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File credits
WebbProductionsEntertain for classic super mutant armors https://www.nexusmods.com/newvegas/mods/82224
Dualdachi for Remnants Power Armor https://www.nexusmods.com/newvegas/mods/78413
Wombat for MoTNW super mutant heads https://www.nexusmods.com/newvegas/mods/78217
TheSwampFox for T-51b Armor https://www.nexusmods.com/fallout3/mods/20973
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Changelogs
Version 2.01
Schizophrenic has been converted into an optional trait for Nightkin.
Fixed a bug where NPC walking animations would randomly be playing too fast.
The Remnants Power Armor helmet is now visible again.
Hats, helmets, and other headgear are no longer incorrectly flagged as super mutant apparel when playing as a human.
Reverted the Brotherhood of Steel being hostile to super mutant players due to dialogue conflicts with Veronica.
Added new INI options: DisableOneHandMelee, DisableOneHandGrenade and DisableOneHandThrown.
Fixed a bug where the Schizophrenic first-time message was not appearing.
Fixed an occurrence where super mutant player would randomly melt onto the ground. Yes… you heard that right.
Version 2.00
Corrected sound templates for super mutant armors.
Face customization: Change face type for your character in the race menu.
Weapons can now be used while sneaking.
Added missing Jacobstown harassers dialogue.
New armors: Salvaged T-45d Armor, Salvaged T-51b Armor, and Wasteland Fatigues (3 variations).
New accessory: Deathclaw Mask. While wearing it, Deathclaws will not attack you unless you get too close.
Buffed Tough Hide perk: grants +10 to Damage, Fire, Poison and Energy resistances.
Nightkin Psychosis message will only show once per save game.
Deprecated `bHidePipBoy` and `AfterFrames` from the config file.
Brotherhood of Steel will be hostile to super mutant players by default.
Added new config option: `HeavyWeaponRunPenalty`. Setting it to 0 allows you to run while holding a heavy weapon.
Fixed 1HP DPS issue with animations; DPS should now be correctly displayed in Pip-Boy.
Major code reorganization and changes.
Increased armor health for all super mutant armors.
Version 1.05
Fixed issues with PipBoy.
Addressed a bug where companions would teleport to the player inside interiors.
Minor code changes.
Reworked movement for super mutant player.
Added 19 new armors.
Modified the starting weapon from a 9mm Pistol to a Varmint Rifle when your Tag skill is Guns.
Added an option in the configuration file to display the PipBoy when not in use. By default, the PipBoy is hidden when not in use.
Version 1.04
Added an .INI file that gets automatically created the first time the game is started. The INI contains several useful settings such as Debug mode and FirstPerson speed multiplier.
All weapons can now be visually equipped, but some (1HM) don't have animations, so you won't be able to actually use them.
Changed some leftover Nightkin dialogue lines that referenced the player as a human.
First-person movement has been reworked. Medium and Heavy Armor movement penalties have been disabled for Super mutant players.
Fixed .357 Magnum revolver reload animation.
Fixed a bug where existing dead Super mutants would appear without any armor.
Made the Schizophrenic perk less obnoxious for Nightkin players. Additionally, a message will pop up, advising you to use a Stealth Boy or stay in dark places.
Unsupported apparel will be automatically unequipped; DLC item pack armors will no longer appear equipped when starting a New Game.
Version 1.03
Fixed a bug where super mutant supported human equipment was not properly adjusted for super mutant Player.
Reorganized event handlers.
Rare super mutant armor loot chance is now calculated using Player Luck stat. So the higher Luck stat you have, the higher chance you have of finding rare super mutant armors.
Fixed a bug where Player would revert to human skeleton when crippled.
All unarmed Hand To Hand weapons are now equippable (even if they have no super mutant supported model).
Hand To Hand weapons have been fixed in 1st Person mode.
Super mutant armors now visually adjust to unarmed weapons. Armor pieces that occlude your Hand To Hand weapon will be hidden (to prevent clipping into each other).
Corrected biped slots for Nightkin outfit.
Major code changes.
Version 1.02
Added a script that checks if necessary mod requirements are installed.
Adjusted repair lists - player can no longer repair regular armor with unique variations.
Fixed Neil's dialogue where he refers to player as a human after killing Tabitha.
Fixed a bug where human NPCs would wear mutant-sized equipment.
Improvements to 1st Person mode - Super mutant arms are now visible.
Increased health for super mutant armors.
Minor code changes.
Version 1.01 Hotfix
Fixed a bug where you would receive all super mutant perks when crippled.
Version 1.00 — 2024-02-03
Fixed Keen dialogue referencing players as Human.
NPCs will no longer refer to Nightkin players as Female.
