-This is No longer a solo project, but a team effort. -We are Unpaid. -We do this in our spare time. -We share this because we love Fallout.
I personally (Thirdstorm) have an insane amount of time in the rebuild and am directly responsible for 2/3rds of the new content, and effectively 100% of the ESP as it was rebuilt from scratch. There could be issues but it's been tested heavily. Short of long, the bug stops with me when it comes to errors, but we are a team.
If you find issues, post comments, include details, and we will address them.
Spoiler:
Show
Read the Articles. Read the Changelog. Read the First page of Posts. Failure to do so can and will result in negative consequences.
Spoiler:
Show
-The Flame Animation will not trigger for 2 weapon upgrades, it's on the To-Do list, but rather than cut it and never fix it, we left it and will get around to it, but holding up the mod for it would have been silly
-Brush Axe upgrades are coming, small hiccup in final production, but we decided to go ahead since so much was ready.
Spoiler:
Show
-How should I update to SMR 2.0?
Spoiler:
Show
The same way you should update ANY mod with a name change / major update warning of incompatibility with previous versions... Fully Uninstall SMR 1.x Load Fallout 4 Make a Save Exit Fallout 4 Install SMR Load Fallout 4 Win.
-Is the patch from mod XXXXXXXXXX compatible....
Spoiler:
Show
For the 17th time, unless the patch was created after 08/19/2018, using SuperMutantRedux.esp as it's foundation, no, it is not.
The rear head is missing from the SuperMutant, WTH!?!?!?
Spoiler:
Show
What part of none of the patches or mods touching Supermutants before did you not understand? Ok, let us break it down for you.
Part of what significantly improved the performance of SMR was rebuilding the NPC's from scratch, and while doing so, Exporting their "Facegeometry" which is effectively "PreCombines" for NPC's.
We broke off the "Rear head" from the SuperMutant body, to make it easier to build and export FaceGeometry, and also make different and unique skin textures (some are still coming) and do it without impacting the Exported NPC faces.
This means there is a NEW headpart on every "Traits" NPC SuperMutants pull their data from.
If you have an NPC Edit below SuperMutantRedux, that looks like this...
you have a problem, and will likely see SuperMutant's missing the back of their heads (and you'll also likely have some performance issues...
OMG there is a SuperMutant Triggerman, FIX THIS BUG!!
Spoiler:
Show
For God(s) sake if you bloody read the FAQ and the Change notes, as I've asked Dozens of times, or bothered reading other comments you'd see this was intentional. And FFS it's lore friendly, so stop complaining about it... SuperMutants have been Mercenaries in the past.
OMG Behemoths don't instantly attack me.... What the hell ?!?!?!?!?
Spoiler:
Show
Please... Please take the time to read the articles and change logs, we write them for good reason....
Short of long Behemoths are SIGNIFICANTLY harder now, as they should be... In other Fallout Games they were end bosses or entire BoS Squads in Power Armor would take them on, and take losses... in Fallout 4 some SuperMutants were tougher than they were...
To balance the increased difficulty, they start Neutral, as you are beneath their notice, but are Allied to SuperMutants.. Attack them, and they will respond in Kind, and Likely turn you into a fine red mist if you don't use tactics..
How do I format the Nexus posts like you? (Links inside words, Spoilers, etc:
Downside of Fallout 4 is no 2 load orders will be the same but let me start with a couple thoughts... -DO NOT DEPEND ON LOOT, MOD ORGANIZER etc to sort the mods correctly -DO NOT LET MOD ORGANIZER make a patch for you, IT WILL BE INCORRECT
2)Armorsmith Extended by Gambit77 Even if you don't use ArmorSmith Extended Gambit77 usually had a well sorted and tested Load Order.
Last... Specific instructions... ...... ......... ............ RaiderOverhaul.esp (Any Patches) Unique NPCs - Creatures and Monsters.esp (any patches) SuperMutantRedux.esp ....... Unique NPCs - Creatures and Monsters_SMR.esp
Which Version should I download.... Standard Def or HD-DLC???
Ok... Quick Breakdown.. HD-DLC requires a different sized texture for "FaceGeometry", the Exported Face files that act as "Precombines" for NPC's. Do not download the HD-DLC version. if you don't have the HD-DLC installed
FYI After uploading an ESP it can be more than 2 hours until "Download with ModManager" is available. Don't be a Noob and post "I can't Download"... If you can't wait, click on "Manual Download" at the top right of the page.
A small heads up, in case anyone did the same mistake that I've done:
I've made a clean save to update for the new version (or so I thought), but I've forgotten to remove a Super Mutant Axel Helmet from my inventory before updating the mod. So, after the not-so-clean save, the helmet would only appear at the Armor Crafting Menu, or when transferring items from a Container, also, the helmet wouldn't be removed at all from my inventory (trying to scrap it wouldn't dismantle the item, and I would still receive the crafting materials, trying to transfer it to any container wouldn't do anything, no item would be transferred, also, if I renamed the Axel Helmet, a new version of it would be created at my inventory, while the old version would be multiplied by millions [no kidding, it would appear that I had over 4 millions weightless axel helmets on my inventory]).
