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
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-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"
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Things which may be changed in next version
-- Relocation of suicidal fast travel markers to less dangerous locations (consider yourself warned)
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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.
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Summaries:
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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.
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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.
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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).
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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!
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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.
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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.
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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.
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Installation and Usage Instructions:
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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.
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Other
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Gahan's original thread for this mod is here: http://www.gamesas.com/bgsforums/index.php?showtopic=930257