioactive stink that most creatures will eventually die too, including you if you are ill equipped. Can be seen brandishing gasmasks on their faces, which baffled me days on end on how to get working. Stupid CK.
Name: Feral Crawler Enemy Type: Normal Added in: V1.0 Pain in the Ass level making: 3/10 Ferals that decided quadrupedal hunting was best for speed and mobility when chasing down prey. This makes them slippery bastards in combat but are otherwise dealt with using conventional means. Making them crawl was hard, very hard.
Special Variant: Feral Pursuer
There is nothing more scary than this rare, high-level variant. They are one-hundred percent invisible to the basic human eye, only revealing themselves when they are shot dead. They stalk their prey, then attack them with extreme prejudice.
Name: Feral Tank Enemy Type: Heavy Added in: V1.0 Pain in the Ass level making: 4/10
Superseded! See the Definitive Edition below for their spiritual successors, Feral Goliaths.
Name: Feral Shambler (female variation) Enemy Type: Normal Added in: V1.4 Pain in the Ass level making: 4/10 Same difference as normal shamblers. Just the opposite gender.
Name: Feral Brute Enemy Type: Heavy Added in: V1.4 Pain in the Ass level making: 8/10
They may look like muscle-brain dummies, but they are a force to be reckoned with. They pose high defensive and offensive stats, and their fists are enough to cause major crippling in creatures smaller than itself. They are also quite fast, but their strokes are easy to dodge. For Honor Centurion meets Feral Ghoul!
Name: Feral Miner Enemy Type: Normal Added in: V1.6 Pain in the Ass level making: 9/10
Don't be attracted to the light at night, as you could find these ferals roaming around in a group waiting for those who fall victim to their lanterns. Fairely straight-forward archetype, with a small chance to drop rare metals upon death.
Name: Diseased Feral Ghoul Enemy Type: Special Added in: V1.6 Pain in the Ass level making: 10/10
These Ferals have been infected by a slimy parasite, giving them enhanced durability since the host is already a walking corpse. Be wary when killing one, as the parasite may find you as the next suitable target. Nuka World DLC is now a requirement. (Credits to Oynlen for providing the model for this variation as a modder's resource)
Name: Feral Goliath Enemy Type: Heavy/Special Added in: V1.7 (DE) Pain in the Ass level making: 6/10
Cannot stress the importance of staying away from these hulking brutes when fighting them. They have powerful blows that can put you in a stagger vortex. AOE attacks are this variants specialty, so it will dominate team fights. A force to be reckoned with! They are also a much better designed unit in every metric compared to my old Tanks.
Special Variant: Armored Feral Goliaths and Rampager Goliaths
The prior wears armor that reflects most ballistic weapons, while the latter has a flat stat increase and is much more aggressive.
Name: Feral Ravager Enemy Type: Special Added in: V1.7 (DE) Pain in the Ass level making: 6/10
Can constantly regenerate health in combat, and they are good at dodging attacks. These are slippery variants that are the vanguard of any horde due to their resilience, speed, and agility. A strong foe!
Use a mod manager to install, as I have provided an installer with both options on how the Ferals are injected into the game's lists.
Requires Far Harbor and Nuka World
Compatibility
Sim Settlements or Quest Mods (or even vanilla quests) that directly involve Ferals may break with this installed, this is obviously an unintended side effect. I can't test each and every instance, so just be aware of this. If you can't risk it, just don't even install FGEP
Compatible with almost everything, if using the script injected version it is also compatible with Oynlen's More Feral Ghouls. Fully compatible with Feral retextures but I would discourage retextures and sound mods because mine already come with their own set.
Also compatible with the following:
- Zombie Walkers and More Feral Ghouls. Users have reported best results when my plugin is placed below the aforementioned.
When posting a bug or issue, please state which version of the mod you're using, ie. version number and either script or hard injected versions respectively.
- Not all creatures have dismemberment yet. This is a very hard process to go through with every monster so not sure if it will ever come to fruition - Slasher's weapons don't dismember properly with the limb, as it is impossible to add segment data to weapons in Outfit Studio - Currently doesn't work with Toounx's Flashbang mod, until she makes a guide on how to add custom races to the flashbang script this is unfortunately one drawback.
Things on the horizon for updates:
- More items used by Bile
- A definitive, FINAL update (done in 1.7, good job me)
There's bound to be more bugs, please let me know so I can get them stomped out in a patch!
Spoiler:
Show
There's a lot here, and for good reason! This mod is a massive conglomeration of many amazing works by several different people. I recommend reading through this and seeing just how much work isn't mine alone.
CK, FO4EDIT, Outfit Studio, NifSkope, and Blender were the main tools used to get custom models rigged
MASSIVE thanks to Oynlen for teaching me so much about weighting and creature nuances! You are the best!
GRIM and Whispering Hills: many of their already existing creatures were used as a reference in order to create mine. Thank you both L00ping and Mangaclub!
Oynlen for the inspiration and the Diseased Feral model
Thumblesteen for the DECAY textures used by the Rotters
jacksmangina for the Horde Feral Textures
mattesp89 for his Horrific Ghouls Textures
TheJesterofEvil for Better Feral Ghouls Textures
Ghouls Revamped by Fuse00 used by Shamblers
SketchFab artist models for the Spitter and Feral Tank: DJMaesen and KIFIR respectively
SketchFab artists for the Bile containers and grenades: Blender3D and Jiao Silva respectively
Gasmasks for rotter: blenderist
VALVE for Left 4 Dead, many sounds used throughout
RedMetalShield for the FROST Patch
and of course, you :')
(IF YOURE READING THIS AND I FORGOT YOU PLEASE SEND MY DUMBASS A MESSAGE)