[RELz] Foes Reworked Next Generation

Post » Thu Sep 09, 2010 3:00 am

Foes Reworked - Next Generation

Version 1.4 released on September 26, 2009

Primary design: Gahan (contact info unknown).
Additional design for 1.0+ releases: Tarrant (fallout@finhosting.fi).

Super Mutant weapon animation fixes: TheTalkieToaster.
MMM Zones Respawn created by Martigen.
MMM Increased Spawns - Standalone Version v 1.8 created by Martigen,
version included here was modified by Tarrant.
MMMF3 version of Foes Reworked was made by Martigen.
MMMF4 version of Foes Reworked was made by Martigen.

Download location:

Beta version 1.5 released on June 17, 2010:
http://www.finhosting.fi/~fallout/downloads/FoesReworked-NG-1.5BETA.zip

Otherwise:
http://www.finhosting.fi/~fallout/downloads/Foes-Reworked-NextGeneration.zip

A video of a level 23 fight: http://www.youtube.com/watch?v=H1bRZt0k4SQ

As with any mod that is new to you, you should keep copies of your savegame around from before you load this mod!
I don't think there are any gamebreaking problems with it, but one never knows!



This mod reworks Raiders, Talon Company, and Super Mutants in a way that makes the game more difficult and in some cases provides better loot. Super Mutants in particular do much more damage.

This is intended to be updated occasionally.


REQUIRES BROKEN STEEL DLC


******************************************

-This is not designed for an ammo and stim restricted environment

-Some enemies do more damage than before, especially Super Mutants

-Designed with multi-follower/squad setup in mind

-Designed using "Hard" difficulty, but may be appropriate for Regular. Not tuned for "Very Hard"

*************************************************************

Things which may be changed in next version

-- Relocation of suicidal fast travel markers to less dangerous locations (consider yourself warned)

*************************************************************

Tools used: GECK, FO3edit

Distribution terms:

Mutant Animations: See the included readme for "Mutant Animations"

Rest: Do whatever, but it would make sense to credit Gahan/Tarrant if you use much.


*****************************
Summaries:
*****************************


===============================================
Talon Company:

Talon Company has a new, higher level soldier known as the Talon Company Staff Sergeant.

-TC equipment is now in slightly better condition relative to Raider gear. Their level of weaponry has also been improved, though slightly. Both of these changes reflect their status as a military organization, which should have better gear than futuristic bandits.

-TC mercs now wear multiple different kinds of head gear including wraps, bandanas, glasses, and their own combat helmets. This should reduce the 'clone factor' of seeing four TC mercs that all look identical.

-TC mercs are now named according to combat role and rank in TC, culminating with the Staff Sergeant.
==================================================

==================================================
Raiders:

Four new types of Raider have been added to the leveled lists:

-Marauder- Wandering the wastes looking for adventure and whatever they can plunder, these vagabonds are stronger than other raiders and carry better gear. Their wanderlust has gifted them with experience and strengthened their cold instinct for the kill.

Pit Dogs - Reared in Raider pit fights, these former slaves know of no comfort other than the spray of blood and the cheers of frenzied onlookers. Given their freedom in advlthood, they fight in their metal gladiator's armor alongside their former masters.

Medicine Men - The raider also fears death, though he masks it in cruelty and violence. With the last remnants of organized religion gone, the barbarians of the wastes have turned to the shamanic faith of the woodlands and the night skies. The Medicine Men administer this new faith, and their only sacrament is battle.

Fallen Brothers - Not all of the Brotherhood Outcasts adhere to their original precepts. Some, seduced by the power they could weild among the undisciplined raiders, left their former organization entirely and now serve as captians among the malicious hordes.

-Different Raider armor types are no longer interchangable. They can all be used to repair each other, but they now have different DR and values. The hierarchy is thus:

Sadist < Painspike < Badlands < Blastmaster.

