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Mutations
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About this mod
Inspired by Fallout 76, this mod adds a mutation system to Fallout 4.
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Author’s instructions
Please PM me if you want to translate this mod, make changes to it, etc.
File credits
This author has not credited anyone else in this file
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By default, any time you go to sleep with 100 rads or more there is a 25 percent chance of a random mutation occurring. These numbers can be adjusted to whatever you like in the mod configuration menu.
You can only have one mutation at a time, and all are permanent until removed with Anti-Mutagen Agent. Anti-Mutagen Agent can be crafted at a chemistry station, purchased from doctors or found as loot, allowing you to instantly remove your current mutation. Like RadAway, it will also cause fatigue and immunodeficiency for a short time in Survival Mode.
Serums containing each mutation can be also be purchased from doctors, although they are rare and expensive. Injecting yourself with one will give you that particular mutation right away. Watch out! If you already have a mutation, the serum will (quite gruesomely) kill you!
The Mutations
There are currently 10 different mutations available, each with positive and negative effects. Not all of Fallout 76’s were implemented as they either don’t quite fit in singleplayer or aren’t possible without causing mod conflicts, messing with Survival Mode scripts, etc.
Installation / Uninstallation
Using a mod manager is recommended for installation, but to install manually, extract the archive and place the Data folder into your Fallout 4 directory.
Before removing the mod from your load order, use the «kill the mod» function inside its mod configuration menu. This will remove your current mutation, kill all of the mod’s scripts and create a fresh save, allowing the mod to be deleted without causing damage to your playthrough.
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Mutations for Fallout 4
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About this mod
Adds 17 of the 19 Mutations from Fallout 76 into Fallout 4.
Mutation Serums are added to various vendors around the Commonwealth. You can also gain Mutations by taking radiation damage.
I did not include «Empath» or «Plague Walker» as they would not work with Fallout 4’s mechanics.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credit to Bethesda for creating these Mutations for Fallout 76
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
| Language | Name |
|---|---|
| Italian Author: KingSnip3rPr0 | Mutations for Fallout 4 (ITA) |
Both straight donations and premium membership donations accepted
This mod adds 17 of the 19 mutations available in Fallout 76 into Fallout 4! Also adds the «Starched Genes» perk from Fallout 76 to prevent you from losing your mutations if you would like.
Mutation Serums will be added to various vendors around the Commonwealth and have a base price of 5000, I felt this would be more fitting for Fallout 4 as caps are very plentiful in comparison. (The actual prices will be decided based on your Charisma skill and Barter perks.)
Please note although the Serums are added to the vendors when you first load the mod, you may have to wait a few in-game days for the vendors to re-spawn their inventory.
Install using your preferred mod manager or extract the zip into your Fallout 4 Data folder.
Load up your game with «Mutations.esp» loaded. After your load a save game within a few seconds you should see a message letting you know that the Serums have been added to vendor inventory’s.
Enjoy your Mutations!
Delete the mod with your chosen mod manager if you installed using one.
It is advised to remove your mutations using RadAway before uninstalling this mod.
Разблокируйте десятки суперспособностей с новым модом Fallout 4
Мои проницательные (кто-то может сказать нечеловеческие) способности к наблюдению подтолкнули меня к выводу, что супергерои стали популярны в поп-культуре за последние несколько лет, без сомнения это дело рук нескольких достойных супергеройских фильмов и парочки неплохих сериалов. И, в то время как Fallout 4, по сути, уже позволяет вам стать чертовски супермощным, есть мод, который делает это в буквальном смысле, добавляя пару десятков интересных мутантских способностей.
У мода вполне исчерпывающее название – Mutant Powers, он позволяет вам воспламеняться, словно Человек-факел, бегать на супер скорости, словно Флеш, телепортироваться как Ночной змей, высасывать жизнь из противников, как Капитан Вампир (которого я, возможно, только что выдумал). Он наполняет вас всеми видами крутых способностей, вроде электрических атак, энергетических щитов, ясновидения, ледяных сил, супер прыжков и прочего. Вы даже сможете превратить себя в ужасного теневого монстра, как всеми известный Капитан Ужасный Теневой монстр (также придуманный мной, хотя я бы посмотрел сериал на Netflix, если бы такой был).