Using player.inv or player.showinventory console commands to try and see the item ID to delete it via player.removeitem would cause a instant CTD. Using player.removeallitems would work, but would remove many important items on the process (quest items that can't be removed from the inventory). I even tried player.removeitem with the overall ID of the item (by using help axel 4 armo), but it wouldn't work.
So, I've seen a tip from someone with the same bug on a very different item, and it worked:
1. I've spawned a new Super Mutant Axel Helmet with player.additem ID 1 (when using help axel 4 armo, two different ID's would appear, one would spawn a S.M. Axel Helmet, the other would spawn a Light or Heavy Axel Helmet, the later was the correct one to spawn) 2. I then went to a container, and transferred the newly console spawned Light Axel Helmet to it 3. The older bugged Super Mutant Axel Helmet disappeared once and for all, the new Light Axel Helmet was transferred correctly to the container
Hope it helps anyone! Remember kids: do a proper clean save, I thought I was 100% clean, but forgot about a single helmet on my inventory.
I'm not hoping for much but I thought I'd ask here since the bug report has no answers and this is pretty much a legacy mod; does anyone have a fix for Strong missing the back of his head?
Everything else works fine and he's the only Super Mutant I've come across that's missing any textures in my set-up. Looking in xEdit reveals only this mod making changes to Strong. I've tried to change some things around but with little success so far. If anyone has any ideas/fixes I'd appreciate it!
I was confused by this too, but what I think that means is that if you have NOT downloaded and installed the official Fallout 4 - High Resolution Texture Pack, then you should download the "SD" version of this mod. Part of the confusion, to me, is that it's not called the "HD-DLC", it's called the "Fallout 4 - High Resolution Texture Pack", so it's not as clear as it could be what the mod author is referring to.
This mod has some really cool aesthetic additions for the super mutants and hasn't given me any real technical issues so far, but the damage sponging might seriously put some people off. I ended up going back to vanilla muties for the sake of not feeding them bowl after bowl of ammunition. The additions really are cool tho, it's just a shame that every fight with them feels like a chore and just isn't fun on the harder difficulties. In short, bullet sponging doesn't equal better enemies but the Nightkin do look badass so I guess its not all bad.
A reasonable solution for sure, but wayyyy too complex and impractical for the average user. It's just super intimidating to open up a program like that and see so many values. Looks like you could break your game with a few wrong adjustments and then not know what you changed or how to fix it = Delete your whole install and reinstall the whole game and your mods from scratch. That's a big no-go for most.
It's all fun an games until you find 5 standard super mutant with 250 armor and not even the armor piercing ammo from DTF takes them down, they still die from a single headshot if they dont have any helmets (assuming you have BLD installed anyway), but they are sure waaaay too tanky even in high level
I have my config setup so that enemies do 4x to me, and I only do normal damage back, and even with 150+ weapons the NORMAL super mutants were still tanking shots as if I was firing sub-20 damage pea shooters. I had to uninstall the mod because of how immersion breaking it was.
2354 comments
-This is No longer a solo project, but a team effort.
-We are Unpaid.
-We do this in our spare time.
-We share this because we love Fallout.
I personally (Thirdstorm) have an insane amount of time in the rebuild and am directly responsible for 2/3rds of the new content, and effectively 100% of the ESP as it was rebuilt from scratch.
There could be issues but it's been tested heavily.
Short of long, the bug stops with me when it comes to errors, but we are a team.
If you find issues, post comments, include details, and we will address them.
Read the Articles.
Read the Changelog.
Read the First page of Posts.
Failure to do so can and will result in negative consequences.
-The Flame Animation will not trigger for 2 weapon upgrades, it's on the To-Do list, but rather than cut it and never fix it, we left it and will get around to it, but holding up the mod for it would have been silly
-Brush Axe upgrades are coming, small hiccup in final production, but we decided to go ahead since so much was ready.
-How should I update to SMR 2.0?
The same way you should update ANY mod with a name change / major update warning of incompatibility with previous versions...
Fully Uninstall SMR 1.x
Load Fallout 4
Make a Save
Exit Fallout 4
Install SMR
Load Fallout 4
Win.
-Is the patch from mod XXXXXXXXXX compatible....
For the 17th time, unless the patch was created after 08/19/2018, using SuperMutantRedux.esp as it's foundation, no, it is not.
The rear head is missing from the SuperMutant, WTH!?!?!?
What part of none of the patches or mods touching Supermutants before did you not understand?
Ok, let us break it down for you.
Part of what significantly improved the performance of SMR was rebuilding the NPC's from scratch, and while doing so, Exporting their "Facegeometry" which is effectively "PreCombines" for NPC's.
