Flashy(Joer) - Ghoul Infestation
Added a State of Decay 2-style dynamically growing wight infestation to Fallout 4. Also features State of Decay 2 style horde activities, bloaters and blood plague.
Screenshots 5 screenshots
About this mod Machine translation
Added a State of Decay 2-style dynamically growing wight infestation to Fallout 4. Also features State of Decay 2 style horde activities, bloaters and blood plague.
Chinese address:
Specific effect demonstration:
What kind of voodoo is this?
Fallout 4 adds a State of Decay 2-style mad ghoul infestation that, if left unchecked, will grow over time, with each increment becoming slightly stronger than the last level. There are three levels of infestation, just like in State of Decay 2. However, due to limitations, this mod can only track up to six active infestations at a time.
Thanks to Degenerate Dak for the glowing review!
You may be wondering, is this mod right for you?
I think so. But don’t take my word for it, take CthulhuRolledaNat20’s word for it:
*"This mod is awesome, it's definitely one of my favorites and a "keep my load order" mod, I personally use it with More Feral Ghouls and FGEP - the Feral Ghoul expansion, and here's a patch where FGEP and MFG can work together. It makes Ghoul Hide feel more like State of Decay meets Left 4 Dead 2 in a good way. I also have Feral installed Nights, which resulted in me running into random hordes of wildlings from this mod as well as random Wild Hunters and hordes from FN at some points, which was definitely a really fun challenge. My current playthrough of the game (in the spirit of Halloween) is a full Undead Apocalypse playthrough, and Feral Infestations is a great addition to the other mods I have to venturing out of the safety of settlements to get supplies, making it a more unique and fun experience with this mod joerqc. Well done and keep up the amazing work*.
*This mod really made the defense of my settlements work, and along with the other mods mentioned in my post, definitely makes them worth the money. I had to craft good armor and even better weapons to arm my settlers to ensure they could survive. This is awesome! I like! I'm very excited about the upcoming updates and Bloaters :). Keep up the wonderful work, and to anyone else reading the comments and thinking, "Hmm, should I get this mod?" The answer is "YES!" Just do it! You won't regret it, it has transformed the Commonwealth from a strangely barren place into an exciting chaotic wasteland.
10 stars from me. "*
Thank you for making Feral Infestations a popular mod in its first week of release!
How does this all work?
To get started, simply go to the bottom utility menu of the Chemistry Workbench and make the Free Setup Holotape. The mod starts in a disabled state, so you'll need to use the holotape to turn it on and set up the mod's basic settings. For those using MCM, this mod does come with an MCM menu for you to use instead of the holotape, although you don't need to use it (and you don't need to use MCM for those who don't).
The difficulty setting in the holotape tells the pests how big they are and the relative strength of the ferals. The higher the difficulty, the more feral there are and their populations will be stronger.
In order to eliminate the ghoul disaster, all ghouls in the target location must be eliminated to prevent the ghoul disaster from continuing to grow. Infestation missions appear as MISC missions and do not clutter your main quest log.
After each infestation is cleared, it allows further infestations to occur, and the mod persists as long as you play as the player.
Failure to clear the hazard will cause a fully formed level 3 wight hazard to leave their current lair and travel to the nearest player settlement in search of food, which is of course what gives the mod's hazards actual gameplay. This works best when you have the Mortal Settlers mod enabled, so there is a real cost to not clearing the infestation.
Infestations occur randomly as you travel through the Federation worldspace; they will never trigger in Far Harbor or Nuka World.
A brief demonstration of intrusion mechanisms in motion.
Does this apply to the "x" zombie/wight overhaul mod?
Whet …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.