Bullet Sponge Super Mutants ttw 3.2

General modding guides and authoring tutorials.
devildev2
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Bullet Sponge Super Mutants ttw 3.2

Post by devildev2 » Mon Jul 29, 2019 7:37 pm

Hello, is there any mod, cheat or anything else to make super mutants weaker for ttw 3.2 and on par with vanilla fallout 3?

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RoyBatty
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by RoyBatty » Mon Jul 29, 2019 7:52 pm

Buy or trade for AP rounds (Outcast's are great for this), take psycho/slasher, and use a weapon with high base damage. They are not hard at all, you're using the wrong weapons, and not taking advantage of NV's mechanics. TTW is *not* Fallout 3.
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devildev2
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by devildev2 » Mon Jul 29, 2019 8:05 pm

Super mutants brutes taking up hundreds of 5.56 ammo on normal difficulty is a total game breaker for me. That shouldn't be happening in New Vegas too. Moira Brown quests are supposed to be for low level characters, but because of super mutants spawning near quests locations these quests are impossible to complete. Again, is there a mod for fixing super mutants difficulty?

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Risewild
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by Risewild » Tue Jul 30, 2019 3:56 am

I don't think anyone made a mod for 3.x to make Super Mutants easier to kill.

With the exception of the Arlington Library quest (where you will probably find a couple Super Mutants fighting BoS at the Citadel, but they can be ignored usually), I don't remember any other quest of Moira's that makes you go where Super Mutants are. Minefield, Super Duper Mart, molerats repellent, mirelurk bug, robco and rivet city have no mutants.

Roy post above gives some advice on how to take the super mutants down.

If you really want a mod, you will have to wait and see if anyone will be willing to make it (try to ask for it in the mod requests section) or you could try and make it yourself, if you have the will and time to learn how to use FNVEdit and/or the GECK. Learning how to do stuff like this would become useful if you're invested in playing these games :D .
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UsagiPyon
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by UsagiPyon » Tue Jul 30, 2019 9:30 am

devildev2 wrote:
Mon Jul 29, 2019 8:05 pm
Super mutants brutes taking up hundreds of 5.56 ammo on normal difficulty is a total game breaker for me. That shouldn't be happening in New Vegas too. Moira Brown quests are supposed to be for low level characters, but because of super mutants spawning near quests locations these quests are impossible to complete. Again, is there a mod for fixing super mutants difficulty?

1.Get FNVEDIT
2.Load TaleOfTwoWastelands.esm and all it's dependancies.
3.Search the Creatures List from a TaleOfTwoWastelands.esm and then copy every Super Mutants (Except listed Dead) form onto a new .esp
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4.Edit their Stats to your heart's content
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5.Save the new .esp (DO NOT tamper with original .esm)

Seriously. The mutants you met through Moira's quest can be avoided and in the end game where your characters have the proper build you would wish they were stronger. So... Albino Scorpion is next I guess?

gnarlyfingers
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by gnarlyfingers » Tue Jul 30, 2019 11:12 am

Well... those keep the player humble. If you are not in the mood for humility you can always console-kill them.

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jlf65
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by jlf65 » Tue Jul 30, 2019 4:53 pm

As someone who's currently in DC and doing Moira's quests, the SMs are definitely tougher, but not all THAT tough. I suggest AP rounds, and better sneaking skills. When all else fails, RUN PAST THEM. You aren't actually required to kill every SM you come across. ;)

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RoyBatty
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by RoyBatty » Tue Jul 30, 2019 6:43 pm

Your using the wrong ammo, SM's have DT in Vegas... standard 5.56 isn't going to do fuck all to them. That's what Armor Piercing rounds are for, and no it doesn't take hundreds.

Ya'll are just bad and don't use the game mechanics.
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Ence
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by Ence » Thu Aug 01, 2019 1:07 am

I found this for example https://www.nexusmods.com/newvegas/mods/66745
But with Roy's BLEED mod and plasma weapons you can melt everything. Also Arcade with plasma pistol useful too.

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Decker
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Re: Bullet Sponge Super Mutants ttw 3.2

Post by Decker » Thu Aug 01, 2019 6:29 pm

IMHO the super mutants are about as tough as they should be in TTW and NV, quite similar in toughness as compared to their first appearance in Fallout 1. They are a quite serious threat to low level characters, but with some perks, skills and better weapons/armor they are easier to defeat - Already mentioned were AP ammo and plasma weapons; Energy Weapons including lasers (laser rifle and up) as well with overcharged or max charged cells are fine choices as well, frag grenades or frag mines can blow them up, also a melee build character can take them out with the right perks (frex super slam and piercing strike are nice) and a strong melee weapon like a shishkebab frex - High level unarmed build does not even need any weapons at all to take out a basic supermutant, just use bare fists for some kung-fu fighting. Sneak attack sniper character with a .308 Sniper Rifle loaded with JSP or HP rounds can one-shot most supermutants with sneak attack critical headshots.

Even the powerful supermutant overlords (the last stage in supermutant evolution before the final Behemoth stage) are relatively helpless against perks like 'And Stay Back' or 'Super Slam', just keep on knocking them down repeatedly and inflicting damage untill they stay down.

Point here is that while the supermutants are not an impassable obstacle, do not underestimate them - Plan your tactics and gear loadouts accordingly when going to downtown DC.

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