Fallout 4 Super Mutant Warlord

Posted on  by  admin
Fallout 4 Super Mutant Warlord 3,5/5 1889 reviews
  1. Super Mutant Behemoth
  2. Fallout 4 Super Mutant Warlord 2

Super Mutant Warlords are ludacris. They take insane amounts of damage. Critical Hits from my 0.50 silenced rifle (+50% dmg against Supermutants) with Sandman and all other boosting perks are only a scratch on the surface.

One Fallout 4 fan offers up his opinion on a modified pipe rifle, claiming that it is definitively the most useful weapon in all of Bethesda’s post-apocalyptic RPG.

As if it needed to be said, Fallout 4 contains a glut of goodies, with one of the most important being its wide range of weaponry. Of course, there are numerous armaments from which to choose along with myriad ways to play Fallout 4, so it’s almost impossible to claim that one munition outranks all of the rest. However, that doesn’t stop YouTuber French Tomahawk from naming the Kneecapper Rapid Pipe Rifle as the most useful weapon in the action-RPG.

With the attack value for the pipe rifle being being a measly 10, French Tomahawk points out that while the weapon itself is not the best when it comes to doling out the damage—as our unique weapons guide also proves—it is the gun’s Legendary Kneecapper ability that makes it effective. For the uninitiated, the Legendary modifier gives the weapon a 20% chance to cripple an enemy’s legs, and when coupled with automatic rifles that have rapid fire rates, adversaries’ lower limbs will invariably become paralyzed, rendering them useless in combat.

Admittedly, French Tomahawk’s argument for the use of the Legendary Kneecapper ability is extremely cogent. One of the biggest selling points is its capacity to work on any of the Boston Commonwealth‘s many foes, including, but not limited to Raiders, Ghouls, Deathclaws, Mirelurk Queens, Super Mutant Warlords, and even Behemoths, each of which is arguably a hard enemy to face.

In truth, though, the Kneecapper Legendary ability’s effectiveness relies heavily on a gun’s fire rate in order to be successful, and since it can be applied to any firearm, it’s best to pair it with one that has a lot of ammo, as Sole Survivors will eat through tons of bullets and energy for it to work continuously. But, unfortunately, there is no fully automatic Kneecapper that shows up in the game preassembled, so players who wish to obtain the feature will have to defeat Legendary enemies until its found.

Although French Tomahawk makes a valid case for the Kneecapper ability paired with a pipe rifle, some fans may be quick to disagree. With Fallout 4‘s allowance to let players experience the game’s action in whatever capacity they choose, whether it’s roaming the Wasteland as a brawler that uses melee weapons or taking the path of least resistance with a mostly non-violent playthrough, the Kneecapper won’t suit every gamer’s style. Nevertheless, it’s certainly hard to contend that the weapon isn’t useful.

What do you think about French Tomahawk’s opinion of the Kneecapper Rapid Pipe Rifle being the best weapon that Fallout 4 has to offer? Is he right or wrong? Let us know in the comments below.

Fallout 4 is out now and is available for PC, PlayStation 4, and Xbox One.

Source: French Tomahawk – YouTube

About this mod

Reworks the super mutant faction including Behemoths, FEV Hounds, and of course, Super Mutants.

Requirements

DLC requirements

DLC name
Automatron
Far Harbor
Nuka World

Nexus requirements

Mod nameNotes
Armor and Weapon Keywords Community Resource (AWKCR)

Mods requiring this file

Mod nameNotes
Female Super Mutant Reduxversion 2.5
In the Footsteps of Legends - A Hardcore Quest ModHighly recommended
Raider Overhaul Restored Content I Super Mutant Redux patch v2.2 - naked raiders bugfix
Some Fan Patches For Damn Apocalypse And Otherspatches were made for 2.5
Super Mutant Redux - Adjustment Patch
Super Mutant Redux - SpanishEstándar o HD
Super Mutant Redux - Traduction fr BETAMod original
Super Mutant Redux - Valdacil's Item Sorthing (VIS) - Compatibility Patch
Super Mutant Redux v1.1 Turkish TranslationMain file required
True Cannibal Overhaul LeveledList Patches
Unofficial Super Mutant Redux-Horizon Patch
Z_Horizon_Patch_SuperMutantRedux (EN)
Z_Horizon_Patch_SuperMutantRedux (RU)v2.5
Permissions and credits

Author's instructions

Fallout 4 Super Mutant Warlord

DO NOT redistribute my work to ANY other site. I have copyrights and a thorough knowledge of the judicial system and if my mods are found on ANY site other than nexusmods.com i will not hesitate for an instance to sue.

