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Changelogs
Version 1.0.1
Super Mutants can't wield Fatmans, so gave them all Missile Launchers to compensate.
This mod gives almost all the NPCs in the game a Fatman, and makes them (and mininukes) PLENTIFUL. For NPCs who do not originally have weapons, I did not give them one. Super Mutants cannot use the Fatman, so they get Missile Launchers instead.
One thing to note, NPCs usually will only use the Fatman if they're far away enough. If they're too close, they'll use another weapon (or fists if none).
Also, you may have issues repairing Fatmans, as I tried and failed at getting the repair lists to work in GECK, but that really shouldn't matter too much. THERE ARE TONS OF FATMANS EVERYWHERE.
Mothership Zeta is not changed at all, just because all of the enemies there cannot use Fatmans.
The Swampfolk can't use Fatmans either, but they're not nearly as common in Point Lookout as the Zetans are in Mothership Zeta.
So far, seems to work with most QoL mods. Mods that change the levelled item lists probably won't work with this.
It's just one plugin, no other files, so just drop it in your /Fallout 3/Data folder.
Have fun!
Ver. 1.0.1 - Super Mutants can't wield Fatmans, so gave them all Missile Launchers to compensate. Ver. 1.0.2 - Identified more Super Mutants with no Missile Launchers, gave them some love. Ver. 1.0.3 - Added DLCs. Found most, if not all, Super Mutants without missile launchers. I'm done searching. Ver. 1.0.4 - Fixed (hopefully) the Swampfolks' inventories.