Blastmaster armor is the strongest and most valuable, being roughly on par with Leather Armor. Higher Lvl raiders wear the better armor types.

-Raiders now wear more head gear, including wraps, bandanas and biker goggles. They should now look less generic, and the stronger raiders will be recognizable to the discerning eye based on their garb.
========================================================

========================================================
Super Mutants:

-- do more damage than in regular Fallout 3
-- be prepared to relearn respect for them


There are 4 tiers of Super Mutants that appear as the player levels (Low, Mid, High, BrokenSteel), plus randomly occuring Behemoths (MMM Increased Spawns).

------------------------------
Berserkers, Super Mutant Overlord Bashers, and the Behemoth have a special attack. They will frequently hit with such power that it blinds and disorients you. You are semi-paralyzed for a moment, unable to fight and maybe even unable to move. This also affects followers, but they don't stand up to it as well as you do, they collapse helplessly to the ground when hit like this.

This effect rotates among the Mutants present who can do the special attack. This means that it can stack on the same target repeatedly if enough Mutants who can do the attack are present, which is pretty much a death sentence for the target. Manage your fights so that this does not happen!
-------------------------------
Behemoths are now team players. When the Behemoth is not attacking you, it will often charge among your followers, knocking them to the ground repeatedly instead of always focusing on pounding one target. This makes your followers less able to contribute to the fight and makes the enemies focus more on you.
------------------------------

------------------------------
Some encounters cannot be survived without extreme care, setup, and strategy. You can see tier 3 and 4 mutants as early as around level 13.
------------------------------

All Melee/Unarmed Super Mutants run faster than normal.

Tier 1:
-Super Mutant Basher - An 8 foot tall, 800 lb muscled monster wielding a sledgehammer is not a threat to be taken lightly by young characters.
-Super Mutant Infantry - Wields a good condition Chinese Assault Rifle and is more than happy to lay down a lot of damage.

Tier 2:
-Super Mutant Gunner - A staple of the Super Mutant squad, he packs a Minigun or a flamer.
-Super Mutant Breaker - A Super Sledge and a Super Mutant make a naturally dangerous combination.

Tier 3:
-Super Mutant Berserker - Without weapons or armor, abusing chemicals to enhance their abilities but paying the price in sanity. Known as the Berserkers, these are among the biggest, strongest and most blood-crazed humanoids alive. Due to their their great Unarmed skill and strength, they can knock you temporarily senseless and blind, momentarily helpless, scrambling to orient yourself and keep moving to save yourself from more blows. Should your followers take a hit like that, most of them will crumple to the ground at the Berserker's feet.

-Super Mutant Grenadier - Usually packing missile launchers and grenades, but sometimes trading them off for something else if the whim hits them.

-Super Mutant Hunter - A terror when encountered by a mid-level player. A Super Mutant energy weapon specialist. He won't drop his weapon unless you destroy it in his hands. He will stand at a medium distance, perhaps unnoticed by your followers, and lay down extraordinarily high damage with a plasma rifle or laser rifle. If you don't notice that he has joined the fight, he might burn you and your followers into the ground before you know it.

Tier 4:

THE ELITE SUPER MUTANTS

Right when you thought you had too many stims and too many caps to spend...

Courtesy of Broken Steel, a new type of Super Mutant stalks the Wasteland with his bretheren. They are the new leaders among their comrades, being bigger, stronger, and so much tougher than what was known before. When they begin to appear is when it's time to go back to those cautious and careful strategies of early times or suffer the consequences...

- Super Mutant Overlord Breaker - No-one can stand up to the sickeningly-powerful blows from his Super Sledge for long. He can knock you senseless like the Berserker, but does more damage and is much harder to kill.

- Super Mutant Overlord Hunter - He packs a Tri-Barrel Laser Rifle and is more skilled with it than you will ever be. He slaughters your health at range and will not put his weapon down unless you destroy it in his hands.

