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drevviken

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drevviken

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About this mod

My personal tweaks of the Mutant Menagerie trio of mods, excluding Backwater Beasts. Adjustments to creatures and items, mainly sizes, naming and attack data.

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Mutant Menagerie - Tweaks 


I’m no modder (yet) but I do a lot of patching so my knowledge is fairly decent at this point. I often end up tweaking mods to fit my particular (survival-based) setup, my design philosophy and also my tormented mind, which is slightly infested with OCD devils. While the Mutant Menagerie mods by delicon20 are absolutely brilliant mods that enriches the game there were quite a lot I felt the desperate need to tweak. Since the patching became intricate (and time consuming) this time around I thought I’d share the work in case someone might enjoy these changes. If you don't agree with any of them, feel free to not let me know in the comments. I do however appreciate constructive criticism. 

This patch requires the latest versions of Mutant Menagerie - Big Game Hunting, Mutant Menagerie - Horrors of the Deep Fog and Mutant Menagerie - Nuclear Safari. Main or Performance versions doesn’t matter. It’s an ESLified ESP and it needs to go after Workshop Rearranged in the LO due to a minor conflict, the only one I know of at this time.

Changes I’ve made in broad strokes: 

  • Fixed various typos and changed naming conventions to be more in line with UFO4P for better consistency. Simplified the language throughout to silence the voices (in my head, not the mod). 

  • Renamed most unique creatures to existing mythology (appropriate for the creature) because I love mythology and I prefer it this way.

  • Renamed (and removed) numerous items according to my own preferences and to be as coherent and realistic as possible. 

  • Nerfed the wildly op effects of most recipes to better fit the survival context. This definitely needs more work because it's very tedious and I lost my way and started writing random stuff on the walls.

  • Overhauled the exceedingly complex and jampacked leveled lists. No more junk, caps, weapons and armor from
    creatures, with very few and rational exceptions. You might still be able to find a garden gnome on the hermit crabs, since I know this is very important to many. You only get one kind of meat from a creature instead of multiple and often illogical kinds, and the amount is now reasonable and based on size. 
  • Removed many Far Harbor creatures from the Commonwealth as I, in most cases, prefer that faunas are characteristic
    of a region. It provides a greater sense of excitement and a satisfying feeling of finding something new. 
  • The biggest downside with the MM mods for me personally is the sheer size of the creatures. While I play with a mixed archive of the regular/performance textures (the Krakens really need the 4k), I think it’s very important that the creatures look good regardless, and many doesn’t look good even with the regular ones simply due to their gargantuan size. I don’t like it through a lore perspective either and I think it’s exaggerated. The world shouldn’t be overflowing with creatures larger and more intimidating than deathclaws and behemoths, so I have methodically gone through every variation and resized them to fit the vanilla narrative better. They’re also able to move around better now and the performance is enhanced, at least on older systems like mine. WIP.

  • I’ve changed the behavior of many creatures and I’ve tried to give them more personality. The naming system also play a part in how they behave now; if a creature is “enraged” or “aggressive” it will act accordingly. Many will not attack on sight as before, but instead will be cautious and only attack if you get too close. If they feel overpowered, they might flee. I’ve tried to make this as diverse as possible so that you never know how a creature will react when you encounter them. This is obviously closer to nature in real life and, again, the way I prefer it. I don’t want to be in constant warfare if I don’t choose to since I play slowly and calculated. Due to how many creatures and variations are added, this will most likely require more testing and tweaking.  

Here are more details on the changes, for those who want to dig deeper. I won’t be mentioning everything as it would be a very long list that no one would read:

Spoiler:  
Show

  • Removed the item “Concentrated Fog” altogether and made all items dependent on it to use the vanilla “Condensed Fog” instead since I thought it unnecessary (and confusing) to have both + it provides further purpose to the already existing one. 
  • All “Fog-Enhanced” weapons and "Fog-Infused" armor now use the term “Ionized” instead. While it’s difficult to provide logic here I think Ionization is a better alternative and it’s also present in F76. "Ray-Leather" is now "Shagreen".
  • All “Fog-Touched” creatures are now called “Veiled” creatures instead, in clear conjunction with The Fog, also
    known as Atom's Veil by the Children of Atom. 
  • Renamed filters “Campfire Crafting” to “Mutant Menagerie” and “Concentrated Fog” to “Fog Distillation” in addition to moving most of the crafting to the chem station. 
  • Removed the following redundant items: Ionized Meat (Irradiated meat is enough imo) Gold Scraps, Metallurgized Chitin, Fossilized Chitin, Biometallic Material, Biometallic spine, Warped Remains, Mutagenic Biomass, Mixed Blood, Infected Mass, Metallic Mass, Decaying Rat Teeth, Metallic Rat Teeth, Mutant Rat Teeth, Irradiated Rat Teeth, Animal Fur, Contaminated Feathers, Insulated Feathers, Oily Feathers, Sticky feathers. While this might seem like much, I assure you there’s enough left in there. The amount of stuff these mods adds is... overwhelming. 
  • Removed game and fish meat from creatures like Dolphins and Squids since they’re not fish or game. Also applied this logic elsewhere when needed. 
  • All pelts and hides are now either poor, fine or exquisite (instead of various naming variations like decent, shoddy, wicked and infernal) for better consistency.
  • I was going to list most items and creatures I’ve renamed and why here but I realize I don’t have the patience. All changes are simply based on what I personally deem to be reasonable: Excess Adhesive is now named Animal Glue and Waste Oil is named Animal Oil since waste oil is something completely different. If you’re interested in all the changes, open up FO4Edit and have a look.


I might further reduce spawns If I think it’s necessary but so far the balance feels good since delicon20 has already reduced them drastically. Otherwise, I’ll just refine what I’ve already started. I really want to improve many of the recipes but I'm not sure I'll get it done. It's not the most important part of these mods. 

Installation and notes

Make sure you have all three requirements and use the mod manager of your choice. I will forever recommend MO2. Install manually by extracting the files in your Data folder and activate the esps. 

When running the Mutant Menagerie mods together with the Complex Sorter, there will be a slew of errors in the output esp so for those who do I’ll also provide a patch to be loaded after the CS output esp to correct these errors. It’s only necessary if you, like me, don’t know how to fix the errors in the sorter itself. I haven’t had the time or patience (I obviously don't have much these days) to dig into that just yet. Deactivate the patch when creating the output, then activate it again after. Same requirements. 

I've been working on this for a while now and I think I might have started the process by merging this and this. Since I don't remember I think it's best to mention it. In any case, I was inspired by them. 

And finally, to quote master delicon20: “you do not need my permission to make your own unofficial patches and the like. Just make sure your patches are patches - not reuploads! Other than that, I am all for people building on the framework that is this Mutant Menagerie!! Go crazy!

Made (and cleaned) with FO4Edit.