Another thing is that this mod was not balanced around the level lists in fallout 4 you will get destroyed by these in the early game with no chance of survival. I hope you have plans for that in a future update.
The mod author identifies that these NPC's are OP in the mod FAQs. Since without a mod you can't even encounter an alien in the vanilla game until you are level 20, the smart thing to do is NOT activate this mod until AFTER you encounter the alien. It really doesn't make any "game lore" sense for anyone to be fighting invading aliens before a player finds their "scout" in that cave. At level 20 the higher level bosses will still be tough but with good power armor and a good weapon and a well equipped follower, the SS will probably live more often than they die.
This mod doesn't edit ANY leveled lists and all the NPC's are hand placed and relatively easy to avoid if you wanted to once you know where they are. Oh! And be sure to shoot the invisible "engines" of the UFO's to down them quicker. Figured that out yesterday whenever I was alone north of Kingsport Lighthouse and I got jumped by an Attack UFO and one of the elites. Found more down by the beach just past the lighthouse and hit one so hard that his rocket body spun out into the ocean! ROFL!
LOL! Didn't you pick up the 10mm pistol in Vault 111 OR take the Minuteman Musket from the Concord Museum steps? But as I said......VANILLA GAME....no alien mod activated.....you won't see an alien until level 20. This mod's aliens are based upon THAT level with the exception of the Grunts and Froggo slaves which I believe are level 10. So, since YOU are the one who decides when to activate a mod........do yourself a favor and don't activate this mod until you find the VANILLA alien. Problem solved.
EDIT - Just because you INSTALL a mod with MO2 or whatever doesn't mean you have to ACTIVATE the ESP immediately. I highly recommend you get Wrye Bash ( Wrye Bash) to help you to see EXACTLY what is active and what is not active. IMHO, it is a much better mod manager for new players because the INSTALLER checks mods against what is actually in your data file and lets you see any conflicts. Other mod managers are much too busy for my tastes. I've been manually installing mods or breaking down FOMODS into Wrye Bash compatible mods for years also because I want to know EXACTLY what is going where and why. No one is responsible for my data file but me, so I don't let anyone else decide for me where things are going.
Agreed! One does not have to enable the mod right away. Install it by all means, but don't activate it until you are truly ready.
I like to explore the wasteland at my own pace. I gradually enable Mutant Menagerie, then a few levels later, I start up a combat stalker mod, then later on a feral ghoul invasion one. The Zetans are the icing on the cake.
Yeah, it'd be nice if this was actually balanced in some way. Since, as it is now, this is totally unusable to have on from the start of the game since they're so OP for a level 1 character and they don't have any level limitations as to when they start spawning.
I personally really like this mod. Just wish there was an second option to instead give all aliens the orange visor helmet. They look pretty good on the Zetans that have them, much better than the original clear helmet or having no helmet at all. I will also say that the Froggo companion gear would also look like an nice change for the frog aliens overall, and in such a case, with the orange visor helmet, as well.
Try also mods like Techno Mutants , Expanded Techno Mutant . Hybrid evolution Monsters and new one Animatronic Apocalypse they all work togheter. Ofc Faction Reinforcment another mod rascal too. I use alot replacers too like Flooded Infestation and Defective synths for ghouls for example.
Got incapacitated from a lack of sleep and it took me 30 minutes to walk to a trailer park where i was met by a transport UFO fighting against zombies and two alpha deathclaws D:
I will say personally if I could make one change to this mod it would be to make it so the aliens don't spawn until after the crashed UFO spawns much like how the mechanist bots and the rust devils don't spawn until you defend Ada. Otherwise I enjoy that this mod makes previously safe or low danger areas be much more dangerous.
284 comments
No changes to the base mod, just the addition of a follower, Frogbert the Froggo, who can be found in the Concord Speakeasy basement.
This mod doesn't edit ANY leveled lists and all the NPC's are hand placed and relatively easy to avoid if you wanted to once you know where they are. Oh! And be sure to shoot the invisible "engines" of the UFO's to down them quicker. Figured that out yesterday whenever I was alone north of Kingsport Lighthouse and I got jumped by an Attack UFO and one of the elites. Found more down by the beach just past the lighthouse and hit one so hard that his rocket body spun out into the ocean! ROFL!
EDIT - Just because you INSTALL a mod with MO2 or whatever doesn't mean you have to ACTIVATE the ESP immediately. I highly recommend you get Wrye Bash ( Wrye Bash) to help you to see EXACTLY what is active and what is not active. IMHO, it is a much better mod manager for new players because the INSTALLER checks mods against what is actually in your data file and lets you see any conflicts. Other mod managers are much too busy for my tastes. I've been manually installing mods or breaking down FOMODS into Wrye Bash compatible mods for years also because I want to know EXACTLY what is going where and why. No one is responsible for my data file but me, so I don't let anyone else decide for me where things are going.
I like to explore the wasteland at my own pace. I gradually enable Mutant Menagerie, then a few levels later, I start up a combat stalker mod, then later on a feral ghoul invasion one. The Zetans are the icing on the cake.
Would be great to have an alien invasion survival playthrough.