AWOP-MoModRequirements
Permissions and credits Changelogs
i got some mods for fallout new vegas, my game stops crashing after i deactivate all mods, except for the DLCs. I never had this problem till now, i went to camp golf, through the train station north of there, where there are a bunch of deathclaws, death geckos and aliens (death geckos and aliens from monster mod). So i went to project nevada forum and posted my problem (i have project nevada too), then they told me that the problem could be either on Monster Mod or New vegas bounties (another one of my mods).
-Gun Runners Arsenal
-Old world blues
-honest hearts
-dead money
-lonesome road
-monster mod
-alien and predator for monster mod
-hunter optional file for monster mod
-new vegas bounties
-project nevada core, cyberware, equipment and rebalance
-project nevada adapt for old world blues, honest hearts and dead money (there's none for lonesome road)
-Weapon mods expanded
-unified HUD
-Project nevada WMX support
-Cheat terminal for all of the DLCs
I'm sure they are in the correct order, cuz i never had any problem, but my problem started when i entered house resort, exited, entered again, then saved inside of it, and in the other day everytime i tried to leave the house resort by any of the doors my game crashed, i used the cheat terminal to teleport me to jacobstown, then i went to the van graffs, and killed everyone inside (I had the brotherhood quest on), then when i tried to leave my game crashed again, so i began a new game, and now im afraid to go on with momod and new vegas bounties on, waiting for someone to tell me the answer
- 11 Oct 2011, 8:56AM
- 4KB
- 45.7k
- 79.1k
- 10a
- 10 Oct 2011, 5:40PM
- 5KB
- 24.6k
- 38.7k
- 10a
this file has the MCM menu esp and the 'Night Spawns' esp
Hunter- 08 Oct 2011, 6:05PM
- 6KB
- 28.0k
- 45.0k
- 1
adds MoMod creatures to a few interior and exterior areas
IWS-MoMod- 11 Oct 2011, 7:56AM
- 2KB
- 8.1k
- 12.6k
- 10a
only use this if you want non-violent iws creatures to spawn, its not needed to run both mods
MoMod-Aliens- 10 Oct 2011, 5:38PM
- 1KB
- 29.6k
- 48.6k
- 10a
- 08 Oct 2011, 6:49PM
- 2KB
- 27.6k
- 45.3k
- 10a
- 11 Nov 2011, 7:08PM
- 1.8MB
- 10.8k
- 16.8k
- 1
replaces spiders with 2 possible other creatures, scorp beetle or black emperor
About this mod
I decided to make the Mojave a lot more lively and varied through new encounters including new creatures, NPCs, weapons, armours, companions, and more. Best of all it won't interrupt your other mods :) If you want an idea of what it's like I was going for Momod meets Warzones meets MMM..kinda.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name | Notes |
---|---|
BADASS BOTS IN MONSTER WARS |
Credits and distribution permission
- Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
While I cannot allow permission to re-distribute the assets in this mod, I can allow for plugins (esp files) to be made to alter how this mod works. Send me a PM if you are interested and I will get back to you asap ;)
File credits
- C.I.B for Creature and Weapon Modders Resources - New Vegas version & Fallout 3 version
- Gopher for Fiendish Power Armour
- Dogtown1 for his monsters which he allowed me to use
- Quetzlsacatanango for Qs Critters Resource
- hereticus for MidWest Power Armor
- Millenia for informing me about the integration scripts
- tumbajamba for New creatures resource
- DaiShiHUN for Classic HK L30 Gatling Laser, Classic Flamer Pistol, Classic MEC Gauss Minigun, Classic PPK12 Gauss Pistol, Classic M72 Gauss Rifle, Classic Tesla Metal Armor, Classic Yuma Flats YK42B Pulse Rifle, Classic SuperSledge, Classic Pulse Grenade, Classic Plasma Grenade, Classic Glock 86 Plasma Pistol
- KrimeMinister for Resource Sword Models
- lordinquisitor for Supermutant Upgrade SM Alienhead
- nekronom12 for Ghoul Mask Modders Resource
- quacko for fixing head clipping for the Ghoul Mask
- luthienanarion for the Ghoul Mask faction script and help
- Darkfirebird for CMF Companion Tutorial
- Ruadhan2300 for TAR-3 Tesla Assault Rifle, Compact Laser Pistol, Tesla Thrower
- dragbody for Ten Armor Pack. Also thanks to CaBaL120, daejones, lautasantenni, and Hedzots for orking on this armour
- Xaranth for help and assistance in my thread
- Shantih for advice and support in the forums
- weijiesen for guidance with effect shaders and making a really helpful wiki tutorial
- gorow333 for Monster Costumes
- Gopher for Fiendish Power Armour
- Dogtown1 for his monsters which he allowed me to use
- Quetzlsacatanango for Qs Critters Resource
- hereticus for MidWest Power Armor
- Millenia for informing me about the integration scripts
- tumbajamba for New creatures resource
