Forced Evolution - Super Mutant Plug-in (Chinese version updated)
Added new enemies for the Super Mutants faction.
Screenshots 8 screenshots
About this mod Machine translation
Added new enemies for the Super Mutants faction.
Original address:
Prefix:
Automatic workshop
Far Harbor
Nuka World DLC
Another version of the Chinese version of the ESL address will be updated on February 15, 2026. Pick it up if necessary:
The N network Chinese address will be updated on May 27th. If you are interested, you can try it:
The FK Chinese address will be updated on April 24th, and you can take a look at it:
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Forced evolution
Super Mutant Plug-in
I (original author RascalArt, the same below) always feel that super mutants are a bit... homogeneous? And mutations are, by definition, random and diverse. So I added some new enemies to their ranks.
What's in the module?
Super Mutants Elite: We've seen throughout the Fallout series that super mutants aren't always shambling idiots hitting things with sticks. Larger than most of its kind, wears utilitarian armor and wields nastier weapons, including a new (and slightly rickety) heavy weapon - the Plasma Blaster, which can act as a Gatling plasma gun or a heavy single-shot mini-nuke.
Super Mutant Butcher: Someone must be making those meat bags, right? Smaller than the behemoth and not as powerful, it's still a heavy hitter.
Super Mutant Brainiacs: Mutation and Psionics seem to go hand in hand in Fallout. There's something a little off about it all for these guys, though. With giant swollen skulls filled with radiation, these guys will alternate between blasts of heavy radiation and telekinetically throwing rocks at you.
Aerial Suicide: A normal Suicide will find a mini-nuke, gleefully run towards you and explode. But what if they discover something bigger? They were restrained and immobilized by the weight of the missiles strapped to their backs, and once they launched, there was nothing to stop them.
FEV Rats: Fallout 4's super mutants are the result of the Institute's meddling with FEV. One of the most common laboratory animals is the rat, so it seems logical that some giant FEV mutant rats would be dumped in the wasteland along with altered humans and hounds.
Where are they?
No matter where super mutants are found. They are hand placed throughout the Federation (alas, the super mutant tier list doesn't like script-injected NPCs)
compatibility?
Doesn't touch any vanilla, so it should fit into anything.
question?
Airborne Suicides: Their launch is scripted, meaning how quickly it deploys will depend on your script loadout - so sometimes they might linger for half a second after launch, or explode prematurely... No one ever said that strapping a rocket to your back and taking off in a makeshift explosion was an exact science.
FEV Rats: Occasionally pick up the Deathclaw style, which seems a bit odd given their size. Maybe a telepathic FEV rat?
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.