Gives every named super mutant in the game (Except Tabitha, Lily and godDog, who are already unique-cookin') plus one lonely SM Sniper at the Black Mountain and a certain "wind farmer", completely custom appearances. Also recreates/reimagines a couple of cut SMutants (Gomorrah and Ranger) with new assets and purpose.
Requirements:
All Four Official Story DLCs and Gun Runners' Arsenal
xNVSE itself Github.com
So I was working on the update for another one of my mods ( 'Trails of Bizzare), got too much into creating new SM models for it and quickly ended up with more than I needed at the moment. That's why I decided to use some of those to upgrade the vanillas that always lacked their own distinct...................... physicality.
Future Potential:
Since I still have some models, definitely gonna use them to enhance muties in some of my favorite mods that have them ( you can for sure expect King of the Ring (DONE), Zion Trails (DONETWO). Maybe Mars from Living Desert (DONETHREE), you can already see him in the screens as that squarejaw with a rifle in one hand next to Bonnie Springs. I was working on the addon for Simply Uncut for the restored Gomorrah and Ranger mutants, but Kvatchcount hidden his mod for some reason, so if he won't be planning to re-open it, I'll just restore them myself in the main mod (DONE but in a different way. It doesn't interfere with any uncut restoration mods, just created three of my own mutants (Gomorrah's Brazi, Ranger Quale, Khans' Pit Treater) with same idea in mind ).
Potentially, if I'm really into it, I'll create a seperate model for every type of super mutant in the game (Like I did for that lonely Nightkin Sniper for example), so that Super Mutant Master would look one way, Super Mutant Melee the other, SM Gunman the third way, etc. Buuuuut I wouldn't count on me going that crazy.
Compatibility:
Pretty much anything as long as my mod is installed after any mods that change Super Mutants, and is lower in the load order than them. This mod doesn't touch any other mutants at the moment except those mentioned, so you can still use all your favorite mutant mods with it. Though in the case of, for example, Menace of the New West, which also has unique looks for named SMs, my mod will overwrite those, but leave others alone.
Oh, and I've changed the value of SM's Damage Threshold to 38. Sorry, they are supposed to be the toughest dugs in the hood and rumble deathclaws, and now they will be.
More Mutants? :
Sure.
First of all Trails of Bizarre
And also Mariposa Mutants
And also Menace of the New West
And also ( Might include this one in an optional merge with the main later. Probably not. ) Lily the Bizarre
And maybe also also (This basically started my SM-tweakin' endeavors ) Overly Real Badass Baddified Bad Mothafucka
Isn't there's also
Hey!... Perhaps...
But then maybe surely also also Mutante Classique
Installation:
The new additions to other mods such as King of ther Ring are independent from the main file of this mod, but dependant on the mod they upgrade with new mutant faces, obviously. So if you don't want to install the main (This) file, just some upgrades for other mods, you don't need it (the main file), only the file for the mod in question.
In general, the order of inshallahstallation is like this: all other mutant related mods, including my SM upgrades for other mods, then my mod's main file itself, let it overwrite whatever, and let it be lower in the load order than any other SM mod.
Heya, I don't like that edit/ want to have other mod's appearance edit for that mutant, can you...
Ni, but you can. FNVEdit, load the mod, Creature tab, delete any edits to millis vanillis you didn't like. If you don't want the new placed mutants, then Cell or Worldspace tab, delete edits to the places where the said mutant appear ( If it's Brazi, then delete the whole Cell tab, if it's either Quale or Pit Treater, then delete in the Worldspace tab either Block 0,0 or Block 1,0, respectively. If both, then the whole Worldspace tab).
If you don't like how tough Super Mutants are now, then delete the Actor Effect tab.
Oi! You voiced super mutants before, any plans on creating unique voices for those added ones that aren't vanilla, too?
:)
Permissions:
This archive be so big because I threw into it most of the SM assets I was creating, not only those I used in the mod, so consider it a modders resource and use it for anything, anyhow, anyday with credits given UNLESS. You gonna upload it to Nexusmods. Then, no permissions, can't use it, sowwy.
SM Anims used in this mod are from Menace of the New West (Used only for named mutants, so if you want it for regular ones, you obviously still need MOTNW).
With the exception of some upscaled vanilla textures from DcCharge I, as always, used as a base for some light retextures and maybe some pants and a ranger mutant hat/helmet (I honestly don't remember at the moment if I took them from somewhere (And if so, from where) coz I was lazy or made them myself. When I will 'member, then if it's from someone, I'll put credits here, no worries... Okay, I remembered now. At least one of the hats was based on stuff from lordinquisitor. Oh, and Bad Mothofak's clothes ar partially frankensteined from tumbajamba und Quetzlsacatanango's mustache. And shukran to Webb for a wig), all of these new looks and grooves are made by me, Duskillio El Danates Ukrainta Duckio Snailetomente Los Fontes, from vanilla Obsidian/Bethesda models/textures. Now LET's DANCE!