Enhanced Super Mutants for Re-Ballistic

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Enhanced Super Mutants for Re-Ballistic

Oh ho ho! Little baby got scared?

The general idea of the mod was to make Supermutants more of the threat, ass whey should be according to Fallout lore. Re-Ballistic Mod double weapons damages resulting in more hardcore experience, however provided optional NPC Re balancer does not change super mutants accordingly, making them ridiculously underpowered. To change the pace of this problem i’ve added more health to all supermutants (see the list below) and made them always wear body armor (at high levels they can carry heavy armor with up to 600 Dr/400 Er). To make matters more complicated without making them too bullet spongy, i gave them damage enhancement perks like Rifleman, Heavy Gunner, Demolition Expert e.t.c, and made them carry powerful weapons (including top level modded ones, like overcharged capacitor laser rifles). In vanilla game mutant armor DE/ER were ridiculous, so i changed this accordingly; Supermutants now have 6 Tiers of armor sets and weapons:

Armor:

Tier1: Chest harness (20/6 Dr/Er), waistcloth (10/4).
Tier2: Shoulder rags (40/15), waistcloth (10/4), wrist wraps (15/6).
Tier3: Shogun armor (55/50), waistcloth (10/4), wrist wraps (15/6), cage helmet (15/10).
Tier4: Light armor (100/85), leg guards (30/25), arm guards (25/15), helmet (20/10).
Tier5: Cowl armor (200/145), leg guards (30/25), bracers (40/50), aviator cap (35/20).
Tier6: Heavy armor (330/200), leg armor (65/40), heavy gauntlets (60/30), bladed helmet (40/25).

Weapons:

Tier1: Assault rifle/Laser rifle, Melee, frag grenades,
Tier2: Assault rifle/Laser rifle, Melee, frag grenades, Missile Launcher/Minigun (specialized units).
Tier3: Assault rifle/Laser rifle, Melee, frag grenades, Missile Launcher/Minigun (specialized units).
Tier4: Blood horn/Mutant Laser rifle (low mods), Melee, frag grenades, Missile Launcher/Minigun/plasma grenades (specialized units).
Tier5: Blood horn/Mutant Laser rifle (med mods), Melee, plasma grenades, Missile Launcher/Minigun/nuka grenades (specialized units).
Tier6: Blood horn/Mutant Laser rifle (top mods), Melee, plasma grenades, Missile Launcher/Minigun/nuka grenades (specialized units).

Blood horn is slightly more powerful version of assault rifle with ~80 base damage.
Mutant laser is slightly more powerful version of laser rifle with ~85 base damage.

Note: Unfortunately, lack off appropriate animations does not allow mutants to equip other weapons then assault/hunting/laser rifles, minigun/missile launcher, grenades and melee hammer type weapons. So it is now impossible to give them plasma weapons, gatling laser, fat man, flamers and other stuff. Maybe some workaround will be found in the future, like in Fallout 3 mods. This two new weapons are reserved to have ability to fine tune mutant weapon damage to compensate if necessary.
Perks:

Tier1: Basher level 1, Big Leagues level 1 (specialized units).
Tier2: Basher level 2, Rifleman level 1, Commando level 1, Big Leagues level 3 (specialized units).
Tier3: Basher level 3, Rifleman level 2, Big Leagues level 3-5 / Demolition Expert level 1 / Heavy gunner level 1 (specialized units).
Tier4: Basher level 4, Rifleman level 3, Commando level 1, Big Leagues level 3-5 / Demolition Expert level 2 / Heavy gunner level 3 (specialized units).
Tier5: Basher level 4, Rifleman level 4, Commando level 3, Big Leagues level 5 / Demolition Expert level 3 / Heavy gunner level 4 / Moving target 1-2 (specialized units).
Tier6: Basher level 4, Rifleman level 5, Commando level 5, Big Leagues level 5 / Demolition Expert level 4 / Heavy gunner level 5 / Moving target 2 / Rooted 1-2 (specialized units).

In total, Super mutants now have 9 Tiers:

1) Super Mutant Grunt: 1125 HP, 20/15 base Dr/Er, Tier 1 armor, total Dr/Er ~50/25, Wpn: Tier 1, Perks: Tier 1
2) Super Mutant Brute: 1500 HP, 35/25 base Dr/Er, Tier 2 armor, total Dr/Er ~100/50, Wpn: Tier 2, Perks: Tier 2
3) Super Mutant Ranger: 1875 HP, 50/30 base Dr/Er, Tier 3 armor, total Dr/Er ~150/100, Wpn: Tier 3, Perks: Tier 3
4) Super Mutant Infantry: 2250 HP, 75/40 base Dr/Er, Tier 4 armor, total Dr/Er ~250/175, Wpn: Tier 4, Perks: Tier 4
5) Super Mutant Enforcer: 2625 HP, 75/40 base Dr/Er, Tier 4 armor, total Dr/Er ~250/175, Wpn: Tier 4, Perks: Tier 4
6) Super Mutant Commando: 3400 HP, 85/50 base Dr/Er, Tier 5 armor, total Dr/Er ~400/280, Wpn: Tier 5, Perks: Tier 5
7) Super Mutant Overlord: 3800 HP, 85/50 base Dr/Er, Tier 5 armor, total Dr/Er ~400/280, Wpn: Tier 5, Perks: Tier 5
8) Super Mutant Master: 4200 HP, 105/60 base Dr/Er, Tier 6 armor, total Dr/Er ~600/400, Wpn: Tier 6, Perks: Tier 6
9) Super Mutant Elite: 5000 HP, 105/60 base Dr/Er, Tier 6 armor, total Dr/Er ~600/400, Wpn: Tier 6, Perks: Tier 6.
Legendary versions of Tiers 5-9 have special names: Black Mountain Mutant, Vault 87 Mutant, Attis Mutant, Unity Mutant and Mariposa Mutant.