- Super Mutant Overlord Gunner - In his steady, strong hands, a high-quality Laser Gatling Gun becomes an instrument of destruction. Assuming you kill him, feel free sell the valuable weapon to restock your stimpack supply since it's probably been lightened by the confrontation.

- Super Mutant Overlord Grenadier - Knocking the Missile Launcher out of his hands is possible, but not always what you want to do. The wave of plasma grenades that can come your way afterward may not be to your liking. Running right up to him won't make him break off his attack, as he's more than happy to drop a missile or grenade right in your face without care for his own safety.

*************************************
Installation and Usage Instructions:
*************************************


1) Install the BROKEN STEEL DLC if you have not done it yet.

2) Extract the contents of the zipped /FoesReworked/Data/meshes/Creatures/smspinebreaker directory into your c:/program files/Bethesda Softworks/Fallout 3/Data/meshes/Creatures/smspinebreaker directory. It is a bunch of *.kf files.

3) Extract the correct .esp files for your application and put them into your c:/program files/Bethesda Softworks/Fallout 3/Data/ directory.

- If you are using the full MMMF3 suite, the correct file for you is:
Mart's Mutant Mod MMMF3 - Foes Reworked NG.esp.

- If you are using the full MMMF4 suite, the correct file for you is:
Mart's Mutant Mod MMMF4 - Foes Reworked NG.esp.

- If you are not using other enemy-changer mods, the correct files for you are probably:
FoesReworked-NG.esp
Mart's Mutant Mod - Zones Respawn.esp
(optional) Mart's Mutant Mod - Increased Spawns-TarrantBrokenSteel.esp

4) Start the game using the Windows start menu option, click the DATA FILES option, and select the boxes for the .esp files that you need to use.

5) In-game, take your followers with you and go into an interior area (such as the Megaton house), and use the in-game wait function to wait for 3 days (3 24-hour periods in the interface).

5) Go do stuff.


******************
Other
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Gahan's original thread for this mod is here: http://www.gamesas.com/bgsforums/index.php?showtopic=930257
User avatar
Stephani Silva
 
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Post » Thu Sep 09, 2010 4:04 am

Really want this. How will this work in an MMM FOOK setup. Where should it load?
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Monique Cameron
 
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Post » Wed Sep 08, 2010 7:32 pm

Really want this. How will this work in an MMM FOOK setup. Where should it load?


I don't actually know where it should load relative to fook. it should load after MMM though.

it changes a few weapons (sledgehammer, super sledge, and the DLC03 Tribeam Laser) and some other things, including the behemoth's weapon...
it changes the actors and their gear that are mentioned above.

So I am not sure ...
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Monique Cameron
 
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Post » Wed Sep 08, 2010 11:55 pm

Version 1.0 release 1 uploaded on June 1, 2009

Holy smokes batman! Released in the future!

Its still may 31st for me...
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Farrah Lee
 
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Post » Wed Sep 08, 2010 9:53 pm

Cool. I was hoping you would release this. :) :) :)

Now if I ever get around to installing patch v1.5 and Broken Steel... :/
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Poetic Vice
 
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Post » Wed Sep 08, 2010 7:09 pm

Holy smokes batman! Released in the future!

Its still may 31st for me...


LOL! That's what I was thinking! Share your time machine with me Tarrant!
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Dona BlackHeart
 
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Post » Thu Sep 09, 2010 5:49 am

LOL! That's what I was thinking! Share your time machine with me Tarrant!


haha! well, it was after midnight when I uploaded it, and the windows clock thingie said June 1.
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Jordan Moreno
 
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Post » Thu Sep 09, 2010 2:15 am

