Fallout 4
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deleted7558487

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deleted7558487

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80 comments

  1. ValentineHellsing
    ValentineHellsing
    • member
    • 13 kudos
    10/10 mod thanks so much this is so cool!
  2. VallHype
    VallHype
    • member
    • 0 kudos
    question? if i use the radroach replacers, there will be human enemies at the vault 111 when start a new game?
    1. MasterCheeses
      MasterCheeses
      • premium
      • 17 kudos
      yes
  3. Zavek00
    Zavek00
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    • 5 kudos
    would it be possible to ask for a version where ghoul raiders spawn with feral ghouls?
  4. Excoter
    Excoter
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    • 4 kudos
    Does this mod also equip these spawn raiders with weapons from raider LL?

    I used SKK npc replacer, with setting to replace all creatures with feral ghouls.. Because what ever race is used to replace bugs etc, wont spawn with weapons.
  5. TouristMcGee
    TouristMcGee
    • supporter
    • 6 kudos
    Does this replace ALL of the indicated critters, or just some of them?  
  6. i3ncore
    i3ncore
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    • 219 kudos
    Fo4 creatures are just not fun opponents. Really enjoying the increased number of humanoids. Maybe a Super Mutant swap with Gen1 synths? Since they appear to also scavenge, take Arcjet for example, and super mutants are located at good scavenge sites.
  7. BoredContractor
    BoredContractor
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    • 0 kudos
    I can't complete taking independence since the queen wont show up. I read from another comment that there was a trapper in the water and I killed him but still nothing. I tried uninstalling the mirlerk replacer but it still wont work. Does anyone have any idea how to fix this.
    1. Furansurui
      Furansurui
      • member
      • 3 kudos
      destroy all eggs?
  8. tacticalhippy16
    tacticalhippy16
    • supporter
    • 0 kudos
    What are the mods that add the EFT armors in?
    1. astikadleiba109
      astikadleiba109
      • member
      • 0 kudos
      XHX discord channel
  9. kirishiratori
    kirishiratori
    • member
    • 0 kudos
    Exploration became exciting Thank you (:>
  10. DJSHAFT69
    DJSHAFT69
    • member
    • 32 kudos
    This is causing sheer chaos and carnage all over my Commonwealth. I am not complaining at all, I love it this way but it is really hard to get from one place to another now. I use SKK Random Encounters, and now I get the spawns from that fighting a bunch of scavvers, trappers and disciples. The are on two legs now so they will run off into other areas if they detect any combat. 

    Because SKK spawns DLC content I often get two different groups of trappers and scavvers fighting it out, often over other dead bodies. Turned the areas around Concord in a Warzone style area with multiple battles raging all over the place. I have a good system, or else I think I would be getting a bunch of lag and crashes. 

    Yes, I can disable the extra SKK spawns, that brings it back to just a vanilla style human combat filled area, but why would I do that.

    Yeah, this works, and I don't have to deal with bugs and crawlies anymore. Just be aware that based on what other mods you use, you could end up with a hellzone of endless combat and carnage. 

    One thing I did notice is that I still have molerat piles in several areas and they don't clean up when I take over a workbench. Kinda just buried there halfway, but the base game has that already to some extent.

    Great idea, and this is never leaving my load order.