Character sheet Name: Obdulio Faction: Dragunov Level:
Subject: New Creature/Monster Mods? Mon Jun 04, 2018 8:04 am
So the modding scene has advanced quite a bit in the past few years, we've got custom animations, pump action and shell by shell reloading, new power armors, weapons and clothing/armor even big quest mod in the works.
But.. how come the creature mods haven't made a resurgence ? Like Mart's Mutant Mod for example?
Elder Scrolls and Fallout 3/New Vegas by this point it feels like they've had those mods. Is it something with the new animation system?
The only out there that could find is...
M's Abominations by m150 https://www.nexusmods.com/fallout4/mods/22823?tab=description
But those creatures are too jokey for my liking. Mart's Mutant Mod had a bunch that really fit in the wasteland.
There is also this that came out just recently but it's just the one creature.
Deathwings by Hopper31 https://www.nexusmods.com/fallout4/mods/31846?tab=images
I wonder if it's also because Fallout 4 disillusioned many modders, I know my expectations were high for Fallout 4 after New Vegas... but once it came out and i beat the game i found myself very conflicted and disappointed.
I got demoted from the site not too long ago and i don't blame them, I had lost a lot of my interest in Fallout so much of what liked big things like choices that matter to small things like seeing your gun on your back.. they were gone, then the modding scene was off to a rough start, I found little reason to come back and post as my passion for the series has dwindled significantly.
I wonder if the same happened to the modders and that's why things seem to be progressing so slowly in comparison to the older Elder Scrolls and Fallouts?
Has anyone heard of any big creature compilation in the works for Fallout 4 in the same vein as Mart's Mutant Mod?
BigRedRandomMan
Posts : 113 Join date : 2015-07-17 Location : United Kingdom
Character sheet Name: Bourbon Freeman Faction: NCR Level: 30
Subject: Re: New Creature/Monster Mods? Mon Jun 04, 2018 7:19 pm
I haven't heard of any big creature mods but here are a few individual custom creatures:
Nightstrikers by Shadowliger: https://www.nexusmods.com/fallout4/mods/23004?tab=description
Squirrels of the Commonwealth by eskanonen: https://www.nexusmods.com/fallout4/mods/20027/
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Wertologist
Posts : 1250 Join date : 2015-09-10 Age : 30
Subject: Re: New Creature/Monster Mods? Mon Jun 04, 2018 8:50 pm
I agree that there is a lack of creature mods in 4. I didn't like how you predominantly fight only mirelurks, super mutants, and raiders. I like some of the creatures in M's mod, but like you said, they seem too jokey. Some of them look great, but the dolphin in a mech suit is too much for me. I eventually got a mod to add DLC creatures to the Commonwealth to spice up the variety a bit and it helps even though you don't see many of them. Just that little bit helps so much. https://www.nexusmods.com/fallout4/mods/22965
There is also this mod to add fish: https://www.nexusmods.com/fallout4/mods/16915 but I haven't seen any yet so I'm not sure if it actually works.
Also, there's this mod that adds rad-spiders to a few locations. It also adds a few spider dungeons. The spiders are pretty well done in my opinion: https://www.nexusmods.com/fallout4/mods/16241
I'd also like to know if there are any new creature mods coming up because I still get tired of fighting mostly raiders and super mutants(who just feel like raiders with more health).
PhoenixKnight
Posts : 1 Join date : 2018-05-19 Age : 42 Location : So Cal
Character sheet Name: Character Faction: Level:
Subject: Re: New Creature/Monster Mods? Tue Jun 19, 2018 8:05 pm
I'd like to see more creature mods as well. I have the Deathwings one myself as well as Godzilla/Kaiju (though I haven't tried it yet). Gojira is another good one (giant deathclaw, similar to Kaiju)... Seems like the giant mobs tend to have loot issues though, bodies flying into the sky and no loot left behind kinda kills the fun. I was actually just checking the Gojira mod again and it looks like that bug was fixed though, I'll have to try it again.
Gojira 2.5 on the Nexus
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drunkenSocrates
Posts : 122 Join date : 2014-03-08 Age : 47
Subject: Re: New Creature/Monster Mods? Tue Jun 19, 2018 8:41 pm
Is just the lore and setting of the game that is the difference? I wonder if its the fantasy setting within Skyrim allows the game to have a more diverse range of new creatures.
If I remember, most of the creatures from Marts Mutant Mod are a variation of existing creatures with a mashup of added armor or other existing creature parts.
I agree that the combined creature mods within the Fallout series pales to the the number within Skyrim as it has a huge library of creature variations with just Monster Mod and Immersive Creatures alone (not counting Mihails awesome creatures).