Вот что вы сможете получить:
Скромный недостаток заключается в том, что вы не можете сами выбрать суперсилу, с которой хотите играть. Вам придется отправиться в мир и убивать противников, которые с некоторым шансом (обычные враги с низким, боссы с высоким) обладают случайной мутантской силой. Так что вы больше коллекционер, чем мутант, но я полагаю, что жестокая охота на мусорщиков, не такая уж и ужасная вещь.
Вы сможете найти Mutant Powers на Nexus Mods. Для установки необходим еще один мод, под названием Blink Grenades.
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Mutations for Fallout 4
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Adds 17 of the 19 Mutations from Fallout 76 into Fallout 4.
Mutation Serums are added to various vendors around the Commonwealth. You can also gain Mutations by taking radiation damage.
I did not include «Empath» or «Plague Walker» as they would not work with Fallout 4’s mechanics.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credit to Bethesda for creating these Mutations for Fallout 76
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
| Language | Name |
|---|---|
| Italian Author: KingSnip3rPr0 | Mutations for Fallout 4 (ITA) |
Both straight donations and premium membership donations accepted
This mod adds 17 of the 19 mutations available in Fallout 76 into Fallout 4! Also adds the «Starched Genes» perk from Fallout 76 to prevent you from losing your mutations if you would like.
Mutation Serums will be added to various vendors around the Commonwealth and have a base price of 5000, I felt this would be more fitting for Fallout 4 as caps are very plentiful in comparison. (The actual prices will be decided based on your Charisma skill and Barter perks.)
Please note although the Serums are added to the vendors when you first load the mod, you may have to wait a few in-game days for the vendors to re-spawn their inventory.
Install using your preferred mod manager or extract the zip into your Fallout 4 Data folder.
Load up your game with «Mutations.esp» loaded. After your load a save game within a few seconds you should see a message letting you know that the Serums have been added to vendor inventory’s.
Enjoy your Mutations!
Delete the mod with your chosen mod manager if you installed using one.
It is advised to remove your mutations using RadAway before uninstalling this mod.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Super Mutant Redux
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About this mod
Reworks the super mutant faction including Behemoths, FEV Hounds, and of course, Super Mutants.
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Author’s instructions
DO NOT redistribute my work to ANY other site. I have copyrights and a thorough knowledge of the judicial system and if my mods are found on ANY site other than nexusmods.com i will not hesitate for an instance to sue.
File credits
Yogensya- for allowing me to use his Brush Axe.
Horus- for modelling me nw armor for the nightkin.
Wanaming0 for Help and Sanity Checks
Thanks especially to the early Beta testers:
DarkTi
https://www.nexusmods.com/fallout4/users/34929545
ImNotDexDex
https://www.nexusmods.com/fallout4/users/20086574
kkthebeast (Invaluable 3ds assistance, and the man who decoded the majority of the BSSubindex information now used in OutfitStudio / Bodyslide.
https://www.nexusmods.com/fallout4/users/6194747
Gambit77 (Sound advice and helped crack the whip by demanding to get a copy to beta)
https://www.nexusmods.com/fallout4/users/2695294
and many others I’ll try to add later!
Oh and Last but not least, a thank you to Zzyxzz who spent some time last year beating us about the heads to forcibly explain why editing NPC’s in CreationKit is the correct and only way to make a stable and stutter free mod.
