Fallout 4

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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

Replaces the Legendary Enemy Mutation system with something a bit more... immersive

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Changelogs
From the author of Creative Perks Plus
Immersive Legendary Mutations
(Because I haven't made a mod with immersive in the title yet...)


  • A text message is no longer displayed when an enemy mutates
  • An enemy mutates at a random health percentage (with a bell curve distribution around half health)
  • Enemies no longer heal when mutating, unless they have a specific "healing" mutation
  • Enemy mutations are selected at random, from specific lists of new and interesting mutations. These can be either offensive or defensive in nature, and may require you to use a different tactic to defeat the enemy.
  • Most mutations have shader effects, as well as new drops to give hints as to what the mutation is
  • Mutations aren't always biological "mutations", they can also be items, like scavenged tech, weapons, or even the result of contaminated drugs, that unlock effects.
  • Once an enemy has mutated, there is a small chance it will mutate again (higher level, the more likely it will happen), and again, and again...

 
 
Technical Report : Commonwealth, Wildlife Mutations

Since arriving in the commonwealth, several of our patrols have encountered creatures with a higher than normal level of radioactive contamination. Interestingly, when under threat, these creatures often undergo rapid, spontaneous mutations. We have found instances of toughened, ballistic resistant hide, reflective scaling resistant to lasers, as well as creatures with unusual healing factors, size, and speed. Food or drugs contaminated with high levels of a previously uncharacterized radioactive substance were found on their corpses, and we suspect that this was the cause of the mutagenic event. Our primary suspect is the instute, as this is likely yet another experiment gone too far. Scribes are continuing to gather samples, as our patrols continue the work of cleansing The Commonwealth of these abominations in the effort to prevent this phenomenon spreading to the local human population, however I fear our efforts may have come too late...
from the desk of Proctor Quinlan


Technical Report : Commonwealth, Technological Factions
Our scribes have observed an usuaul level of robotic activity within the commonwealth. They hypothesize that one or more unknown factions have been at work, modifying standard robots with non factory upgrades, for reasons we have yet to discover. Interestingly, it does not appear to be the work of the instute, the modifications are skilled, adapted shield emitters and self repair protocols for example, however they appear to be mostly cobbled together from spare parts, rather than fabricated de novo. Nor do the upgrades function reliably, typically only initiating after having recieved a sharp percussive force applied to them, mostly likely due to the poor condition of the wiring. What's worse, is that in several instances our patrols have encountered other factions that have recovered these upgrades, and adapted them for their own purposes.
from the desk of Proctor Quinlan
 
 
I recommend playing the mod without spoiling what the details of the effects are, but for those who want to know...
Spoiler:  
Show

V 1.0
Toughened Hide - Massive Damage Resistance
Red Shield - Massive Damage Resistance

Reflective Scales - Massive Energy Resistance
Blue Shield - Massive Energy Resistance

Contaminated Stimpack - Stimpack effect, + low level permanent healing
Contaminated Buffout - Increased size, and stimpack effect
Contaminated Jet - Massive speed boost
Radioactive - vanilla radioactive effect
Poisonous - vanilla poisonous effect
Accuracy - vanilla accuracy effect
Self Destruct - vanilla self destruct effect
On Fire - deals bonus melee energy damage
Disguised Synth - gains an institute laser and a synth component



Compatibility
This mod modifies ONLY the vanilla Legendary Mutation system, without touching any NPC records, or the Legendary Item Drop system. As such, it should be compatible with most things out there. Mods that add NPCs that don't follow vanilla keyword conventions may require patching, and of course mods that modify the legendary mutation system aren't compatible.

Other Recommended Mods
This is mod is the cherry on the top of a set of mod's I've made, which interact with the game's various legendary systems. These are all designed to complement eachother, however none of them are requirements.
If you want a mod that modifies legendary item drops, try Legendaries They Can Use

If you want a mod that makes Legendary NPCs more memorable, checkout the legendary versions my Alias series of mods
If you want a mod that removes the unique legendaries from venders, check out Dynamic Vendor Restocking
If you want Unique Weapons to be well and truly unique, check out the mods in my Unique Replacer Project


This does include the script edits from UFO4P.


Future Work

- More mutations
- Better Shaders/Textures for some of the mutations

Credits
Textures borrowed from FleshFX, thanks to the author for open permissions

As featured in Life in the Ruins
see the modlist in the Wabbajack Gallery for more information

How to Get In Touch
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