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Super Mutant Rebalance?
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- Posts: 1
- Joined: Mon Jul 11, 2022 8:52 am
Super Mutant Rebalance?
I'm looking for a mod that rebalances the Super Mutants in the Capital Wasteland to be closer to their F3 vanilla counterparts. I've looked on the Nexus, but I've only managed to find a mod that reduces the health of the Overlords. I'd like for their DT to be toned way down, as AP ammo is nearly impossible to find in large enough quantities.
- Bullfrog
- Posts: 146
- Joined: Mon Jun 13, 2022 3:01 pm
Re: Super Mutant Rebalance?
You could also buy AP ammo, especially now with the reduced prices in TTW 3.3.x. Ammo crafting is also an option.
If you really want to change the DT on Super Mutants, you can easily modify this with FNVedit. They all have the same effect "SuperMutantDT" (0012B895) which gives them a DT bonus of 15 points.
If you really want to change the DT on Super Mutants, you can easily modify this with FNVedit. They all have the same effect "SuperMutantDT" (0012B895) which gives them a DT bonus of 15 points.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Super Mutant Rebalance?
You can trade for AP with the Outcasts, explore the game before making assumptions.
SWC serves the same purpose for .44 and is craftable
Same with OC and MC ammo which is craftable
+P and Match are also great
stop obsessing over the few weapons that use 5.56
SWC serves the same purpose for .44 and is craftable
Same with OC and MC ammo which is craftable
+P and Match are also great
stop obsessing over the few weapons that use 5.56
- Bullfrog
- Posts: 146
- Joined: Mon Jun 13, 2022 3:01 pm
Re: Super Mutant Rebalance?
Actually, the OP has a point. After the armor rebalance the Super Mutants are now more overpowered than before. On top of their high health and high power weapons they now have the upper armor range as well. The Brotherhood, who was struggling with Super Mutants before the armor rebalance, losing most of the time, now finds himself losing every encounter, at least what I have seen so far. Makes one wonder how they can be boasting about their fights and that they are "Fighting Super Mutants, so people like me can sleep at night".
A reduction of the Super Mutant DT bonus to 10 puts them in line with medium armor and considering that most of their body isn't even covered by armor, such change seems quite reasonable to me (leave the Behemoth at 15). The same applies to regular Deathclaws. Leave the Alphas and other boss Deathclaws at 15, but reduce DT to 10 on the regular ones. Rad Scorpions could also use a similar update. The small ones in DC even have the same DT value as the albinos/giants. That's rather strange.
I changed:
A reduction of the Super Mutant DT bonus to 10 puts them in line with medium armor and considering that most of their body isn't even covered by armor, such change seems quite reasonable to me (leave the Behemoth at 15). The same applies to regular Deathclaws. Leave the Alphas and other boss Deathclaws at 15, but reduce DT to 10 on the regular ones. Rad Scorpions could also use a similar update. The small ones in DC even have the same DT value as the albinos/giants. That's rather strange.
I changed:
Code: Select all
GiantRadscorpionDT (0012B870): 18 -> 13
RadscorpionDTDC (1000910B): 12 -> 13
DeathclawDT (0012B892): 15 -> 10
SuperMutantDT (0012B895): 15 -> 10
SuperMutantDCDT (100090FE): 12 -> 10
Code: Select all
CrRadscorpion1SmallDC (0601CF9D): effect "RadscorpionDTDC" replaced by "RadscorpionDT"
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Super Mutant Rebalance?
Well no they aren't, you're wrong.
The damage to weapons in NV was doubled, tripled and more most of the time.
DT/DR bypass has been restored and works correctly.
As I already mentioned, Ammo types, perks and new chems exist in NV that did not exist in F3 which make you even more powerful.
Enemies were rebalanced to be on par *exactly* with Fallout 3 with a variety of weapons within a shot or two.
NPCs have their base health adjusted to NV levels (50 min) to also make them parity.
All actors have had their Fatigue values adjusted too in accordance with mechanics added in NV for melee and unarmed.
DT was added as necessary to maintain parity with Fallout 3. With several thousand hours of testing to maintain the feel of Fallout 3 by myself, darth, risewild, varstud, kazo and many other people.
If you want casual balance like New Vegas, then I made a mod for it called Casual Creatures which is available on nexus.
The damage to weapons in NV was doubled, tripled and more most of the time.
DT/DR bypass has been restored and works correctly.
As I already mentioned, Ammo types, perks and new chems exist in NV that did not exist in F3 which make you even more powerful.
Enemies were rebalanced to be on par *exactly* with Fallout 3 with a variety of weapons within a shot or two.
NPCs have their base health adjusted to NV levels (50 min) to also make them parity.
All actors have had their Fatigue values adjusted too in accordance with mechanics added in NV for melee and unarmed.
DT was added as necessary to maintain parity with Fallout 3. With several thousand hours of testing to maintain the feel of Fallout 3 by myself, darth, risewild, varstud, kazo and many other people.
If you want casual balance like New Vegas, then I made a mod for it called Casual Creatures which is available on nexus.
- Laclongquan
- Posts: 625
- Joined: Mon May 03, 2021 4:19 am
Re: Super Mutant Rebalance?
Maybe adding ap ammo to BOS equipment list replacing the normal default?
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- Posts: 2
- Joined: Wed Aug 03, 2022 4:33 am
Re: Super Mutant Rebalance?
The small ones in DC even have the same DT value as the albinos/giants. That's rather strange.
Last edited by 18Harmantg on Fri Aug 12, 2022 4:12 am, edited 1 time in total.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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- Posts: 2
- Joined: Wed Aug 03, 2022 4:33 am
Re: Super Mutant Rebalance?
Ammo crafting is also an option.