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This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Version v2.5
-Removed Extra keyword from SupermutantBlindfold «Watcher’s Bandage» [ARMO:00179F7A]
-Fixed some of the Pale Supermutants, which are spawning oddly after the last CK Cleansing. (Thanks to good info from JohnnyTest91)
LvlSupermutantAllRanged01_DLc03FarHarbor [NPC_:5B030341]
LvlSupermutantAllRanged02_DLC03FarHarbor [NPC_:5B02360E]
LvlSupermutantAutoAggro1200_DLC03FarHarbor [NPC_:5B02360C]-Working
LvlSupermutantGrenade_DLC03FarHarbor [NPC_:5B02360A]
LvlMutantHound_DLC03FarHarbor [NPC_:5B030340]
Removed AI Data
-Strong dropped to 1.05, I could not get him stuck in any doorways
Version v2.4
-Fixed Missing / Corrupted Behemoth_Glowing_Body02.nif Nif causing a invis Behemoth
-Corrected Vanilla Bug with the LLD_MutantHound [LVLI:001A85CE] missing the LLD_MutantHoundMeatExtra [LVLI:5A034C79].
-Corrected AttachPoint issue with the HeavySpanner «Heavy Spanner» [WEAP:5A023422] (Pointed out by AlwaysFeral, next time please let us know in a Bug report if something is invisible)
-Corrected LLD_SuperMutant_Boss [LVLI:5A000954], retooling the Caps rewards (Thanks to JigglesJosh for pointing it out)
Version v2.3
-Removed 100+ Armor & ArmorAddon records due to ArmorSmith Extended lining up with Race Usage
-Removed a few COBJ’s that were added during an early phase of development for some Vanilla Armor Sizes.
-Corrected a double spacing in SMHat06_Bucket_Metal01 «S.M. Budget Metal Bucket Helmet» [ARMO:58023348]. (Thanks to ApoAlaia for pointing it out.)
-Corrected a typo in Armor_FEV_DogCollarRope «Rope Dog Collar» [ARMO:58030323]. (Thanks to ApoAlaia for pointing it out.)
-Corrected a double keyword addition in zzzM150AFBSupermutantArmor «Atomic Fast Bomb Armor» [ARMO:580303BF]. (Thanks to ApoAlaia for pointing it out.)
-Corrected a typo in NightkinArmor02_SMRags02_DarkCanvas_Torso02 «S.M. Dark Canvas ChestPlate» [ARMO:580232F9]. (Thanks to ApoAlaia for pointing it out.)
-Fixed the NewsBoy Cap ArmorAddon
-Removed an ArmorAddon added in error on ClothesPrewarWomensCasual2 «Geneva’s Ensemble» [ARMO:0023CAA4]
-Moved many (but not all) of the ArmorAddon’s for Vanilla Clothing, allowing SuperMutant’s to wear it, up into ArmorKeywords,
Updated Patches:
-«SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp»
Removed unneeded overrides after the Amorrkeywords Update.
-«SuperMutantRedux_ArmorSmithExtended.esp»
Removed unneeded overrides after the Amorrkeywords Update.
-«SuperMutantRedux_UniqueNPCs_AE-WSE-VIS-G-Insanity_AIO_Patch.esp»
Removed unneeded overrides after the Amorrkeywords Update.
-«Eli_ArmourCompendium.esp» replacer no longer needed.
Version v2.2
Version v2.1
Version v2.0
All Previous Bug reports closed with Prejudice.
Please try the mod before re-opening any.
Mod Conflicts are not Bugs.
Posting Mod Conflicts as Bug reports can result in Perma-Ban.
-No previous patches will be Valid, Period:
To much has changed, again this is not a cop out but a hard fact..
ESP was renamed intentionally.
-Every NPC has been rebuilt multiple times, from scratch.
-Every Armor record has been updated.. In the case of vanilla armor’s I personally made «Light», «Medium» and «Heavy» versions of each. Oh and all Armor now has the same upgrades possible for player worn equipment.
-There is more than x10 the content in the previous SMR.
From new content the Team has added, to content we got permissions for, it’s grown.
We’ve tested things, some of it for months, but again there is always a chance we missed something.
If that is the case try to be as specific as possible when making posts or bug reports, and be polite.
One of the things coming to SMR is m150’s SM Cloths and Armor:
-One of the things Gambit77 and I discussed when working on ArmorKeywords was how to add them.
In the end we agreed adding the SM ArmorAddon to the vanilla record made more sense, as it reduces the overhead, removed unneeded and not useful duplicate items, and allows people to go ahead and dress up Strong without spending hours crafting stuff at the bench.