Fixed a bug where players get stuck during the medical questionnaire segment with Doc Mitchell.
Fixed floating 2HH weapons.
Fixed a bug where super mutant perks would disappear upon game reload.
Rewrote several perk descriptions.
Super Mutants receive -10 Speech if not wearing mouthpiece straps.
Fixed a bug where players get stuck during the encounter with General Lee Oliver.
Fixed super mutant game settings not reverting after changing the race back to Human.
Reworked the furniture activation script.
JohnnyGuitar NVSE is now required.
Super mutant NPC corpses will visually adjust when looting (only for Vanilla armors).
Added classic super mutant armors - Black Leather Armor and Lieutenant Metal Armor. Thanks to WebbProductionsEntertain!
Added icons for super mutant perks and apparel. Thanks to Tordik!
New perks - Blademaster and Northern Fist.
Major code changes.
Version 0.5.2 — 2022-04-09
Fixed super mutant corner message icons not being displayed correctly.
Fixed container menu label not being displayed correctly.
Equip/Holster animation speed has been increased by +10%.
New passive bonus; Using heavy weapons you get +5 Damage Threshold while moving.
Renamed Terrifying Presence dialogue prompt to [Super Mutant] or [Nightkin] respectively.
Weapons are no longer incorrectly labeled as 'Super Mutant Apparel' in the container menu.
Hand to hand weapons will no longer occlude Pip-Boy menu.
Fixed Boxing Gloves.
1st person camera height has been adjusted to match Super Mutant body height.
Major bug fixes and improvements.
Version 0.5.1 — 2022-03-27
Jacobstown mercenaries will no longer open fire. You can proceed to talk to them.
Ramos will react to you being a super mutant if Veronica is a companion.
Container menu should label super mutant equipment.
Fixed spindly hands bug that occurred on NPCs.
Added footstep sounds to two-handed melee running animation.
Fixed race menu crash. NVAC is no longer necessary.
Dine and dash, Ghastly Scavenger and Cannibal should work properly now.
Super mutant equipment loot is no longer triggered upon game reload.
Added middle plate to super mutant Enclave Remnants Armor.
Added prerequisites check to detect if JIP LN and SUP NVSE is installed properly.
Unsupported weapons can no longer be equipped.
Fixed invisible body with Legion Veteran Armor.
Starting armor is now auto-equipped upon leaving Doc Mitchell's house.
Fixed animation glitch with lever action weapons.
You can no longer run while carrying heavy weapons.
Improved transition between super mutant and human save games.
Fixed stealth boy loin clipping glitch.
Terrifying Presence perk is given by default to super mutant player.
25+ new super mutant equipment crafting recipes are available at Workbench.
Reworked Nightkin psychosis trait. Added new item - Antipsychotics. Bottle texture by Hallows Elf.
Antipsychotics can be purchased from Calamity at Jacobstown.
Added an alternative consequence to Doctor Henry's Nightkin cure. Participating in his research has a chance to permanently worsen psychosis. This depends on your Luck stat.
Added generic super mutant dialogue outside Jacobstown.
Cannibal animation should now properly face target.
Fixed regular super mutant texture; those two black spots under torso are no longer visible.
Version 0.5 — 2021-11-02
Fixed a bug where certain unarmed weapons would obfuscate Pip-Boy screen.
Added dialogue for Astor, Manny Vargas, Papa Khan and Follows Chalk to react to player being a super mutant.
Moe will wear a backpack to differentiate him from regular Centaurs.
Brought back super mutant footstep sounds from Fallout 3. They are enabled by default.
Fixed Doctor Henry's dialogue prompt to be more appropriate.
Changed super mutant starting equipment; regular mutants will receive Light Armor and Nightkin will receive standard Recluse outfit.
More armors — Medieval Armor, Medieval Helmet and Pint-Sized Slasher Mask. You can purchase these from Nocturne at Black Mountain.
Alternative conclusion to McBride's Nightkin quest. Instead of killing Chupacabra you can send him to Jacobstown.
Fixed a bug where Moe would not stop following player.
You no longer need to kill every ghoul at REPCONN to finish the quest. Killing Feral ghouls will be enough.
Developer mode; this mode automatically enables debug messages and QA containers. This will only work with developer gateway key.
New characters — Atlas and Tony as tributes to my long time supporters.
Authentication code changes; the mod is now authenticated online using gateways. This is necessary to verify supporter status.
Major code changes.
Version 0.4.2 — 2021-06-22
Faction armors can now be acquired.
Armor recipes for several human armors.
New icon for Juggernaut perk.
Moe should now keep up with player.
New equipment - Metal Helmet, Breathing Mask and Rebreather.
Minor bug fixes.