We broke off the "Rear head" from the SuperMutant body, to make it easier to build and export FaceGeometry, and also make different and unique skin textures (some are still coming) and do it without impacting the Exported NPC faces.
This means there is a NEW headpart on every "Traits" NPC SuperMutants pull their data from.
If you have an NPC Edit below SuperMutantRedux, that looks like this...
you have a problem, and will likely see SuperMutant's missing the back of their heads (and you'll also likely have some performance issues...
OMG there is a SuperMutant Triggerman, FIX THIS BUG!!
For God(s) sake if you bloody read the FAQ and the Change notes, as I've asked Dozens of times, or bothered reading other comments you'd see this was intentional.
And FFS it's lore friendly, so stop complaining about it... SuperMutants have been Mercenaries in the past.
OMG Behemoths don't instantly attack me.... What the hell ?!?!?!?!?
Please... Please take the time to read the articles and change logs, we write them for good reason....
Short of long Behemoths are SIGNIFICANTLY harder now, as they should be... In other Fallout Games they were end bosses or entire BoS Squads in Power Armor would take them on, and take losses... in Fallout 4 some SuperMutants were tougher than they were...
To balance the increased difficulty, they start Neutral, as you are beneath their notice, but are Allied to SuperMutants..
Attack them, and they will respond in Kind, and Likely turn you into a fine red mist if you don't use tactics..
How do I format the Nexus posts like you? (Links inside words, Spoilers, etc:
Formating and BBCode in Descriptions
-Load Order?
Downside of Fallout 4 is no 2 load orders will be the same but let me start with a couple thoughts...
-DO NOT DEPEND ON LOOT, MOD ORGANIZER etc to sort the mods correctly
-DO NOT LET MOD ORGANIZER make a patch for you, IT WILL BE INCORRECT
Beyond that I suggest checking out the two links.
1)FO4 Load order and enhanced performance by Cybertard
Good tutorial, it's one of the resources I used to learn the game.
2)Armorsmith Extended by Gambit77
Even if you don't use ArmorSmith Extended Gambit77 usually had a well sorted and tested Load Order.
Last... Specific instructions...
......
.........
............
RaiderOverhaul.esp
(Any Patches)
Unique NPCs - Creatures and Monsters.esp
(any patches)
SuperMutantRedux.esp
.......
Unique NPCs - Creatures and Monsters_SMR.esp
Ok... Quick Breakdown..
HD-DLC requires a different sized texture for "FaceGeometry", the Exported Face files that act as "Precombines" for NPC's.
Do not download the HD-DLC version. if you don't have the HD-DLC installed
FYI After uploading an ESP it can be more than 2 hours until "Download with ModManager" is available. Don't be a Noob and post "I can't Download"...
If you can't wait, click on "Manual Download" at the top right of the page.
I've made a clean save to update for the new version (or so I thought), but I've forgotten to remove a Super Mutant Axel Helmet from my inventory before updating the mod. So, after the not-so-clean save, the helmet would only appear at the Armor Crafting Menu, or when transferring items from a Container, also, the helmet wouldn't be removed at all from my inventory (trying to scrap it wouldn't dismantle the item, and I would still receive the crafting materials, trying to transfer it to any container wouldn't do anything, no item would be transferred, also, if I renamed the Axel Helmet, a new version of it would be created at my inventory, while the old version would be multiplied by millions [no kidding, it would appear that I had over 4 millions weightless axel helmets on my inventory]).
Using player.inv or player.showinventory console commands to try and see the item ID to delete it via player.removeitem would cause a instant CTD. Using player.removeallitems would work, but would remove many important items on the process (quest items that can't be removed from the inventory). I even tried player.removeitem with the overall ID of the item (by using help axel 4 armo), but it wouldn't work.
So, I've seen a tip from someone with the same bug on a very different item, and it worked:
1. I've spawned a new Super Mutant Axel Helmet with player.additem ID 1 (when using help axel 4 armo, two different ID's would appear, one would spawn a S.M. Axel Helmet, the other would spawn a Light or Heavy Axel Helmet, the later was the correct one to spawn)
2. I then went to a container, and transferred the newly console spawned Light Axel Helmet to it
3. The older bugged Super Mutant Axel Helmet disappeared once and for all, the new Light Axel Helmet was transferred correctly to the container
Hope it helps anyone! Remember kids: do a proper clean save, I thought I was 100% clean, but forgot about a single helmet on my inventory.
Good job on the recovery!
Everything else works fine and he's the only Super Mutant I've come across that's missing any textures in my set-up. Looking in xEdit reveals only this mod making changes to Strong. I've tried to change some things around but with little success so far. If anyone has any ideas/fixes I'd appreciate it!
Edit: It seems we got no-awkcr version of this, didn't knew that, if anyone needs the no-awkcr version of the mod