Far Harbor update is live!
It's been a long time coming and i probably should have done this before Nuka World, but here it is.. the Far Harbor modules!
-Angler
-Fog Crawler
-Ghoul
-Gulper
-Mirelurk Crabs
-Wildlife (yao guai, wolf, and ragstag)
UPDATE 1.1:
Nuka World update is live!
This mod adds 9 more modules to replace those pesky nuka-world creatures AND ROBOTS!
-Ant module(replaces ants and flying ants)
-Cricket Module (self explanatory)
-Nuka-lurk module (replaces nukalurks nukalurkhunters,nukalurk kings, and nukalurk queen)
-Gator-claw module (self explanatory)
-Ghoul Module (replaces the nuka world ghouls with raiders, NOTE: THEY MAY ATTACK OSWALD, USE AT OWN RISK!!!)
-Rats Module(self explanatory)
-Robots Module(Replaces Nuka Eyebots, Nukatrons, and all of the robots in the entirety of nuka world besides the quest related ones)
-Worms Module (self explanatory)
DESCRIPTION:
What this mod does is allow you to get rid of those undesirable creatures/mutants/synths and to replace them all with raiders or allow you to chose.
So far it has 9 selectable modules that all work together to bring you a customize-able experience:
-Flying bug module (Bloatflies,stingwings,bloodbugs)
-Ghoul module(only ferals not regular npcs)
-Mirelurk module(Mirelurk,Mirelurk Hunter, Mirelurk King, Mirelurk Spawns, Mirelurk Hatchlings, everyone except the queen)
-Molerat Module(Molerats)
-Mutt Module(all raider/gunner dogs, and the mutated mongrels across the commonwealth)
-Radroach Module(Radroaches)
-Radscorpion Module(Radscorpions)
-Super Mutants(All except the behemoths and bosses)
-Synth Module(HIGHLY EXPERIMENTAL USE AT YOUR OWN RISK!!!!!)
Optional addon:
-No Grenade Module (removes grenades from all npcs and leveled lists besides vendors and loot)
TROUBLESHOOTING:
1. Load this at the bottom of your load order.
2. Try it on a fresh save or load a save before you enter the cell and see what happens.
THIS MD IS NOT COMPATIBLE WITH MODS THAT ALTER LEVELED LISTS FOR ENEMIES OR GRENADES