![]() ![]() Re-Ballistic variant uses Supermutant HP values from the Re-Ballistic NPC Rebalancer, these are roughly 2x of Vanilla values.īase variant is now a baseline, with Supermutant HP values roughly 3x of Vanilla. ![]() Special mutant weapon base damages had been halved too. Tier based armor and weapons remain, but armor damageenergy resistances had been halved to be in line with the original weapon damages. ![]() There are 4 variants of the mod now: 1) Vanilla variant does not depend on Re-Ballistic and uses same HP for mutants as the original game. Note that Vanilla version does not require Re-Ballistic and uses the standalone ESP file. Mutants now have more health, always wear armor, including heavy (depending on level), gain some perks, carry powerful and fully modded weapons (however, due to lack of animations weapons list restricted to hammers, assault rifles, laser rifles, missile launcher).Īlso, because many people want to select Supermutant health standard, four versions of the mod had been created, including the variant for the Vanilla game without Re-Ballistic mod. NPC overhaul mod that changes loadout and stats of all supermutants in the game. ![]() Tier5: Blood hornMutant Laser rifle (med mods), Melee, plasma grenades, Missile LauncherMinigunnuka grenades (specialized units). Fallout 4 Super Mutant Overhaul By ojpegubur1977 Follow | Public ![]()
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