Martin has made a true merged MMMF3 version of this, it's at:

http://www.finhosting.fi/~fallout/downloads/MMMF3-FRNG.zip

He reports that the mutants as they are set up in the Non-Foes-Reworked versions of MMM are tankyier than the Foes Reworked ones. We can always see if there are complaints about the mutants being too easy in MMM, but well, I deliberately have not made the HP be all that high on them. Their difficulty should hopefully be made up for by how much damage they are putting down. I didn't want to make them absorb more ammo. It all depends on what you want I guess, and if the people using the full MMM suite think they aren't tanky enough, those sorts of changes could certainly go in.
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Naomi Ward
 
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Post » Wed Sep 08, 2010 10:32 pm

Has anyone used this + an MMM increased spawns effect that includes Broken Steel with the player character leveled up to close to 30? I am wondering how it works out in that level range and have never had a situation where it was the case.

Has anyone used this and had any problems with the mutants' special attacks?
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Scotties Hottie
 
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Post » Thu Sep 09, 2010 12:22 am

I think this is really cool but I'd prefer not to use the increased spawns as I prefer to play solo. (Though I note this is intended for use with followers). What happens if I use without increased spawns? What sort of problems with that create?

And if that creates a problem, is there a way to modularize it, so that you have increased spawns vs. a normal spawns version?

Otherwise, this sounds great. Thanks.

EDIT: I guess one option if you have to have increased spawns is that I could go into that file and adjust the number of spawns so that there are virtually unchanged. What impact would that have on your mod?
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Dustin Brown
 
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Post » Thu Sep 09, 2010 5:11 am

I think this is really cool but I'd prefer not to use the increased spawns as I prefer to play solo. (Though I note this is intended for use with followers). What happens if I use without increased spawns? What sort of problems with that create?

And if that creates a problem, is there a way to modularize it, so that you have increased spawns vs. a normal spawns version?

Otherwise, this sounds great. Thanks.

EDIT: I guess one option if you have to have increased spawns is that I could go into that file and adjust the number of spawns so that there are virtually unchanged. What impact would that have on your mod?


It can be used without increased spawns and will work basically properly. It's just that during design, it always had increased-spawns present, so your experience with it will be easier than mine, if you don't use it. That's all there is to that.

and btw it's tuned for "Hard" difficulty level, but that should be adjustable too.

Whatever works for you, you should do, really. It won't break if you don't use increased-spawns, etc.
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Angus Poole
 
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Post » Thu Sep 09, 2010 2:02 am

Whatever works for you, you should do, really. It won't break if you don't use increased-spawns, etc.


Thanks, that's what I needed to know. Sounds like a great mod, looking forward to trying - but I have to get Broken Steel first, I guess :)
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Lil Miss
 
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Post » Thu Sep 09, 2010 5:04 am

There are several mods out there that adjust AI behavior, making them take cover, use better tactics, etc. Are you tweaking the AI any? Have you considered incorporating any features from these mods?
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john palmer
 
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Post » Thu Sep 09, 2010 3:17 am

Do you still encounter the normal versions of super mutants? You know, normal Super Mutants, Super Mutant Brutes, Masters, etc. Or are they completely replaced by the new versions? If the original versions are still retained, in what proportion do the new ones appear compared to the originals?
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Crystal Clarke
 
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Post » Wed Sep 08, 2010 5:51 pm

Do you still encounter the normal versions of super mutants? You know, normal Super Mutants, Super Mutant Brutes, Masters, etc. Or are they completely replaced by the new versions? If the original versions are still retained, in what proportion do the new ones appear compared to the originals?

I think they've been replaced.
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Angela
 
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Post » Wed Sep 08, 2010 11:27 pm

There are several mods out there that adjust AI behavior, making them take cover, use better tactics, etc. Are you tweaking the AI any? Have you considered incorporating any features from these mods?


I have done a ton of what could be called AI tweaking to followers in my follower-related mod Phalanx, but I don't feel that the enemy-related "tweaks" are worthwhile. I feel that the way Bethesda has enemies working is great.
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adam holden
 
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Post » Thu Sep 09, 2010 12:43 am

Do you still encounter the normal versions of super mutants? You know, normal Super Mutants, Super Mutant Brutes, Masters, etc. Or are they completely replaced by the new versions? If the original versions are still retained, in what proportion do the new ones appear compared to the originals?


