Fallout 3

About this mod

Creatures Modders Resources and a few example creature mods.

Requirements
Permissions and credits
PLAYABLE MODS
-------------

FEV Subjects - New updated version now has 40 different FEV Subjects, there are 4 skin colors, 2 clothes sets, and 5 bodyshapes.

This is also a resource for modders.

Description for main version: Adds various shapes and colours of Failed FEV Subject to the wasteland,
they will spawn randomly alongside supermutants after you reach level 16 and there are also quite a few of them in the irradiated area outside vault 87.

Optional Files

Description for Increased Spawn Rate Optional esp : Makes the FEV Subjects spawn alongside the supermutants more frequently, it requires the main version to be installed first, then overwrite the FEV_Subjects.esp with this versions FEV_Subjects.esp.

Description for Tougher FEV Subjects Optional esp : Makes tougher FEV Subjects spawn alongside the supermutants at level 10, it requires the main version to be installed first, then overwrite the FEV_Subjects.esp with this versions FEV_Subjects.esp.

Description for Tougher FEV Subjects Increased Spawn Rate Optional esp : Makes tougher FEV Subjects spawn alongside the supermutants at level 10 more frequently, it requires the main version to be installed first, then overwrite the FEV_Subjects.esp with this versions FEV_Subjects.esp.

Description for FEV Subjects spawn with ghouls Optional esp : Makes the FEV Subjects spawn alongside Ghouls (in the metro tunnels and in some buildings), it requires the main version to be installed first, then overwrite the FEV_Subjects.esp with this versions FEV_Subjects.esp.

Description for Tougher FEV Subjects spawn with ghouls Optional esp : Makes the Tougher FEV Subjects spawn alongside Ghouls (in the metro tunnels and in some buildings), it requires the main version to be installed first, then overwrite the FEV_Subjects.esp with this versions FEV_Subjects.esp.

Compatibility : This mod is compatible with both MMM and my Varied deathclaws mod.


Install : extract data folder to your fallout 3 games directory, default is "C:\Program Files\Bethesda Softworks\Fallout 3"
then activate the FEV_Subjects.esp with the mod manager of your choice, i recommend using fallout mod manager and make sure to use its toggle invalidation Button or use this to toggle invalidation if you dont use Fallout mod manager
http://www.fallout3nexus.com/downloads/file.php?id=944

Uninstall : Delete or disable the FEV_Subjects.esp

Upgrading or changing from one version to another: Go inside somewhere with no creatures like your megaton home or tenpenny home, Then save and quit.
Install new version of mod, load up your game and wait 4 days to let all creatures respawn.




Varied Deathclaws v1.1 -
Description : Adds various new shapes, sizes and colours of deathclaw to the wasteland, they will spawn randomly after you reach level 16. Does not replace original deathclaws.

Types of deathclaw : Young Deathclaws, Deathclaws, Deathclaw Brutes, Greater Deathclaws and Deathclaw Tyranus', all with 6 different skin colours, Each type come in a Cybernetic version and 5 glowing FEV Enhanced versions aswell. That's 60 varient Deathclaws altogether.

Compatibility : This mod is compatible with both MMM and my FEV Subjects mod.


Install : extract data folder to your fallout 3 games directory, default is "C:\Program Files\Bethesda Softworks\Fallout 3" then activate the VariedDeathclaws.esp with the mod manager of your choice, i recommend using fallout mod manager and make sure to use its toggle invalidation Button or use this if you dont use Fallout mod manager http://www.fallout3nexus.com/downloads/file.php?id=944

Upgrading: Go inside somewhere with no creatures like your megaton home or tenpenny home, Then save and quit.
Install new version of mod, load up your game and wait 4 days to let all creatures respawn.






OTHER PLAYABLE MODS
-------------------

You can find more playable mods that use some of my resources on these pages.

Marts Mutant Mod - RC6 http://www.fallout3nexus.com/downloads/file.php?id=3211

New Mirelurk Kings http://www.fallout3nexus.com/downloads/file.php?id=14573

Ant Madness http://www.fallout3nexus.com/downloads/file.php?id=14520

Enclaved Fawkes Mod http://www.fallout3nexus.com/downloads/file.php?id=14478

Hulk Sized Supermutants http://www.fallout3nexus.com/downloads/file.php?id=13121

Killaton http://www.fallout3nexus.com/downloads/file.php?id=14187











RESOURCE PACKS
--------------

Description : These are not mods, these are resources for modders to use in their mods, you do not need to ask my permission to use them in a mod, but please give me credit for my work if you do use them.

I will be adding more resources bit by bit over time and will make more of them into playable mods eventually.

Requirements:
The Trolls resource pack requires the pitt dlc.
The giants resource pack requires the point lookout dlc.
The Supermutant Overlord resources Pack requires the broken steel dlc.
The Aliens require the Mothership Zeta DLC.
The chinese stealth armors in the supermutants, aliens and robots resource pack update require the Operation Anchorage DLC.
The guns in the supermutant resource pack require the broken steel dlc, they are not functional guns, they are only for show.

Install : Place the data folder in you fallout 3 game directory.

Credits : Thanks to Mart for allowing me to make my own versions of his Ramblers.







The screenshots are just some examples of what can be made from these resources, they do not show all of what exists in the resource packs.

Feel free to add images of the creature you make from these resources.

There are many edited meshes, textures and skeletons in these resource packs. The edited skeletons change the body shape of the creatures.

If anyone wants to edit the bodyshape of a creature to suit themself by editing the scale of the bones in the skeleton here's how to do it - first download nifskope http://sourceforge.net/projects/niftools/files/
then install it, to get the skeletons for the creatures download fallout mod manager http://www.fallout3nexus.com/downloads/file.php?id=640
Use its BSA Unpacker Tool, its in the tools menu, open the "Fallout - meshes.bsa" or one of the DLC's meshes.bsa and either extract everything or just pick the creatures skeletons that you want, open the creatures skeleton that you want to edit with nifskope, right click on a bone that you want to edit the scale of and a menu will pop up, move to transform and another menu will pop up, move to edit and click on it, this will open a new window, the option for scaling the bone is at the bottom of the window, if you change the number to a higher one, 1.3 for example the bone will get bigger and if you make it smaller, 0.8 the bone will get smaller, once you have finished editing the bones click file and save your edited skeleton, you can replace the original if you want or save it with a new name. The edited bones with affect the shape of the creature when you use the skeleton you edited.