Thank you all for your support! By request, some new plugins are on their way. They are modular so you can choose which mobs need souping in your game (it might be boring if they're all tough, or another mod might do one better). There are quite a few so it will be a while before they are all here (oh GOD rebuilding them again in the GECK is gonna be a nightmare).
For additional commentary on modules already done (and removed from this list), see the main description. I have added a section for them.
Deadly Mutants - FEV and Behemoth Deadly Ghouls - Holy s#*! this list is looking long as f*#@ aaaahahah or it was when I wrote this; I've finished and removed several now c: Deadly Robots - Assaultrons, Protectrons, Gen 1/2 synths, Turrets, Sentries Deadly People - Health Scaling - Humans, (normal) ghouls, Gen 3 synths. No full version for these I'm afraid, as their dmg/resistances are based off playable equipment. At most I can scale their health higher per level. Note that I've heard of problems with FaceGen when modifying people, giving them all default faces. This might be an unavoidable side-effect. Deadly Legends - Lite/Apex (or Healthed for people) Only modifies Legendaries. Probably won't do as much with the resistances and focus more on damage instead if I'm honest, because I already find that mutating annoying as hell. The Lite version is for people that ONLY want Legendaries. Apex is for people using other packets that want legends to be EVEN WORSE and the numbers in it WILL BE CRAZY YOU HAVE BEEN WARNED D:
Nothing for radroaches and bloatflies at this point; you should still be able to squash SOMETHING.
I've never made something with so many modules under one banner so I lack the know-how to make an NMM installer, I'm afraid.
Love this I've been mowing down all of them I'm okay with humans being easy to kill like with one headshot but I still want the irradiated beasts to be terrifying cant wait to use it!
the only problem then is spawning in the middle of a battle, where you have an excellent chance of getting headshotted and dying before you can even move.
turrets are also something to be greatly feared again, especially ones you don't notice until they start shooting.
Thanks for making the deathclaw standalone but I would like to edit your esp in the F04Edit and when I open it up and for example I would like to edit one of the Deathclaws HP it says Health off set with out showing the exact health which a base level deathclaw has around 500. It just shows 35 in the health off set. How do you calculate their health?
"Offset", if I'm doing this right, is how much their health increases per level. "Calc Max Level" determines to how many levels that offset will be added. They will stop adding additional offset after hitting that cap. I changed the level to which they scale, but not how much they scale by at each level. Healthwise, they are the same at lower levels. They will still be tougher to kill though, because I also changed resistances.
salvadorc17, since all the changes are made to mobs directly any patch would essentially be a direct derivative of your mod. You can make your own version following the same multipliers I have used on your mobs as release it as an optional alternative. Such a version wouldn't even require Deadly Predators as a master since this introduces no scripts, perks, or values that the mobs are using.
So...Deadly Predators Full v1.1 includes the deadly ghoul, people, mutant, synth, and legends right?? or is it still in the works??? Because the post was on 2015. Just curious.
*EDIT: nevermind, the files were the same date as this post. So the future plans are not here yet. Hope it gets released soon! Good luck MA!
The reason none of the creatures have resistances to fire or cryo damage is because no weapons use those damage types in the base game. FO4 uses the Skyrim engine and has fire, cold, and lightning damage types built in, but Bethesda decided partway through development not to use them and instead added a new "energy" damage type which even fire weapons and cryo weapons use. So unless you use a mod that adds fire, cryo, and/or lightning damage into the game, the "fire" and "cryo" weapons won't do any more or less damage than other energy weapons. If you DO use one of those mods, fire and cryo damage will bypass almost all armor and creature resistances (though a few enemies had fire resistance implemented before Bethesda changed to "energy" damage and still have it by default) unless you get a mod that adds those resistances.
I've noticed that the stats for Deathclaws in the full version and the standalone version seem different. The full version states that deathclaw resistances are tripled, but standalone only says doubled. Am I reading this right? Does this mean that the standalone version, in addition to only being for deathclaws, is also an "easier" version of this mod?
Really would like to see the super mutant hounds get buffed, they go down so fast. Also could you add health regen to all mutants? i feel like regen makes sense for them.
Something I'd like to suggest is that you add in the effects of the Damage Threshold mod. This basically adds flat damage reduction effects like what was in New Vegas, so that you can't use low-tier weapons against stuff like Deathclaws.
It'd certainly help make those things a lot nastier.
I'm not sure you know but, looking at the mod in FO4Edit I see you changed Disposition Base to 350, and I don't think it has anything to do with levels.
Also did you even test the speed of the creatures? Speedmult doesn't seem to do anything on deathclaws for example.
Nice mod ! i just hope you could merge all of the Mirelurks, Wildlife, Predators.. all toghether , to save some plugin slot. And it probably need a patch to be used with Beast Master right?
137 comments
There are quite a few so it will be a while before they are all here (oh GOD rebuilding them again in the GECK is gonna be a nightmare).
For additional commentary on modules already done (and removed from this list), see the main description. I have added a section for them.
Deadly Mutants - FEV and Behemoth
Deadly Ghouls - Holy s#*! this list is looking long as f*#@ aaaahahah or it was when I wrote this; I've finished and removed several now c:
Deadly Robots - Assaultrons, Protectrons, Gen 1/2 synths, Turrets, Sentries
Deadly People - Health Scaling - Humans, (normal) ghouls, Gen 3 synths. No full version for these I'm afraid, as their dmg/resistances are based off playable equipment. At most I can scale their health higher per level. Note that I've heard of problems with FaceGen when modifying people, giving them all default faces. This might be an unavoidable side-effect.
Deadly Legends - Lite/Apex (or Healthed for people) Only modifies Legendaries. Probably won't do as much with the resistances and focus more on damage instead if I'm honest, because I already find that mutating annoying as hell. The Lite version is for people that ONLY want Legendaries. Apex is for people using other packets that want legends to be EVEN WORSE and the numbers in it WILL BE CRAZY YOU HAVE BEEN WARNED D:
Nothing for radroaches and bloatflies at this point; you should still be able to squash SOMETHING.
I've never made something with so many modules under one banner so I lack the know-how to make an NMM installer, I'm afraid.
then tell me you're still sleeping.
the only problem then is spawning in the middle of a battle, where you have an excellent chance of getting headshotted and dying before you can even move.
turrets are also something to be greatly feared again, especially ones you don't notice until they start shooting.
*EDIT: nevermind, the files were the same date as this post. So the future plans are not here yet. Hope it gets released soon! Good luck MA!
If you DO use one of those mods, fire and cryo damage will bypass almost all armor and creature resistances (though a few enemies had fire resistance implemented before Bethesda changed to "energy" damage and still have it by default) unless you get a mod that adds those resistances.
... BTW ... I am running into too many Deathclaws. They should be fairly rare and 'bad to the bone' like T-REX.
I have ' Deadlier Deathclaws ' by MPankey loaded but I still have a 'one-shot/one-kill'.
Will also post to 'War of the Commonwealth' to see if that is spawing too many of the critters.
It'd certainly help make those things a lot nastier.
Also did you even test the speed of the creatures? Speedmult doesn't seem to do anything on deathclaws for example.
And it probably need a patch to be used with Beast Master right?