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CasshernX

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CasshernX

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  1. CasshernX
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    #SuperMutantRights
  2. RedSarge
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    Skeleton /hkx issues still exist?
    1. CasshernX
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      Skeleton /hkx issues still exist?
      You tell me. I've never experienced this issue.
  3. masterhamper
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    Hi thanks, this is awesome!!

    Small bug, in fo4edit it gives this error

    Spoiler:  
    Show

    Circular Leveled List found: SM Berserker MASTER [LVLI:FE029B24] -> MASTER Super Mutant Fashion [LVLI:FE029B41] -> SM Berserker MASTER [LVLI:FE029B24]


    1. CasshernX
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      Small bug, in fo4edit it gives this error

      Spoiler:  
      Show
      Circular Leveled List found: SM Berserker MASTER [LVLI:FE029B24] -> MASTER Super Mutant Fashion [LVLI:FE029B41] -> SM Berserker MASTER [LVLI:FE029B24]
      It's not really a bug, just circular logic.
      I'll add it to the to-do" list for the next update but it's not a immediate issue that requires a hotfix since it's not the only option in that list, it would simply repeat until it selected an actual outfit to spawn with.

      If it was circular logic by itself then it would be a serious issue since it would cause instant crashes.
    2. the1holy
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      circular leveled lists lead to ctd's in most cases
  4. Queenieangel
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    Thanks a lot, I love it!
  5. iriemk
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    Just to clarify - this only adds level lists to SuperMutantClothes, doesn't add/cut any of that mod's outfits, right? I am going to get me SuperMutantClothes anyway, but to have savage looking outfits spawn on the free-running muties would be nice. I would like to reserve suits and such for muties I employ in my "settlements" (if you can call em that^^).

    Is that something I can easily achieve by tweaking this mod's lists in xedit, 'cause I have not enough patience to set up lists for them myself?!? Make them all spawn in some savage-looking gear (bones!), then tailor the clothes I want at chembench for my own muties?!?
    1. CasshernX
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      Just to clarify - this only adds level lists to SuperMutantClothes, doesn't add/cut any of that mod's outfits, right?
      That's right
      I would like to reserve suits and such for muties I employ in my "settlements" (if you can call em that^^).

      Is that something I can easily achieve by tweaking this mod's lists in xedit, 'cause I have not enough patience to set up lists for them myself?!? Make them all spawn in some savage-looking gear (bones!), then tailor the clothes I want at chembench for my own muties?!?
      Yes. It's all labeled accordingly, just gotta replace the Super Mutant's outfits with what you want.
    2. iriemk
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      Awesome. You just made my sunday! Thank you very much for saving me a whole lot of hassle. I have been fiddling with Fallout Level Lists since I installed BLTC on my first modded FO3 like, 7 years ago. I still get confused by how LLs work - or rather don't work -at least for me^^. So I am always happy when someone who can think more logical than me comes along and does this awful job for me. Sincerly endorsed. Cheers & Rock on!

      One more question - This should also work flawlessly then with SuperMutantRedux - NO AWKCR - LITE, right? I tried the SM clothes with the DC Mutant replacer on a prior setup, and that did not work at all, I assumed because of scaling; since this mod removes scaling, I hope it will look the part? 
    3. CasshernX
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      One more question - This should also work flawlessly then with SuperMutantRedux - NO AWKCR - LITE, right? I tried the SM clothes with the DC Mutant replacer on a prior setup, and that did not work at all, I assumed because of scaling; since this mod removes scaling, I hope it will look the part? 
      I'm pretty sure scaling refers to their stats. The DC Mutant replacer mod just might be using their own outfit lists instead of the default/vanilla ones. You'd most likely have to manually apply the SMClothes outfits to the SuperMutantRedux outfit lists as well.
    4. iriemk
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      Well, if it does only relate to stats, I'm happy. Was asking since in my old setup, with the DC Mutants and some SM clothes, their arms would stretch in very weird ways, but I abandoned that setup (for other reasons) so I never tested what the cause for that glitch was. Guess if I wanna find out, I'll just have to test and just go ahead install it^^.

