(I know a way by exporting frames and then rename them with proper name, but I think this way is not the best, so I ask someone that is more advanced.)ī) I create new inventory from scratch (which means that none of any existing armor is touched and changed by any way) with some nice utility that I download it from here, I add graphics, I tell to be armor, I also did when armor is equipped to add more damage to HtH which is understandable. So my problems is that Super Mutant can't hold small guns, pistols, knifes etc.Ī) Can I somehow "tell" the game for example to use BIG GUNS frames of Super Mutant when the player equip for example pistols or rifles? Is that possible to do? and if yes, how? I am familiar with graphics system in FO. I read FAQ and Modding section but didn't find what I look for.ġ. Like I said in one of my previous posts I always want it to play like super mutant and be stronger, slow unstoppable low intelligent green giantīut I need to ask few things.
I just start my mod that I was almost finished 6 years ago. I think most super mutants are simply dumb, great many of those are dumb as a stump, and half of those are dumber than a door knob.Hello all. Were there any really intelligent ones? of course, even in Fallout 4 you have Virgil the scientist, but those are exceptions. If the Mariposa mutants were smart (at least on par with humans), i think that quote would be different, i think it would probably mention that they are as intelligent as humans while the other strains are much dumber - but that's nowhere close to what the quote says.
basically, it says they are more intelligent than the dumb as rock morons from Commonwealth, which doesn't fill me with confidence about the intelligence of the Mariposa mutants. "While some of them can be rather stupid, in general, they are more intelligent and civilized than their distant Huntersville, Institute, and Vault 87 cousins found in Appalachia, the Commonwealth, and the Capital Wasteland respectively." I didn't play Fallout 1 and 2, but i did play Fallout 3, NV and 4, and the mutants there didn't strike me as being smart.Īlso, from what i read here, it seems to be safe to say that at the very least, an average super mutant is dumber than average human. The markers are stored in a refCollection on the main quest, and get deleted once the game time reaches the "expiration date" set on the marker when the marker was placed.
Script registers for Distance events between player and these markers, and when player gets within the configurable distance, it removes player from the FEVP_MutantFriendFaction, and adds the faction back if player gets far away enough (unless there is another marker that player got too close to). The "memory tokens" are used to remember where player attacked any mutants. Then a "memory token" (see below) is dropped at the aggressive mutant's position, and player is removed from the FEVP_MutantFriendFaction which makes all nearby mutants/hounds hostile. When player attacks any mutant, causing enough damage to turn that single mutant hostile, the mutant starts fighting back, eventually hitting the player and triggering the OnHit eventhandler (or the OnKill handler, in case player manages to kill the mutant without getting hit by it).įirst thing the OnHit eh does is check for intent, to make sure the hit event wasn't a splash damage from a grenade/rocket fired by the mutant at somethings else, or even a direct hit that was just meant for somebody else - if the result of GetCombatTarget() (run on the attacker) equals player, then we know the bullet had player's name on it. To make nearby mutants hostile if player attacks them, i register for a Hit and Kill event on the player, filtered for hits coming from mutants and hounds (had to specify the "weapon" the hounds use to exclude their radiation cloaks). To make the mutants (and their hounds) neutral, Player is added into a new faction FEVP_MutantFriendFaction, and vanilla game's factions SuperMutantFaction and MutantHoundFaction are set to have friendly inter-faction relations with the new faction (i do it in a script to maximize compatibility, avoiding editing the factions directly).