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thorbits

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thorbits

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About this mod

This mod replace most of the common creatures found in the game as well as adding some more, all with revised stats & behavior. -> 11 replacer creatures and 12 variants for the all the ferals. more...

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INFO
==========


This mod found its first inspiration with the excellent MMM add-on S.T.A.L.K.E.R Mutants by Toxa: http://www.fallout3nexus.com/downloads/file.php?id=10209
and then from the same author with the great work for Zombie Apocalypse modifed version: http://www.fallout3nexus.com/downloads/file.php?id=10932 (31/01 version)
Kudos for his work, thanks for his support, and of course i really enjoyed a lot playing STALKER, truly their mutants are better...

-> Those 2 mentionned mods are needed and you must install them, you will need the meshes (.kf animations are optional) & the textures >>> the .esp(s) are not required for mine to work.
Please refer to the installation instructions for IMPORTANT details.

Why this mod? I wanted to have those mutants replacing more creatures that in the original MMM add-on, ended up in a custom standalone creature replacer and overhaul...

This mod intend to replace SOME of the creatures found in the game as well as adding them variety, revised packages & behavior, better stats, more spawns...

Some creatures as mentionned are not included such as: any super mutants, centaurs, brahmins, bloatflies, radroaches, fire-ants, deathclaws, robots, non feral ghouls and finally the giant radscorpion incl. the DLC Albino, read further for more details...

This will replace Ants and Molerats, some Dogs, small Radscorpion, Mirelurks incl. Hunters and Kings, all sorts of Ferals and finally Yao Guais, by...
!!11 creatures -Izlom, Bloodsucker, Controller, Poltergeyst, Blind dog, Pseudo dog, Cat, Boar, Snork, Himera, Pseudo giant-
plus zombies in 12 different variants!!

--> The repartition looks like this, but could be eventually re-organised.
(All concerned creatures have been updated both in their "general template" and "leveled" versions)

- Dogs> now randomly chosen between Blind dog, Pseudo dog and Cat > further leveled into Boars and Snorks.
Are replaced, any wasteland vicious dogs plus raider dogs, so raiders should now randomly "domesticate" one of the three new mutants.
Scavengers dogs are left untouched to reflect the more civil companion it should be, ...well unless you insist to have a mutated Dogmeat too :)

- Mirelurks > regulars and hunters are replaced by Bloodsuckers, Kings and Nukalurks are now Controllers with a stronger mental weapon.
All mirelurks found both in the sewers and over the wasteland should be updated.
!!The message for the mirelurks part of the survival guide quest still shows "you killed a mirelurk..." i left all that kind of thing untouched.

- Molerats > now randomly chosen between Blind dog, Pseudo dog and Cat > further leveled into Boars and Snorks.
All molerats found both in the sewers and the wasteland should be updated.
!!You will still use some molerat repellent from the survival guide quest...

- Ants> chosen between Blind dog, Pseudo dog and Cat for all levels.
Are included all hostile wasteland ants and Shalebridge ants.

- Yao guais > now chosen between Himera and Pseudo giant.
Scavenger's Yao guai are left untouched to reflect a more "docile" companion (edit: not sure if this part worked, will fix it).

- Radscorpions > replaced by snorks, beware their bite is even more poisonous, the vanilla giant radscorpion still starts to appear from level12.

- Feral ghouls > the fun part as you have many variants to encounter
- Regular feral are randomly chosen between 9 possible variants (most have the same clothes however, their faces looks different)
- Roamers will have 3 possible visual variants.
- Names are all "zombies", for now i let you decide the difficulty by the "look" of it but don't get too close to see :)
- Glowing Ones are now Izloms (don't forget to give them a hand) and retain their glow burst attack effect.
All ferals found both in the sewers and across the wasteland should be updated.

Poltergeysts will start to appear from level9 in the leveled wasteland spawn list.

The creatures not included are IMO, not to break too much game/quest lore (Fire ants in Grayditch for ex.), or for practical reason if they are needed for custom weapons
(Deathclaw gauntlet, Dart gun), other creatures such as bloatflies are for a reason further explained...

--> New more unified Loot:
I opted to modify the loot of dead creatures as the names of the meat for ex. did not match anymore with the new creatures.

- Poltergeysts will drop nothing at all, figured that some half flying thing did not have pockets anymore :)
- All ferals variants will drop vanilla "ghoul loot", included the Snork.
- Mirelurks and most four legged creatures will always give a piece of apetizing "mutated meat" (rads+12, health +14)
- Variants of the Yao guai plus the Boar will grant you some "mutated steak" (rads+12, health +24), both have a good resale value.

--> More Spawns:
I opted to increase the default vanilla spawns of all creatures, so new numbers are similar to what brings for ex. MMM with increased spawn plugin (*3)

--> Toughness:
All modified creatures have seen their stats upgraded, between +25% for the weakest, to +50% for the strongest in any type (ferals, mirelurks, etc..).
I welcome feedback on this for further adjustments of stats.

--> Behavorial AI
If you are somewhat of the discreet type you may capture some mutated animals intimacy :) and witness Boars chasing Cats or Pseudo dogs & Cats lured by Bloatflies (that's why untouched) Of course they tend to chase you too, but your PC is not the center of it all, creatures are no more suicidal, their survival instinct kicks in when they are wounded.
Blind dogs, Pseudo dogs, Cats & Boars only should be affected by the animal friend perk (no more big ones yao guai type).


Voila, that's pretty much it for now, many more adjustments could be made so leave your comments and suggestions are welcome!

As for compatibility, well you could guess that this might conflict with probably a few things right now but i'm not so sure what.
It could eventually work with MMM if loaded after, cancelling what MMM brings to concerned creatures while maintaning the rest..
During testing it prove stable even when rising the spawns to a factor of 5*default.
I appreciate any feedback on all this please.


INSTALL
==========


>>> IMPORTANT !!
- Because this is a replacer you must have all zombies related meshes files (13 as of 31/01 version) from the Z.A modified mod placed in the "meshes\characters\creatures\ghoul" folder,
it won't work if those are in the default folder proposed by the original mod ("meshes\characters\creatures\zombie"), textures will be OK if in their default folder.
If you already use Toxa Z.A version simply make a copy of those mentioned meshes files to keep using his mod whenever you want.
- For the other part required, the Mutants addon mod , its default install folder is already OK, just extract all the files.
- To install this mod, just drop the .esp in you Fallout data folder and activate via FOMM, place it LAST in your load order.