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  1. StamperDoesMods
    StamperDoesMods
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    Gotta say, I love that this mod is getting traction and attention. I'd love to see more people do their own takes and remixes on the mod - hope this encourages others to do so. 

    Very cool!
  2. Dabigponista12
    Dabigponista12
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    Hey, I have a request for you, if you're up for it.
  3. cardamom2
    cardamom2
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    Please update for Life Finds a Way and respond to my comment when you're done. Particularly, you need to basically just remove the requirement for the FarHarbor.esm and the NukaWorld.esm.
    1. kagetsukii
      kagetsukii
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      I'm yet to try it & confirm it works but you might find you can changed the FarHarbor.esm/NukaWorld.esm requirements to MutantMenagerie.esm through Wrye Bash.

      Not 100% sure but I would assume all the previous files (be them updated for the AIO version) will be the same within MutantMenagerie.esm just not named the same, hence the flag for the missing DLC .esm files.

      If I find out I will let you know unless you know more than myself as I only just started experimenting with Wrye Bash myself.

      Edit: Scratch that, I over looked that MutantMenagerie.esm is already listed as a master lol.

      How ever what removing it as a required master through Wrye Bash would do I have no idea, not that experienced with it.

      2nd Edit: Downloaded the 2 previous standalone versions and drag & dropped the missing .esm files into the Mutant Menagerie - Tweaks mod folder, LOOT stopped flagging & game still loads no issue.

      As for what that will do one I encounter the areas of the game that are affected by the AIO version idk but I'm a way off that as of now.

      I hope some of this helps, it's late & I'm heavily invested in my mod list so this is something to do while I'm waiting for things to run in the background lol.
  4. CosmicCrisis69
    CosmicCrisis69
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    Mutant Menagerie still has a lot of balance and practicality issues even with this helpful patch, like why do most recipes require wood? Why do most recipes in fact require so many obscure ingredients as to make them unusable and just take up space in the menus? I get a lot of them have OP buffs but if they're never actually exploited what's the point?
    And why do some enemies added by the mod kill me instantly in power armor, even the tiny bugs? AND HOW DOES A TINY BUG TAKE DOZENS OF 50 BMG ROUNDS TO THE HEAD AND LIVE. So many cool new enemies and creatures, but at what cost...
    1. drevviken
      drevviken
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      If they kill you instantly in power armor it's definitely a problem with your setup, never had that issue myself but yeah, there's still a lot of stuff to do with the old versions. Haven't tried Life finds a way yet, though.  
    2. CosmicCrisis69
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      to be fair this is my experience Survival mode, I should've mentioned that, but still, wrt to similar vanilla creatures they're way overpowered. on the bright side, they also have a lot of resource they drop.
      thanks for this mod btw this is in no way criticizing your work.
    3. drevviken
      drevviken
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      No worries... thanks.
  5. CosmicCrisis69
    CosmicCrisis69
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    Will this work with the Mutant Menagerie Performance Edition as an Master?
    Edit: YES IT WORKS I SHOULD HAVE READ THE DESCRPTION SORRY

    UPDATE: While I got you here, since I need to generate a patch using Complex Sorter, is it just for the plugins that come with this mod or all the plugins in my LO that add new items?

    UPDATE 2: Figured all that out (it was the latter), but I have an conflict with Mutant Menagerie - Nuclear Safari and Thompson SMG Replacer by antistar. Some of the attachments from the Laser RCW "Quantum Annihilator" weapon in Mutant Menagerie_Nuka World.esm spawn on my submachine gun when I change attachments. Can I remove the Laser RCW and its attachments from the mod completely since you presumably removed these weapons from spawning? Or perhaps I could fix it with a load order change? Thanks.
  6. rooket1222
    rooket1222
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    this mod's pretty cool but saying the dolphins arent game isn't really true. an animal is qualified as game so long as it's hunted for trophies or animal products
  7. lenova
    lenova
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    Hello,
    despite the description mentioning it, I'm not sure to understand if I need some patches to make this mod compatible with :
    - Wildlife overhaul - Less aggressive creatures
    - Commonwealth Fishing
    Can someone tell me ?
  8. IraMorti
    IraMorti
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    Been a while since I looked this up, trying to consolidate a decent mod list for next time I decide to boot up Fallout 4 (waiting for a few mods to come out like Dak's expansion to weapon modifications). Just wanted to double check something - with the most recent patch you removed weapon crafting - does that mean the weapons are inaccessible unless you use console commands? I don't remember if you can get them any other way.
  9. Mixxie67
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    Does this mod make it so that things like turkeys and racoons aren't considered enemies by turrets, settlers, and companions? It's so distracting at Red  Rocket because a turkey will make all the settlers and companions aggro and the turrets activate. And it takes them forever to hunt to the stupid thing. If they don't kill it it seems to put me in combat mode. Mutant Menagerie is a cool mod but I couldn't find a solution on the main forum. Someone mentioned it but no one seemed to have an answer. It completely kills immersion to have settlers go insane of a stupid turkey. 
    I like the other things you've mentioned but I'm not totally clear on whether the changed behavior of some creatures will change the behavior of the settlers and turrets. Thanks!
  10. masterhamper
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    Hi thanks so much for this!
    I updated my Wildlife Overhaul Vanilla DLC version btw, so it might fit well to a playthrough with this :-)

    btw, honeybee, caverats, and crickets kinda do fit the ambient small critters, but some of their entries you still left at aggressive and (almost) standard size, not sure if oversight or planned just letting you know.
  11. Dahveed
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    The next change I'd love to see is a level scaling remover for the bugs, ticks and rodents and such. 

    I'm in Far Harbour and the Ticks and rats there are literally 1-shotting me because of level scaling and have 4x more health than most humanoids and beasts.

    I'm in a team of 4 (heather, Dogmeat and Longfellow) and we have an easier time taking down Deathclaws than one solitary Radrat or Vile Tick.  They should be like Radroaches IMO, be very weak, give very little XP (they already do) and have almost no loot.  They are just annoyances that can perhaps give disease if you're not careful.


    As amazing as so many mods out there are (I'm always very appreciative) it just boggles my mind how poorly balanced they are.  If I kill a Deathclaw in vanilla it takes me a bit of work, but I get decent XP and 2 or 3 pieces of loot.  In Mutant Menagerie I kill a freaking Radrat the size of my shoe and it takes my entire arsenal and a full team backing me up to take it down as though it's a raid boss, then I kill it, get EIGHT xp and this one tiny rat gives me a month's worth of supplies as loot.  It just mystifies me that something could be so poorly balanced!
    1. drevviken
      drevviken
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      Agreed, it should not be that way but I've had no problems in my game with balance. Do you use other mods effecting the damage modifiers etc...?  
    2. Dahveed
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      Yes, but all damage is increased significantly.  I wonder if it has to do with some of the rodents having high damage resistance thresholds?  So that Ticks (for example) are like tanks and need about 30 hits to kill.
    3. drevviken
      drevviken
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      I haven't touched the damage thresholds at all but I'll have a look and see if I can find any discrepancies.