Most of the Super Mutants appear as the Foes Reworked ones. The exceptions are that there are some that are sorta quest-related and hand-placed as REFs, and the like. Those so far have ended up retaining the original Fallout 3 forms.
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Tamika Jett
 
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Post » Thu Sep 09, 2010 3:25 am

This looks really great, but MMM is up to RC 4.0 now, and this seems to be for MMMF3. Any plans for an update?
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My blood
 
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Post » Thu Sep 09, 2010 4:45 am

This looks really great, but MMM is up to RC 4.0 now, and this seems to be for MMMF3. Any plans for an update?


Looking into it now, actually.
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IsAiah AkA figgy
 
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Post » Wed Sep 08, 2010 6:00 pm

This looks like a pretty cool mod, I'm thinking of using it in my next playthrough.

However, I want to opt for the standalone, and there are some modules in MMM that would cool to have standalone too, like the better caravans, etc. Do those optional modules require MMM?
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Gemma Archer
 
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Post » Thu Sep 09, 2010 1:50 am

This looks like a pretty cool mod, I'm thinking of using it in my next playthrough.

However, I want to opt for the standalone, and there are some modules in MMM that would cool to have standalone too, like the better caravans, etc. Do those optional modules require MMM?

There are a few that don't. Tougher Traders comes to mind. I'm pretty sure all the ones that require MMM have it set as a master.
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Angel Torres
 
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Post » Thu Sep 09, 2010 12:39 am

This has been updated to version 1.1.

Version 1.1 changes:

Including all relevant files in single zipfile

Updated the custom MMM Increased Spawns with codefixes from Martigen

Updated the Mutant Animations to contain a corrected version of the Tesla Cannon animation

Enable-parented two custom NPCs that were created by Gahan but never finished, and set the parent to initially disabled. These two NPCs are in the Muddy Rudder and in Tenpenny Towers. This method of disabling causes the NPCs to be disabled in the game world without affecting savegame stability. It also allows Gahan to easily mess with them again if he ever shows up and wants to.

Regarding MMMF4 - - I really don't know what's up and we'll see if Martin is up for making a MMMF4-Foes-Reworked module like he did for MMMF3. For now, the MMMF3 module is included in the zip.
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Jason King
 
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Post » Thu Sep 09, 2010 4:30 am

Hopefully Martigen will include Foes Reworked for MMMF4, because it looks great...haven't seen much of him at all lately though. I'd really love to use this, but I don't want to downgrade to MMMF3 in order to use it, as I'm running other mods that depend on version 4 of MMM.
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Jason Rice
 
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Post » Thu Sep 09, 2010 2:28 am

Hopefully Martigen will include Foes Reworked for MMMF4, because it looks great...haven't seen much of him at all lately though. I'd really love to use this, but I don't want to downgrade to MMMF3 in order to use it, as I'm running other mods that depend on version 4 of MMM.


If someone else knows what they are doing, they could perhaps make a MMMF4 plugin instead of waiting for Martigen. Martigen took the Foes Reworked NG .esp and made his MMMF3 plugin using it as a reference, so, I guess that would be how the Foes Reworked for MMM4 would be made.
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MARLON JOHNSON
 
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Post » Thu Sep 09, 2010 8:37 am

If someone else knows what they are doing, they could perhaps make a MMMF4 plugin instead of waiting for Martigen. Martigen took the Foes Reworked NG .esp and made his MMMF3 plugin using it as a reference, so, I guess that would be how the Foes Reworked for MMM4 would be made.


I made a nexus page for this thing, and it's got some screenshots.

http://www.fallout3nexus.com/downloads/file.php?id=8727
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neen
 
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