This mod overhauls Feral Ghouls and turns them into slower Romero-style zombies. Includes additional features like player infection, extra zombie spawns, and the ability to replace various creatures with zombies. A configuration holotape (and MCM support) are provided to give full control over the experience.
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Translations
Spanish
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Mandarin
French
Translations available on the Nexus
Language
Name
French
Author:GenesisBravo - Les Traducteurs des Terres Desolees
Fixed XP bug where 100xp was always rewarded (if enabled)
Updated XP config to use % based slider instead of simple on/off switch
Version 3.0.1
Fixed potential conflicts related to feral ghoul levelled lists (eg. More Feral Ghouls)
Adjusted XP awarded to scale more slowly with level (and now has a max cap of 100xp)
Version 3.0.0-release
Added configuration holotape - craftable at chem station and added automatically at end of Vault 111
Version 3.0.0-beta.9
More Feral Ghouls integration (chance that outfits used during spawning if MFG is installed)
Far Harbor integration (chance that nets outfit used during spawning if Far Harbor installed)
Allowed zombies to walk through water
Fixed an issue where dead bodies being eaten would sometimes delete even though zombies are present
Version 3.0.0-beta.8
Adjusted body part damage to make arms/legs easier to cripple
Adjusted zombie health scale to match player with 0 endurance (headshots still mostly lethal)
Added option to replace bugs (formerly part of replace creatures)
Already existing Ferals now drop loot bags if they have quest items and looting zombies is disabled
More spawn replacement efficiency improvements
Version 3.0.0-beta.7
Spawn Replacement efficiency improvements
Replace "Other" option added under non-human as spawn replacement catch all
Deadlier zombie bite against NPCs (poison damage + demoralize)
Bug Fix: Dogmeat now properly treated as companion for replacement/can-kill config options
Bug Fix: Sentry Bots treated as Robots for replacements (previously Heavy Knocker)
Bug Fix: Deathclaws treated as "Heavy Knockers" only for replacements (previously Heavy Knocker or Creature)
Bug Fix: Animals treated as Animals only for replacements (previously many were Animal or Creature)
Version 3.0.0-beta.6
Introduced new optional feature: Extra Spawns
Added new "Legendary Chance (%)" config option (100% = glow-pocalypse!)
Simplified replacement config to have a single "Replacement Count" config option that applies to all replacements
Increased replacement check distance to get a jump on checking replacements slightly outside load area
Fixed issue where replacements would sometimes disappear and never return when unloaded
Persistent duffle bags are now dropped with special items, keys, quest items when a zombie replaces an actor. This was done to avoid those items being lost if something unexpected happened to the replacement zombie (it gets unloaded/deleted or wanders off)
Version 3.0.0-beta.5
Zombie bites now cripple head (in addition to arm)
Bug fix: fixed an issue where certain replacements wouldn't disable and kept spawning zombies
Bug fix: fixed an issue where certain already existing ambush zombies ignored XP/Loot settings
Bug fix: already dead replacements now transfer special items to zombie replacing them
Version 3.0.0-beta.4
Added "Replace Already Dead" config category under Spawn Replacements
"Replace Corpses" will replace things like half-eaten brahmin and raiders that start the game dead (with ambush eating zombie)
"Replace Skeletons" will replace the static skeletons found throughout the map (with ambush sleeping zombie)
Version 3.0.0-beta.3
Player infection updated to show infection (red icon/status tab/etc)
Zombie Bite (killmove animation) now adds infection and cripples arm
Reduced infection chance from non-bite attacks to 5% (future: plan for config option)
Removed replacement of 'already dead' actors (for now...plan to re-add as config option)
New MCM options: zombie health, can kill protected/essential/companions
Bug fix: Zombie head cripples now cause them to die
Bug fix: Loot is now available if enabled by config options
Version 3.0.0-beta.2-lite
added XP and Loot back to zombies when killed
Version 3.0.0-beta.2
created new "Standard" version of the mod (no dependency on "Lite")
added MCM configuration support
added new non-lethal zombie bite animation (incorporated with permission from lifebird64's Feral bite mod)
added cleanup of dead zombies when they unload (ie. player leaves the area)
ported v2.6.3's Spawn Replacements over with some changes to simplify things
Version 3.0.0-beta.1
Renamed Zombie
Level with Player
Sprinting has been disabled
Running speed has been greatly reduced (less than player walk speed)
Dodge/180-turn animations disabled
Damage percentages have been changed to encourage headshots
Legs and Arms are not severable (but still have chance to explode) - zombies now cripple and limp when legs severely damaged
Take no falling damage
Increased amount of stagger zombies get from being hit (can result in melee knockdowns)
Reduced base armor/health slightly
Zero experience reward
No loot is dropped on death
Attack types with animations that involved sprinting/diving have been disabled
Reduced attack speed (most of the time)
Attacks stagger and either bleed (for Feral Ghouls) or add rads (for Glowing Ones)
On survival, attacks also add fatigue and have 20% chance to cause zombie infection
zombie infection adds immunodeficiency, survival infection (periodic damage), and periodic rads/fatigue (cure with antibiotics)
randomly spawn with different skin/clothes (Feral Ghouls only)
legendary zombies replaced with clothed glowing variant
all existing NPCs and Leveled Lists replaced for Feral Ghouls and Glowing Ones
MOD DESCRIPTION IS UNDER CONSTRUCTION FOR 3.0.0 RELEASE - stay tuned!
***** Feral Ghoul Overhaul ***** Renamed to Zombie
All Zombie levels scale with the player.
Movement Changes - Sprinting has been disabled. - Running speed has been greatly reduced (less than player walk speed). - Dodge/180-turn animations disabled.
Attacks Changes - Attack types with animations that involved sprinting/diving have been disabled. - Attack base damage configurable via holotape. - Reduced attack speed.
Durability Changes - Health was not changed, though level scaling with player will increase most Zombie health. - Disabled evade animations - Damage percentages have been changed to encourage headshots
Spawn Variety - randomly spawn with different skin/clothes - if Far Harbor installed, the Fog Ghouls will also be used - if More Feral Ghouls installed, various skins from that mod will be used.
***** Configuration ***** A holotape for configuring optional features can be crafted at any Chem Station under Utility. All optional features below are configured by this holotape.
Mod Configuration Menu (MCM) support is included and highly recommended.
***** Optional: Spawn Settings ***** Extra Spawns - Extra zombies spawns where you control frequency.
Spawn Replacements - Ability to replace other actor types with Zombies via Holotape option. Configure % chance for replacement and number of Zombies to replace each actor with.