- DaiShiHUN for Classic HK L30 Gatling Laser, Classic Flamer Pistol, Classic MEC Gauss Minigun, Classic PPK12 Gauss Pistol, Classic M72 Gauss Rifle, Classic Tesla Metal Armor, Classic Yuma Flats YK42B Pulse Rifle, Classic SuperSledge, Classic Pulse Grenade, Classic Plasma Grenade, Classic Glock 86 Plasma Pistol
- KrimeMinister for Resource Sword Models
- lordinquisitor for Supermutant Upgrade SM Alienhead
- nekronom12 for Ghoul Mask Modders Resource
- quacko for fixing head clipping for the Ghoul Mask
- luthienanarion for the Ghoul Mask faction script and help
- Darkfirebird for CMF Companion Tutorial
- Ruadhan2300 for TAR-3 Tesla Assault Rifle, Compact Laser Pistol, Tesla Thrower
- dragbody for Ten Armor Pack. Also thanks to CaBaL120, daejones, lautasantenni, and Hedzots for orking on this armour
- Xaranth for help and assistance in my thread
- Shantih for advice and support in the forums
- weijiesen for guidance with effect shaders and making a really helpful wiki tutorial
- gorow333 for Monster Costumes
Donation Points system
Internet download manager extensao chrome. This mod is not opted-in to receive Donation Points
Version 2.3
- Added the Albino Radscorpion, by request.
- Added the Desert Scorpion
- Scripted the radscorpions to appear more with levelled versions
- Added Rusty Gutsy
- Added the Enclave Mr. Gutsy
- Added the Fire Fly
- Added the Earth Mutant
Version 2.2
- Removed the pants mesh from the feral ghoul behemoth, it wasn't meant to be left there
- Fixed the buttercup mesh so it doesn't look weird on the inside
- Fixed the back spines on the Molerat Mutant Brawler
- Fixed that annoying loud noise caused by one or two MBoS weapons
Version 2.1
- Fixed pipboy icons and world objects for new armours
- Sped up the Behemoths, they were just too slow and easily outrun
- Added Mutated Ghoul Scouts, even though the concept is morally on the border I decided to just go ahead and add these anyway. Will appear with feral ghouls.
- Added Feral Ghoul Patient, a bit tougher than average ghouls and will appear at lower levels
- Added the Feral Ghoul Mercenary, an FEV exposed mercenary still wearing it's armour
- Adjusted the installation message to specify the importance of waiting if installing during a current game.
- Added Recipes to craft the 2mm EC ammo, requires 25 science. Improve the ammo at 50 science. Go to the workbench to craft this, keep scrap electronics handy for improving.
- Replaced the Enclave Deathclaw, giving him armour and a blade weapon on one arm. He no longer has the cloak effect and has been made tougher, but a little slower to balance him out.
Version 2
- Added the Tactical Guard Dog, friendly and can be found with Cowboys and good military NPCs
- Added the Pack Dog, another friendly dog but this one is used to help transport light supplies such as food and chems
- Added the Junk Droid, Made from an unknown manufacturer construced by parts gathered from the wasteland. They may use weapons but fight best with their razor sharp claws. They will change in appearance as you level
- More world placements
- Buffed the Black Wasp Queen spit projectile, by request
- Fixed missing collision on the alien ship at Searchlight Airport
- Fixed missing Trooper Droid meshes
Version 1.9
- Added Skeletons, will attack with weapons and can be found alongside feral ghouls and the dead
- Added the Suited Feral Ghoul, drops better loot than the average ghoul
- Added Feral Paladin Ghoul, Brotherhood of Steel members that have succumb to radiation. They cannot operate their weapons but some still have their ammo to loot
- Added Feral Ghoul Soldier, wearing combat armour and has a chance to drop ammo and grenades still stored around the body
- Added the Eyebot Turret, and automatic more accurate Eyebot with it's own appearance
- More manual placememnts suited to location
Version 1.8
- Added Trooper Droids, bulk up in appearance as you level not to mention getting tougher with better weapons
- Added Black Wasp Queen, can only be found with the black wasps
- Added a giant Prime Droid protector to Elder McNamara's room in Hidden Valley
- Added Alien Crash Site near Cap Counterfeiting Shack with some aliens
- Added Evolved Radroaches, walk like humanoids and use basic weapons they can scrounge
- More creature placements dotted about the map
Version 1.7
- Added Cowboys to the world, all levelled with their on outfits and suitable weapons. They have no allegiance to any faction and sometimes accompanied by pets or pack animals.
- Added Jim Cutter, a raider boss to Wolfhorn Ranch
- Added Captain Dirk, an enclave boss placed at the camp set up east of the Medical Centre
- Added the Combatron Droid, a Protectron android that can use weapons. There are also army types that are classed as NCR property but not only found around them.