Note that all mentioned loadouts should be forced, so no longer Tier 6 mutant will wear rags or use some shitty pipe rifle. Just try how much harder fight can be with heavily armored and perked enemy, carrying modified weapons. This is no longer only player characters advantage. However, if you look at the armor stats you will notice that mutants will have weak point – energy weapons, so use them!
Gameplay tips:

1) Use cover. Fortunately cover system is already provided by Bethesda, learn how to use it.
2) Don’t be a hero! Play smart! Always think twice before attacking group of super mutants, figure out some kind of plan, or you will suffer.
3) Choose your combat environment carefully to block flanks and take advantageous position. Use mines to your advantage, use landscape obstacles.
4) Use jetpack defensively! Enemies getting you killed? Just jump to nearest unreachable roof, take cover and fight back.
5) Liberally use missiles to dispatch/weaken clustered enemies. Fire missiles in salvos!!!
6) Don’t use VATS. It’s ridiculous and total immersion breaker, especially with that godly VATS damage reduction. Play like the man.

For good hardcore/immersion i highly recommend to use my mod in combo with the following mods:

1. More Spawns by varx
2. Adjusted Encounter Zones by varx
3. Faster respawn rate for NPCs and loots Configurable by Lordn00ke
4. Classic Power Armor Rebalance by Guapscotch
5. Any undestructible power armor mod.
6. Worsin’s Immersive Power Armor Garage by Worsin

Important note:

My mod is essentially made for use with normal variant Re-Ballistic – Realistic Weapons and Ammo Overhaul by Tomdboss and intended to use with his optional plugin: NPC reballcer.

However Re-Ballistic contains some issues witch had not been fixed yet (problem with assault rifle ammo preventing NPC to use it, unchanged NPC melee damage, some unchanged weapon damages e.t.c), and some of it’s rebalancer modifications are no good in my opinion (such as buffing health of nuisance flying bugs and mongrels, while retaining old health to deathclaw who dies from 1-2 plasma shots and so on). So i had to fix this issues personally, for that i provide two optional plugins: Reballistic Core Fixes and Modified NPC Reballacer. List of changes i’ve made:

Re-ballistic Core Fixes (requires original Re-Ballistic esp):

1) Fixed issue with assault rifle ammo leveled lists, now NCPs will use assault rifle as intended.
2) Modified melee damage of behemoth and deathclaw (~400-500 damage).
3) Damage of all grenade and missiles is doubled in line with overall ~2x damage increase in Re-Ballistic.
4) Modified perks: Toughness, Refractor, Moving Target, Rooted, Lifegiver to double DR/ER/HP bonuses, for them to still be useful with doubled Re-Ballistic damages.
5) Modified legendary mod effects: Irradiated, Freezing, Explosive e.t.c to have double/triple damage bonus to be in line with Re-Ballistic damages.
6) Changed corresponding in game perk and legendary effect descriptions.

Improved Re-Ballistic NPC reballacer (standalone, does no require Re-Ballistic NPC rebalancer esp) :
1) No buffs to flybug, mongrel, guai health.
2) Doubled health of everything else, except human type enemies. Deathclaws buffed even more to remain formidable enemies.
3) Brotherhood soldiers health is increased to at least partially compensate for insane Re-Ballistic damages, increased health of vertibird.
4) Companion buffs of original Re-Ballistic optional plugin left unchanged.

Installation:

Simply place mod ESP file and optional ESP’s to Fallout 4 Data Folder, along with original Re-Ballistic mod ESP. Run Fallout4 Launcher, click exit, navigate to your User system folder e.g. “C:\Users\Engager\AppData\Local\Fallout4′ and edit plugins.txt and DLC-List.txt you find there to include mod files in the following order:

ReBallistic.esp
ReballisticCoreFixes.esp
ReballisticReballancerModified.esp
SuperMutantMod.esp

Save files and launch the game. Enjoy.

If you want to also use recommended mods, i had mentioned earlier, use corresponding load order. Suggested load order is:

MoreSpawns_High2.esp
AdjustedEncounterZones.esp
6Hours-respawn.esp
ReBallistic.esp
ReballisticCoreFixes.esp
ReballisticReballancerModified.esp
SuperMutantMod.esp
Worsin’s Garage.esm
Worsin’s Paint Garage – Complete Collection.esp
Classic Power Armor Rebalance – MAIN FILE.esp
Worsins-Paint-Garage-lite-no-bonus.esp

Credits: Bethesda for the great Fallout game, Varx for the his excellent spawn mods, and TomdBoss for Re-Ballistic mod! FO4Edit team, especially Zilav, for help with the FO4edit!


Credits: Engager
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