фоллаут 4 мод мутации

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This mod lets you transform NPCs into mutants or use them to breed an army of loyal creatures, you can also inject yourself with creature DNA to gain some of their abilities, or use Institute Nanobots to your advantage. REQUIRES FAR HARBOR DLC!

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THIS MOD REQUIRES FAR HARBOR DLC!

One of the most interesting concepts in the Fallout universe has been, in my opinion, the Forced Evolutionary Virus. It creates these horribly mutated monsters, and it is such a shame we players never actually got a chance to play around with it and create our own mutant army. Well this mod aims to fix that, it allows players to use the FEV to transform human NPCs into Super Mutants or Ghouls, transform dogs and mongrel into Mutant Hounds, or to use any creature to incubate mutants such as Bloodbugs or a Bloatfly. This mod also allows the player to use the abilities of these creatures, or to use Institute Nanobots that provide a range of offensive and defensive uses.

HOW TO GET STARTED:

To start this mod one must simply travel to the Greater Mass Blood Clinic, there you will find a trapdoor behind the counter. Explore the secret basement and you will find everything that you need.

-You may notice that when you kill some wasteland creatures, you will obtain some blood of that creature, make sure you take it, because it is used in recipies. Once you obtain some blood you will need to extract its DNA with restriction enzymes before it can be used.
-Once you craft some darts, simply use the Syringer to fire them at the desired target.
-To craft the Nanobots, you must obtain a data chip in the Institute bioscience section.

FEATURES:

-Create creatures and mutants that are loyal to you and will attack your enemies
-Use creature DNA to gain abilities (Equipped as granades, have limited uses, can be used by companions)
-Combine DNA to create creatures with unique abilities
-Use institute Nanobots in darts to heal and buff your allies, damage your opponents or transform them in living bombs or living synth relays.

(This is the list of things I plan or are in progress of being made)

-More DNA combinations
-More abilities
-Better way of adding abilities to the player
-Make a dart or grenade that reanimates Ghouls like a glowing one (can’t get it to work at the moment)
-Add FEV gas grenades
-Add Creature-Institute tech hybrids
-Retexture Syringer (I mean cmon, its ugly)
-Create a better looking Bioscience Station
-Find use for Behemoth DNA
-Add more pictures

Any suggestions are more than welcome!

BUGS:

-You may want to save before using the Bioscience Station, as it can happen that you are unable to exit it.

If you find any grammatical issues, plese note that english is not my first language.

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Mutations for Fallout 4

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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.

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Credit to Bethesda for creating these Mutations for Fallout 76

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Italian Author: KingSnip3rPr0Mutations for Fallout 4 (ITA)

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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.

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Разблокируйте десятки суперспособностей с новым модом Fallout 4

фоллаут 4 мод мутации

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

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Inspired by Fallout 76, this mod adds a mutation system to Fallout 4.

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Please PM me if you want to translate this mod, make changes to it, etc.

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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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Mutant Powers

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Main files

New power Stealing ability, some bug fixes

Mutant Powers 5.4 Rads Only

New power and bug fixes

Mutant Powers Version 5.3 No enemy Powers

No enemy Powers version, see changelog

Old files

Final no enemy powers version

New powers, bug fixes, no Enemy powers version, Cheat box under Sanctuary bridge through door

Final version Rads only

New powers and fixes

Mutant Powers 4.7 Enemies dont have powers

Bug fixes and new powers, see changelog. Moved powers box to Sanctuary Hills root celler

Mutant Powers 4.7 Head And Rads

Bug fixes and new powers, see changelog

Mutant Powers 4.7 RADS only

Bug fixes and new powers, see changelog

Mutant Powers 4.8 No Enemy powers

No enemy powers. Cheat box for powers in sanctuary root cellar

Mutant Powers 4.9 Enemies dont have powers

New powers including the ability to Posses enemies, and bug fixes, No enemy powers, cheat box for powers in sanctuary root cellar

Mutant Powers 4.9 Head and Rads

New powers including the ability to posses enemies, plus bug fixes

Mutant Powers 4.9 Rads only version

New powers including the ability to Posses enemies, and bug fixes

Mutant Powers 5.3 Head and Rads version

Bug fixes, 2 new powers, see changelog.

Mutant Powers Final No Enemy Powers version

New powers and bug fixes, also new area under bridge in sanctuary hills with a powerful mutant to get powers from, cheat box of powers also in this area

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