- Made edits to more interior cells so the new monsters will spawn there
- Increased the spawn chance of the Acquisition Merchant (I would be surprised if anyone has already found this so far)
- Changed Sweety's name to Luna, turns out there is already someone with that name and could cause confusion, thanks to Garfield007 for pointing that out
Version 1.6
- Fixed the NCR Prime Droids not recognizing faction armour as a disguise
- Fixed Mac to use weapons
- Swapped super mutants for spiders at California Sunset Drive-in
- More manually placed creature spawns, in empty areas that suit the environment
- Added Sweety, a raider boss, to Emergency Railway Station
- Added Paladin Lord Foley, boos level, to Midwestern Outpost A
- Added the Deathclaw Behemoth, found at Gypsum Train Yard
- Minor changes here and there to build immersion
Version 1.5
- Fixed the missing MEC gatling gun textures and sounds
- Made the BoS Prime Droids slower to suit their scale
- Added a short quest for finding Mac and usable player home, go to Victor's Shack to find the trigger console. You will recieve a passcode in a note needed for an access terminal.
- Added several smaller creature/NPC placements, mostly the rarer ones you wouldn't have seen much of before.
Version 1.4
- Added the Legion Gladiators to the game, using dragbody's (awesome) Legion Power Armor and weapon from that mod. They will appear with the Legion.
- Added hidden Alien Assassins and Nightkin Sharpshooters around the map, they are cloaked and will jump you when you least expect it
- Fixed the red square by the Mysterious Visitor, it was supposed to be a crashed alien ship
- Added a few more behemoth encounters to the world, some were not put into the game until now.
- Added Raider Viscious Hounds - Tougher dogs bred for combat (in real life I hate this but it's just a game)
- Added the Legion Hound - I higher level legion dog with the sniffer script
- More wasteland patrols from both good guys and bad
- Fixed the missing jacket texture for Sharptooth
- Fixed a few missing dialogue lines for Sharptooth
- Gave the Nightkin Sharpshooters sniper rifles instead of hunting rifles, adapted so they can actually hold them
- Added a container in Victors Shack in Goodsprings giving directions to Mac's shack with a little present
- Edited the navmesh around Junk Fort for NPCs to function better
- Improved the Midwest BoS Tesla Metal Armour object effects
Version 1.3
- Moved Alien Invasion Site A further Eastward to allow compatibility with the Bonds Mohave Grand Hotel Casino mod, by request
- The Midwestern Brotherhood camp N of Mojave Outpost has been moved further S to avoid conflicts with llamaRCA's Willow companion mod, by request
- Added a surgeon outside the El Rey Motel
- Added a bighorner behemoth to Matthews Animal Husbandry Farm
- Feral Ghoul Ghosts have been placed around more graves around the game
- Raiders are now at East Pump Station fighting off a few spiders
- Several other small placements have been dotted about the map
Version 1.2
- Fixed the missing Fiend Overlord armours
- Added an introduction text to confirm successsful installation, big thanks to Xaranth for the script
Version 1.1
- Fixed Alien Disintegrator spelling mistake
- Changed the Midwestern Brotherhood reputation system making them independant to avoid ruining your chances with the vanilla faction
- Updated the bsa file to remove a few unnecessary files while adding a pipboy icon for the MBoS rep
Version 1
Fallout: New Vegas - Quests, Content, and Mechanics Mods Overhaul
Yukichigai Unofficial Patch - Fallout NV, like many other Bethesda RPGs, is not without its fair share of bugs. And crashes. And failures to launch. Despite Bethesda fixing a large number of these in post-launch patches, many minor issues still remain. This mod aims to fix those bugs.
Mission Mojave - As with the previous mod, Mission Mojave attempts to resolve several other outlying issues and bugs in the native game. There are 27,000 records fixed in the core plug-in, just to give a sense of how much it changes.
Project Nevada - Project Nevada is a complete overhaul that makes Fallout NV more realistic, challenging, and engaging, since the vanilla game is often quite easy. One of the most notable changes is combat -- instead of being invulnerable, guns and weapons now do appropriate damage to the player character. This mod also emphasizes specialization of characters through the importance of armor, sneak skill, speech skill, and other characteristics in game.
Project Ultimatum - NPCs are fairly boring in Fallout: NV, often only reacting if shot at or spoken to. This mod changes them to react much more naturally, and even allows players to enslave enemies who have surrendered.
A World Of Pain - A World Of Pain is another mod that aims to challenge and engage players. This mod adds 114 new, intensive locations, notes, and modifies ammo drops.
NVInteriors Project - NVInteriors adds several buildings for exploration out in the Mojave desert. This simple mod makes for a much more interesting playthrough.
