Well, I think I forgot to include blind super mutants at all. They are peaceful variants of super mutants that have no vision similar to blind deathclaws. Their lore is mostly a joke suggesting that they are peaceful because they cannot see humans. They will be (optionally) coming in the next update.
Appreciate you installing the mod. There are more super mutant variants and features planned for future versions. I have been considering giving the peaceful super mutants clothing and armor that actually give them a peaceful appearance and feel a little more immersive.
on a really big TV close up to see a bit, depending on VATS or mods that highlight a thick crosshair to aim, I'm slow in conversations, nose to the screen to choose dialogue, full blind people often have a friend help with reading and would likely use the stewies tweak to highlight passive NPCs with shift in VATS outside combat to walk in the right direction for people. the 1 real hard part for me is terminals since they're green on green.
A suggestion, why not expand the Super Mutants a bit by adding a few of them to NCR ranks and as friendly resident like that Super Mutant from Westside?
Hey I finally found the conflict with FPGE. There is a single marker in Jacobstown that conflicts. Should be an easy fix, however I read some more compatibility information on the FPGE mod page and will be doing another, deeper test later on. For now, I will remove/replace the single spawn marker conflict in Jacobstown and upload that patch soon, apologies for the delay.
I thought vanilla NV already has peaceful super mutants especially in Jacobstown, does this mod meant to only increase their population in the game world?
Don't all Nightkin have schizophrenia, or other types of psychosis-related disorders? Do the new Nightkin in this mod have dialogue to reflect that? Or do they sound normal?
I know that Lily and the other Nightkin around Jacobstown act at least pretty normal, likely because of their antipsychotic medication, but it sounds like they only have that because Dr. Henry is there and is able to synthesize more of the medicine for them. Meanwhile, the Nightkin in the wastes, like at the Repconn Test Site and Black Mountain, are a lot more unhinged than the Jacobstown ones, probably because they're off of, or are out of, their antipsychotics.
I mean, IIRC Dr. Henry even said that Keane was the most put-together Nightkin there (Not an actual quote), and he's definitely not advocating for peace. He just wants to be cured or be invisible again.
I'm just curious about how the new Nightkin sound, and if it goes against the lore/dialogue. If it does, I can just disable them on my end for my own game with xEdit.
I hadn't actually considered that when making the mod, so I'll have to check if they have voice lines. Another commenter mentioned custom dialogue as well, and I am considering eventually attempting that. If you want to upload your version with them disabled, feel free.
I recently met Uncle Leo so this makes perfect sense to me. At least as far as the Midwest/West goes. (I know he's not a native to the Mojave) There'd probably be some out east too. Though they'd be less common. Good idea
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I know that Lily and the other Nightkin around Jacobstown act at least pretty normal, likely because of their antipsychotic medication, but it sounds like they only have that because Dr. Henry is there and is able to synthesize more of the medicine for them. Meanwhile, the Nightkin in the wastes, like at the Repconn Test Site and Black Mountain, are a lot more unhinged than the Jacobstown ones, probably because they're off of, or are out of, their antipsychotics.
I mean, IIRC Dr. Henry even said that Keane was the most put-together Nightkin there (Not an actual quote), and he's definitely not advocating for peace. He just wants to be cured or be invisible again.
I'm just curious about how the new Nightkin sound, and if it goes against the lore/dialogue. If it does, I can just disable them on my end for my own game with xEdit.