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rcaohm
Posts : 236 Join date : 2014-08-21 Age : 34 Location : Thailand
Character sheet Name: Someone... Faction: Nobody Level: 0
Subject: Re: New Creature/Monster Mods? Tue Jun 19, 2018 11:49 pm
I'm already ussed those mod and still hope to have more of this kind of this mod.
Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
Subject: Re: New Creature/Monster Mods? Wed Jun 20, 2018 6:46 am
The safari mod needs a better description and some screens. I wouldn't add something like that without knowing what it adds. It's a shame about the abominations mod, some of the creatures look cool but like others I don't necessarily want some of them in the game. Fallout has the potential to have a gigantic variation of mutated animal types, but it's rarely if ever been implemented. Fallout fans I think are a lot more protective of the lore, Skyrim also has far more really weird out of lore mods.
BigRedRandomMan
Posts : 113 Join date : 2015-07-17 Location : United Kingdom
Character sheet Name: Bourbon Freeman Faction: NCR Level: 30
Subject: Re: New Creature/Monster Mods? Wed Jun 20, 2018 1:45 pm
Creatures in fallout 4 weren't the most diverse but human enemies are all pretty much the same. The vast majority of the humans you will fight are raiders. Even the gunners who are made out to be elite mercenaries are just raiders with better equipment. Being the so similar they just become boring to fight after a while.
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Obdulio
Posts : 449 Join date : 2014-04-13 Age : 37
Character sheet Name: Obdulio Faction: Dragunov Level:
Subject: Re: New Creature/Monster Mods? Sat Jun 30, 2018 4:37 am
Not exactly "New" creatures but another mod adding variants to the monsters.
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
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Subject: Re: New Creature/Monster Mods? Sun Jul 01, 2018 4:53 pm
There's no equivalent to a big "monster mod" like skyrim and New Vegas and even Fallout 3. I'm skeptical that it's disillusionment with fallout 4, as it hasn't stopped monster mods for fallout 3, nor skyrim, and I find it hard to believe that Skyrim and Fallout 3 are so radically deeper and more complex than f4 that it affects modders. For whatever reason, modders like Mihail are mass-producing monsters even now for skyrim, at a rapid pace. But only skyrim. For whatever reason, that game just appeals more to modders. I doubt it's the depth of the main plot that is the explanation.
Wertologist
Posts : 1250 Join date : 2015-09-10 Age : 30
Subject: Re: New Creature/Monster Mods? Mon Jul 02, 2018 1:53 am
@Sirdanest The safari mod has a description and I gave you one. That's really all it does. It adds the DLC creatures to the Commonwealth to spawn in various locations. That's what both mine and the Nexus description pretty much say. I use it and it really helps spice things up. I went to the manor settlement on the shore and found 5 or so hermit crabs. All DLC creatures are worked in. Usually intertwined with vanilla creatures. Molerats usually spawn with rats. Dogs spawn with wolves. Anglers spawn near mirelurks(but are not ally to them). Gulpers spawn near the swamp areas. Bulls spawn randomly with radstags. I haven't explored much of the glowing sea with this mod yet, but I assume gatorclaws spawn there or in the typical deathclaw areas. As for screenshots, I agree that they need some, but take it from me. It works.
Obdulio
Posts : 449 Join date : 2014-04-13 Age : 37
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Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
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Subject: Re: New Creature/Monster Mods? Wed Jul 18, 2018 12:00 am
Is it the lack of popularity of fallout 4 that has prevented the ubiquitous monster mods from moving to F4? I've often idly wondered how hard it would be, just for lols, to put a skyrim dragon in my fallout. Probably very hard even without flying or fire or magic.
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BuCeJlbHuK
Posts : 340 Join date : 2017-12-03 Age : 38 Location : MOscow
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Subject: Re: New Creature/Monster Mods? Wed Feb 24, 2021 7:01 pm
I am glad to welcome everyone to this forum. I love and respect the series of games from Besezdy Fallout and Skyrim, but the main feature of the series of these games is the ability to add your own modifications there!
Charlotte Wolery
Posts : 27 Join date : 2017-07-17
Subject: Re: New Creature/Monster Mods? Thu Oct 28, 2021 12:38 am
How many more freaks does Fallout 4 need? It really doesn't. What it needs is real animals for the green mods, or the Hunter of the Commonwealth mod, and the best way to do that is to jailbreak and port the models from Skyrim, which are everywhere, but only a site like this can build on that. Let me ask porting from games regardless of TOS is OK, what about other mods? cause a Green modded Fallout 4 would do very very well with wholesale asset ports from say Birds of Skyrim even though the mod author has made it very clear they are more possessive of their intellectual property than Gollum is of the One Ring....PRECIOUS!!!!
Obdulio
Posts : 449 Join date : 2014-04-13 Age : 37
Character sheet Name: Obdulio Faction: Dragunov Level:
Subject: Re: New Creature/Monster Mods? Fri Oct 29, 2021 3:36 am