THIS MEANS THERE WILL BE MANY CONFLICTS WITH OTHER MODS THAT TOUCH THOSE RECORDS.
This is not a bug, don’t report it as such, heck a good number of mods include vanilla records in their mods for no good reason, or just to add a «RailRoad lining»
Look in FO4Edit and see if you can figure out the conflicts, adjust your load order as needed and either ask the Original Mod Author of said work to make a patch, or make one and publish / share it with us.
Creatures:
Massive changes, covering everything would be a pain. but some general changes and specifics.
-General HP Difficulty Curve better balanced.
Not going to claim it’s perfect, as everyone experience is going to be different, but there should not be the huge vanilla leaps between levels.
-Additional «levels» added to the Character tables to make this easier.
You’ll see some SuperMutantBoss10 in the FormID List if you open the plugin in CK or FO4Edit.
SuperMutants:
-More variety in some of the existing variants
-New Subspecies.
-New Classes with related Bonuses and Penalties.
-Hit box Location matters:
Less damage on Limbs, more damage on head, make the fight more tactical.
Can survive partial dismemberment, however if you are a cheese monkey explosive weapon user you can cause bugs, so don’t be one of those people.
-Size Tweaks:
Height etc tweaked a bit.
-Morphology Tweaks:
I figured out how to change the morph/Triangles on the SuperMutants successfully, which was not previously possible; this means you’ll see skinny, fat, bulky, etc. Supermutants now, rather than the exact same body on every Mutant.
-Can use a wider variety of weapons:
Thanks originally to Abbalovesyou’s work, but tweaked some, Supermutants have a much deeper table of weapons.
Some of them look fantastic, some of them are a little «off» here and there (less than perfect reloading animations, etc) but assuming you don’t go crazy OCD, (and really in the middle of a firefight why are you looking closely at the SM’s reloading a weapon) and enjoy the experience I think people should be pleased.
The weapons are added to the tables, some rarer than other, but you will see SM’s with new weapons.
FEVHoundss:
-More variety in some of the existing variants:
-New Subspecies:
-Size Tweaks: Height etc tweaked a bit:
Behemoths
-More variety in some of the existing variants
-New Subspecies:
-Size Tweaks:
Height etc tweaked a bit.
-Combat and Interactions:
Behemoths are by default Neutral to the NPC’s and Companions, Allied to SuperMutants which is a major change, this is because Behemoths are a magnitude more difficult. They should not attack you by default (Unless they have picked up on a crime committed near by) but will defend Allies (SuperMutants nearby) so DO NOT Pick a fight with one lightly.
Boulders are no longer Heat Seeking missiles:
But do significant damage, which can one hit kill the Player at lower levels, well actually for a long time depending on how you have configured your game.
Before you instantly throw up your hands and complain, rage uninstall or post on Reddit how OP is, think of the physics of throwing a rock roughly the size of a midsize car engine (rough comparison, don’t be a jerk) and what would happen to a person if an Engine was thrown like a fastball and hit full on. That target would become a red smear in the crater left by the Engine and concrete and steel fragments would be everywhere.
There is balance, the fact the Behemoth has a very telegraphed throwing animation alone is balance, so when you see him «Wind Up», find cover. If there is not cover near by, then plan to «Boss Fight» the Behemoth and avoid the incoming projectile as you can.
There will be typos.
I do 99% of the plugin work, and I do allot of the work after putting my daughter and wife to bed..
That means modding when tired (Don’t drive, have serious discussions, make meaningful life choices tired, it’s a bad idea) and the most common mistake I made is grammar and spelling (Likely more than a couple errors in this article)..
If you see errors that can’t be Unseen, just make an override and send it over with a quick explanation.
Many thanks to Battousai124; DJ_Damo and joemitchelle320 for the help there.
For now don’t expect patches for other mods from us.
We still have a ton of work to do, on RaiderOverhaul and a bunch of other things.
it doesn’t mean we don’t care, or might not do it (some time next year), but we have lives and have to prioritize what is important.
