About this mod
replaces various enemies with new kinds of feral ghouls
- Permissions and credits
What is ghoulification?
This Mod replaces various enemie spawnpoints with spawnpoints for feral ghouls and is intended to be used with the Survival-Mod HORIZON (but also works with any other gameplay altering mod or without). Also some human factions got ghoulified to different degrees. Raiders for example are likley to be turned to feral ghouls by over 50% and the other 50% are also likley to be ghoulified (but not to feral), leaving just a minority fully human, while other factions are nearly untouched, because of their isolationalistic nature. This has an nice immersive effect, because you are not the only one that has to deal with those pesky ferals!
Lorewise we could say, that the radiationlevel by the bombs was a little higher and so the rate people turned to ghouls was higher aswell ;)
Features
New Kinds of Feral Ghouls
To add more diversion, there are now different kinds of feral ghouls.
- Walkers: Slow, a litte more sturdy, no lunge attacks
- Runners: basically the vanilla Ferals (start spawning from lvl 3 on, more from lvl 5 on)
- Juggernauts: Big, sturdy, hard hitting and slow (Boss, start spawning as regular enemy from lvl 15 on)
Spawns replaced
Many enemies/factions are to an extent or completely replaced by feral ghouls. For lore and story reasons i left the ones related to quests out of the replacementlists.
- Raiders: Nearly 50% turned feral and the remaining Raiders are 50:50 ghoul and humans (pure cosmetical for the lore).
- Gunners: The Gunners lost many of their robots to feral ghouls. To restock their ranks they started to recruit ghouls aswell. What an irony.
- Triggermen: What to say, more ghouls overall, more ghouls want to be work for Skinny!
- Super Mutants: not many Mutants escaped the Institute. So they gave up some of their strongholds and ghouls fed on the meatbags they left behind. Also some ghoulified Raides ons the brink to turn to ferals were seen. Nearly all Super Mutants are replaced by Ferals.
- Bloodbugs, Stingwings, Radscorpions, 50% of Yaos and Deathclaws are replaced by feral Ghouls and glowing Ones.
- Molerats are replaced by feral ghouls, except the Questrelated ones, like from Vault 82. Because they are such a pest with their poison i could not dare to touch them.
- Mongels are now ghoulified Mongels. Basically the same, but friendly to ghouls.
- Children of Atom turned to Ferals.
- Mirelurks were driven back to the sea by ferals, leaving their nests unprotected. Expect Queens. No one messes arround with the Queens (Hm, maybe some giant ghoulified Behemoth *adds this to the list of ideas*).
a little more fragile Ferals
Ferals got a higher headshotmultiplier and also a lower healthpool for their limbs. What is more fun than cripple a feral? Its a little compensation for the loss of various potential ammonition drops.
(or just override it with your favorite ghoulaltering Mod)
Future Features
planned Ferals (as soon i find out how i can let them trigger their abilities):
- Screamer: slow, slim, can revive fallen ferals, can peform a sonic attack
- Stalker: fast, slender, hard hitting, can camo
- Bloater/Spitter: slow, sturdy, radiated, spits venom (feral turret?)
- Raider: Runner with armor and no headshot multiplier
- Feral Ghoul Gulpers as mirelurk replacement?
Recommended Mods (to turn Fallout 4 into the perfect Ghoulsurvivalapocalypse)
HORIZON - For the perfect Survivalexpirience.
ENDLESS WARFARE - For randomspawns of Ferals and other enemies (i recommend the ghoulapocalyse-preset with respawns turned down to 25% to get some air)