Version 0.4.1 — 2021-05-29
New super mutant companion - Moe, who can be acquired in Black Mountain after completing 'Crazy, Crazy, Crazy' quest. He also grants you the 'Bullet Sponge' perk.
Generic dialogue reactions for Boomers and Freeside.
New armors - Merc Veteran Outfit, Merc Cruiser Outfit, Metal Armor, Leather Armor, Reinforced Metal Armor & Salvaged Red T-45d Armor.
Skin tone customization for Super mutants has been implemented.
New vendor in Black Mountain - Nocturne.
Fixed NPCs using mutant weapon variations.
Super mutant loot has been randomly placed around mutant occupied areas. You will need to explore and find mutant gear.
Internal systems reworked.
Equipment system reworked.
New armor recipes for Salvaged Remnants Armor & Salvaged T-45d Armor.
Fixed super mutant 'cant use that' messages for some activators.
Leaving casinos will give player weapons back.
You no longer need to sit down to talk to Dean in Dead Money.
Black Mountain super mutants will now track crime.
Hardcore mode prompt now shows up as intended.
Fixed Neil's missing dialogue line.
Alternative way to enter the Strip. Super mutants are not allowed by the greeter Securitrons.
Teammates can no longer use super mutant equipment.
A lot of bug fixes and improvements.
Version 0.4 — 2021-05-05
Added footwear to Powder Gang Simple Outfit.
Stealth Boy Prototype will no longer trigger when not equipped.
Fixed a bug that prevented super mutant skeleton from loading.
Version 0.3 — 2021-05-04
Fixed a bug where Flamer and Incinerator would not properly hide upon weapon holster.
You can no longer run while sneaking.
Fixed an issue where various armors would revert to regular super mutant skin color.
Equipped weapon will no longer fall on the ground upon game load.
Fixed Neil's dialogue not working.
Mr. Handy will no longer refer to Nightkin as female.
Fixed loin clipping when stealth boy wears out.
Adjusted Captain Armor body.
Cannibal perk should now work for super mutant player.
New armors - Courier Duster (all four variations), Arclight Helmet, Captain Gas Mask and Bone Crusher Armor.
Spiked Knuckles and Yao Guai Gauntlet is now working.
Boone's Beret can now be worn for super mutant player.
Killing REPCONN ghouls properly fails the quest.
New armor variations - Black Combat Armor and Red Beret (1st Recon Beret).
NPCs can no longer equip super mutant apparel.
Minor bug fixes.
Version 0.2 — 2021-04-27
Fixed a bug where you couldn't equip weapons.
Unarmed and melee weapons will be hidden when equipped due to them occluding the screen.
Golden Boxing Gloves now match Boxing Gloves.
Authentication starts in Main Menu, Mariposa.ini is automatically generated.
Super Mutant Player speed increased from 77 to 100.
Furniture can no longer be used (except Beds).
Disabled Jason Bright and Chris Haversam scripts that triggered old quest.
Fixed race menu missing heads.
Added new armor - Reinforced Combat Armor Mark II.
Fixed Captain armor missing body.
Adjusted 1st person movement speed; didn't match 3rd person speed and was too slow.
Fixed incorrect super mutant apparel label.
Donations
No donations accepted
According to Obsidian, Fallout New Vegas was originally meant to have super mutants as a playable race, but Bethesda allegedly advised not to attempt it.¹
This mod aims to rectify that decision by implementing a fully fledged playable super mutant race. However, this is not just another race mod — Mariposa features redesigned quests, NPC reactions, spliced voice lines, perks and more.
The project began two years after Metamorphosis was released.
Differently from Metamorphosis, Mariposa lets you choose your race in the beginning of the game. You can choose to be a regular super mutant or a Nightkin courier. The race you choose will determine your appearance, gameplay and NPC reactions.
You wont be able to use human equipment, but there's a large selection of 50+ armors and 20+ accessories to choose from. Click here to see armor roster.
One of the many benefits of living in Utobitha is the ready availability of pet centaurs. There's a new super mutant companion — Moe, who can be recruited in Black Mountain after dealing with Tabitha.
* Acceptance into Utobitha open to mutants only. Former human servants of the Master conditionally accepted for purposes of centaur feeding duties.
Mariposa is powered by New Vegas Script Extender and JIP LN NVSE Plugin.
Developed by Rafael (genin32), 3D rigging— Nico (SangreBK), and graphic design— AJTordik and Jeremy (Devastatin' Dave).
Special thank you to Hallows Elf, AJTordik, SangreBK and WebbProductionsEntertain for their support!
A big shout out to my long-time Patreon supporters: James Barker, steviewonder776, Gareth, Hallows Elf, Nickle Pickle Mand, Ragin, Major Mutant, Thin Lizzie, and Quinn.