super mutant redux
Reworked Super Mutant factions including Behemoths, FEV Hounds, and of course Super Mutants.
Screenshots 8 screenshots
About this mod Machine translation
Reworked Super Mutant factions including Behemoths, FEV Hounds, and of course Super Mutants.
Prefix:
Mechanical Legion
Far Harbor
Nuka World DLC
AWKCR (although the original module requires it, it is not recommended. This famous prerequisite is too old. I will update the patch to remove this prerequisite simultaneously):
Chinese address:
Original address:
Who doesn't love destroying super mutants, right? With this mod, my main goal is to add more variety to the cute muties. It's not enough to just have regular mutants and suicidal mutants. So I added Nightkin, Glowing Behemoths, Glowing Mutant Hounds, and more. They'll put more pressure on your tactics and force you to deal with the mutant threat in new ways.
warn:
This mod makes mutants more powerful. Approach with caution and take your time to assess your enemy. They are by no means indestructible, but they are much harder to face. Especially Nightcrawler. Don't underestimate them! Additionally, you'll have to wait approximately 30 days in the game to get the full effect. Mutants, as well as all other NPCs in the game, do not automatically change their entire appearance immediately. You need to wait, preferably indoors, for each mutant to respawn.
include:
These metahumans move in and out of stealth, and their tactics can easily confuse and overwhelm unprepared adventurers. They would use Sneak Boys that were broken, failed, but had an uncanny ability to use them to their advantage. They also wield brush axes, a large half-scythe, half-axe. It's best to take out the Nightkin first as they can easily defeat the player. Stealth, surprise, confusion, these are the essence of Nightkin.
The Super Mutant legendary template has been overhauled, with legendary mutants now emitting unbridled radiation. They have a new feature, radiation shielding, which can push out huge radioactive waves, but only over short distances. While easy to spot from afar, these guys are the biggest and baddest of their kind, and meeting them head-on at close range is a sure death sentence. Expect rad build-up and a challenging battle as their auras gradually heal their injuries.
Strong has received quite a few upgrades. He can now carry three times the weight, 10% more than the average mutant, and has greater endurance. Strong will no longer dislike everyday activities such as crafting, getting into power armor, or picking locks. (He still complains though) He still doesn't like bribing people, healing Virgil, or setting the synths free. His companion-specific trait "Berserker" now affects all weapons, not just melee, and starts at 30% health instead of 20% health. This mutie will no longer be the least used, after extensive editing he might just become your new favorite.
Mutant hounds are getting some much-needed attention. There were only 3 versions in the original game, which meant that even at level 100, you would be fighting with a maximum level 28 Hound. So I added the appropriate levels to them and now they scale with the player's scale. You can expect them to get tougher at higher levels. The vanilla mutants always dropped 1 Mutant Hound Meat, but with this mod you have the chance to get up to 4 per Hound. Ever wonder why glowing mutant hounds don't actually glow? Me too, so I solved all those problems. Glowing mutant hounds are now a force to be reckoned with, they emit a lot of radiation and do even more damage. There are also the very rare "Irradiated Mutant Hellions", their legendary variants. Their bites deal great damage, they close range quickly, and have unparalleled perception. What is their greatest weakness? shotgun.
There was a file of glowing behemoths in the archives, and since I was on that note, I figured why not and added the deadliest behemoth, the radioactive behemoth. These monsters unleash waves of ambient radiation and pummel PCs with melee attacks. Because behemoths are able to quickly close distances, this radiation could be more deadly than eve …
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.