      EDIT: I guess I figured what might be the problem. Just read the comments on SuperMutantClothes, think the glitches I saw might be related to mutie skeleton files. I'll research this more before I go ahead and add level list mutie clothes.
    5. MarkusTay
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      Whichever mod you put second will overwrite the LL's and then you will NOT get the spawns from the other mod. I am working on a modified version of CasshernX's esp to run after SMR in your LO, which will allow M150's outfits to spawn 1-in-7 times on random muties. It will also merge-in a few items from SMR into the 'odd-balls' this mod creates. Still heavily testing, though.
      Your post brought up an interesting problem, though - I had gotten rid of the redundant recipes, but if someone like you were to want to switch from this mod's esp to my modified one, that could be problematic if I don't at least leave the original ARMA/ARMO references intact. I'm not sure if I have deleted any of those yet, so I will have to check that - good catch.
  6. MarkusTay
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    I have heavily modified your esp to work with Super Mutant Redux and am currently testing it.
    So far, so good. In fact, too good, considering the number of files I modified and the new sublists I created. But so far, about 1-in-7 SM's spawn from your lists (just the outfits - gear, etc., is still provided by SMR).
    The hardest part was eliminating the redundancy, which meant removing a few entries from your mod since they already existed in SMR, and in one instance I allowed both to remain - SMR handles the protectron armor as separate pieces, whereas M150's original had them as full suits. I kept that because there were more paint options for M150's robot armor.  Since I already had SMR In my game for quite some time, simply eliminating the SMR robot armor was not healthy for my game. I 'may' decide to add paintability to the separate pieces if everything else continues to run smoothly. I also had to change the workbench of a couple of SMR items via this mod, because I added categories to the workbench (I wanted to retain your keywords and repurpose them), and I didn't want to have your mod require AWKCR (theoretically, it should also work with the AWKCR-free version of SMR). I have also switched over all the clothes to the SMR workbench since there is no reason for two the same, using my new categories. I still need to test the crafting end of things. And the reason for all this work? I needed the nifs from M150's mod to get my SM-triggerman to spawn properly, and I discovered your mod and decided to take the plunge and get it to shoehorn nicely. Sometimes life/gaming leads you down more interesting paths than you intended.

    Anyhow, my point is, when this is all said and done, I would like to post the modified esp so others can enjoy using both mods together - would you prefer I do that separately, or would you be interested in hosting the SMR-ready version here?
    EDIT: One last thing  - great job on the LL's! I added a couple of items to yours, and had the two skulls in a sublist (so the human-looking one is back),  and I had to adjust them so the few items they had in common with SMR spawned the SMR versions. Otherwise, great work!
    1. CasshernX
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      MarkusTay: Anyhow, my point is, when this is all said and done, I would like to post the modified esp so others can enjoy using both mods together - would you prefer I do that separately, or would you be interested in hosting the SMR-ready version here?
      Go for it. Upload your patch separately.

      I don't wanna do any maintenance or troubleshoot people's problems.
    2. MarkusTay
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      No worries. Thank You
      I am still heavily testing - need to keep finding large groups of supers to get a good sampling. Fortunately I have other mods that take care of that. I've only had one spawn naked so far so I need to check the LL's again. I also decided to add in some more texture-swaps, so I suppose this has indeed mutated into its own separate project.
      cheers
  7. Invect0
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    Strong refuses to wear anything but armor (
    1. CasshernX
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      Invect0: Strong refuses to wear anything but armor
      I can't replicate your issue. I just tried it on a new save and existing save and I was able to make Strong equip the Super Mutant clothing.
    2. Invect0
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      Figured out it was a mod conflict.. had to uninstall
  8. slynk182
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    so I had to reinstall my game and the supermutant clothes mod won't show up in my plugins. the sewing machine doesn't show up in crafting. i installed this mod and it does show up in my plugins and the supermutant sewing machine showed up in my crafting menu now but it's a blank picture. i can build one in my settlement but it's like i built nothing. nothing shows up although it sounds like it. is there a way to force the original mod into my nmm plugins? the only mods i have installed are this, supermutant clothes, supermutant workshop (which works) and the cheat terminal so i don't think its a conflict.
    1. CasshernX
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      is there a way to force the original mod into my nmm plugins? the only mods i have installed are this, supermutant clothes, supermutant workshop (which works) and the cheat terminal so i don't think its a conflict.
      Hmm.... I don't remember if Nexus Mod Manager can detect/read/load ESL files or ESL-flagged ESP files. That might be the problem.
  9. Outrora
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    The only way for this to get better is if you did a "Super Mutants Gangs Extended" and made SMs from different parts of the map wear different outfits. It'd be nice to see more tactical ones vs more wacky crazy ones. Congrats for the job, Super Underrated mod.
  10. Gabrielraivoso20
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    ngl this mod kinda goes hard asf
  11. woshichage
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    so happy to see them dressing like they are on vacation