For the Enclave - President John Henry Eden needs you to fight for the Enclave! This mod allows you to join the glorious Enclave and adds multiple quests related to the Enclave.
Classic Fallout Weapons - Fans of Fallout 1, 2, and Tactics will appreciate the revival of weapons from those games, but for the rest of us, Classic Fallout Weapons just adds more weapons for experimentation.
New Vegas Uncut - New Vegas -- Freeside in particular -- has sectors disabled due to incompletion in the game’s development. Modders took what Bethesda started and finished it, allowing for New Vegas to be what Bethesda planned for it to be.
Caesars new Regime - It’s quite hard to believe that The Legion, a major NV faction, could be seen as a real threat to the NCR (which is a trained, organized military group). This mod attempts to correct this disconnect by completely overhauling The Legion to be much stronger and more intimidating.
NCR Rearmament - Despite the NCR being an organized military group, they still look fairly boring. NCR Rearmament addresses this by making them look more militarized, but also changes armor stats to better suit the armor’s new appearance.
rePopulated Wasteland - This mod adds people (AKA targets) to the wasteland and its settlements. After all, there would surely be more than 200 people in the entire Mojave wasteland. The mod brings a bit more life to travel and makes the game feel more populated as a whole, reducing some of the loneliness and boredom that stems from traveling completely barren wastes.
Oct 5, 2017 - Here are my recommendations for the best mods approach for Rey (Scavenger): Transmitter (Square) – Critical Chance mod with a primary focus on offense and a secondary focus on speed, protection, tenacity and defense. Dec 15, 2017 - Welcome to the latest article in our series about the popular game Star Wars Galaxy of Heroes where we take a look at the best mods for. Best mods for rey.
Monster Mod - The wasteland is a harsh, radioactive place that creates a wide range of terrifying and deadly creatures. Monster Mod expands upon this with high-quality, unique, and deadly creatures, although the names can be a little unoriginal.
Other Mods
La gran obra samael aun weor pdf. Some notable mods that we won’t be including in our mod install guide, but still recommend, include:
- XRE Cars & Vertibird
- Project Reality (may cause issues with ENBs)
- Wasteland Defense.
Continue to the fourth and final page for mod install order and troubleshooting tips.
i got some mods for fallout new vegas, my game stops crashing after i deactivate all mods, except for the DLCs. I never had this problem till now, i went to camp golf, through the train station north of there, where there are a bunch of deathclaws, death geckos and aliens (death geckos and aliens from monster mod). So i went to project nevada forum and posted my problem (i have project nevada too), then they told me that the problem could be either on Monster Mod or New vegas bounties (another one of my mods).
Fallout 3 Monster Mod
so here is the list of my mods and DLCs:-Gun Runners Arsenal
-Old world blues
-honest hearts
-dead money
-lonesome road
-monster mod
-alien and predator for monster mod
-hunter optional file for monster mod
-new vegas bounties
-project nevada core, cyberware, equipment and rebalance
-project nevada adapt for old world blues, honest hearts and dead money (there's none for lonesome road)
-Weapon mods expanded
-unified HUD
-Project nevada WMX support
-Cheat terminal for all of the DLCs
I'm sure they are in the correct order, cuz i never had any problem, but my problem started when i entered house resort, exited, entered again, then saved inside of it, and in the other day everytime i tried to leave the house resort by any of the doors my game crashed, i used the cheat terminal to teleport me to jacobstown, then i went to the van graffs, and killed everyone inside (I had the brotherhood quest on), then when i tried to leave my game crashed again, so i began a new game, and now im afraid to go on with momod and new vegas bounties on, waiting for someone to tell me the answer
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Fallout Nv Monster Mods
This page lists all creatures in Fallout: New Vegas. |
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Arthropods/BugsEdit
All of these creatures are affected by the Entomologist, Bug Stomper, and Tribal Wisdom perks.
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MammalsEdit
HumanoidEdit
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- ¹ Affected by Purifier and Abominable.
- ² Affected by Mutant Massacrer.
Non-humanEdit
All creatures in this group are considered animals for Animal Friend, except for yao guai and centaurs. All creatures in this section are considered animals for Animal Control.
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- ¹ Affected by Purifier and Abominable.
Plant-based creaturesEdit
All mutated plant creatures are affected by Purifier and Abominable.
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ReptilesEdit
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- ¹ Affected by Purifier and Abominable.
- ² Affected by Animal Friend, Hunter and Animal Control.
- ³ Affected by Animal Control.
- 4 Are not all affected by the Animal Friend perk.
FishEdit
AviansEdit
ExtraterrestrialsEdit
The following is based on the and has not been confirmed by canon sources. |
End of information based on the . |
NotesEdit
There are 41 variants of creatures added to the game through add-on content. Ignoring cut content, there are just over 100 creatures in the base game. In total there are about 150 creatures in Fallout: New Vegas.
See alsoEdit
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