File credits

Yogensya- for allowing me to use his Brush Axe.
Horus- for modelling me nw armor for the nightkin.
Wanaming0 for Help and Sanity Checks
Thanks especially to the early Beta testers:
DarkTi
https://www.nexusmods.com/fallout4/users/34929545
ImNotDexDex
https://www.nexusmods.com/fallout4/users/20086574
Also:
kkthebeast (Invaluable 3ds assistance, and the man who decoded the majority of the BSSubindex information now used in OutfitStudio / Bodyslide.
https://www.nexusmods.com/fallout4/users/6194747
Gambit77 (Sound advice and helped crack the whip by demanding to get a copy to beta)
https://www.nexusmods.com/fallout4/users/2695294
and many others I'll try to add later!
Oh and Last but not least, a thank you to Zzyxzz who spent some time last year beating us about the heads to forcibly explain why editing NPC's in CreationKit is the correct and only way to make a stable and stutter free mod.

Donation Points system

This mod is not opted-in to receive Donation Points

Translations
  • Turkish
  • Spanish
  • German
  • French

Translations available on the Nexus

LanguageName
FrenchSuper Mutant Redux - Traduction fr BETA
SpanishSuper Mutant Redux - Spanish
TurkishSuper Mutant Redux v1.1 Turkish Translation
GermanSuper Mutant Redux 1.1 - German Translation

Super Mutant Behemoth

Changelogs

Fallout 4 Super Mutant Warlord 2

  • Version v2.5

    • -Transforms for a number of items thanks to Gernash
      -Removed Extra keyword from SupermutantBlindfold 'Watcher's Bandage' [ARMO:00179F7A]
      -Fixed some of the Pale Supermutants, which are spawning oddly after the last CK Cleansing. (Thanks to good info from JohnnyTest91)
      LvlSupermutantAllRanged01_DLc03FarHarbor [NPC_:5B030341]
      LvlSupermutantAllRanged02_DLC03FarHarbor [NPC_:5B02360E]
      LvlSupermutantAutoAggro1200_DLC03FarHarbor [NPC_:5B02360C]-Working
      LvlSupermutantGrenade_DLC03FarHarbor [NPC_:5B02360A]
      LvlMutantHound_DLC03FarHarbor [NPC_:5B030340]
      Removed AI Data
      -All Supermutants Height range changed to 1.00 - 1.09, this seems to work for the testers
      -Strong dropped to 1.05, I could not get him stuck in any doorways
  • Version v2.4

    • -I didn't update the ESP header, but the FOMOD is updated, get over it, and if you post a comment or bug report about it you're clearly not reading.
      -Fixed Missing / Corrupted Behemoth_Glowing_Body02.nif Nif causing a invis Behemoth
      -Corrected ENCBehemoth_Swan 'Swan' [NPC_:00056B7C] Factions, CreationKit stripped it out, it appears before we removed the Templated Actors - Factions (Controls faction inheritence)
      -Corrected Vanilla Bug with the LLD_MutantHound [LVLI:001A85CE] missing the LLD_MutantHoundMeatExtra [LVLI:5A034C79].
      -Corrected AttachPoint issue with the HeavySpanner 'Heavy Spanner' [WEAP:5A023422] (Pointed out by AlwaysFeral, next time please let us know in a Bug report if something is invisible)
      -Corrected LLD_SuperMutant_Boss [LVLI:5A000954], retooling the Caps rewards (Thanks to JigglesJosh for pointing it out)
  • Version v2.3

    • -Fixed ArmorAddon error on the S.M. Tracker Torso, it is wearable by Humans as well, but the new ArmorAddon Entry was missing some core data. (Thanks to HadToRegister for asking about it)
      -Removed 100+ Armor & ArmorAddon records due to ArmorSmith Extended lining up with Race Usage
      -Removed a few COBJ's that were added during an early phase of development for some Vanilla Armor Sizes.
      -Corrected a double spacing in SMHat06_Bucket_Metal01 'S.M. Budget Metal Bucket Helmet' [ARMO:58023348]. (Thanks to ApoAlaia for pointing it out.)
      -Corrected a typo in Armor_FEV_DogCollarRope 'Rope Dog Collar' [ARMO:58030323]. (Thanks to ApoAlaia for pointing it out.)
      -Corrected a double keyword addition in zzzM150AFBSupermutantArmor 'Atomic Fast Bomb Armor' [ARMO:580303BF]. (Thanks to ApoAlaia for pointing it out.)
      -Corrected a typo in NightkinArmor02_SMRags02_DarkCanvas_Torso02 'S.M. Dark Canvas ChestPlate' [ARMO:580232F9]. (Thanks to ApoAlaia for pointing it out.)
      -Fixed the NewsBoy Cap ArmorAddon
      -Removed an ArmorAddon added in error on ClothesPrewarWomensCasual2 'Geneva's Ensemble' [ARMO:0023CAA4]
      -Moved many (but not all) of the ArmorAddon's for Vanilla Clothing, allowing SuperMutant's to wear it, up into ArmorKeywords,
      Updated Patches:
      -'SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp'
      Removed unneeded overrides after the Amorrkeywords Update.
      -'SuperMutantRedux_ArmorSmithExtended.esp'
      Removed unneeded overrides after the Amorrkeywords Update.
      -'SuperMutantRedux_UniqueNPCs_AE-WSE-VIS-G-Insanity_AIO_Patch.esp'
      Removed unneeded overrides after the Amorrkeywords Update.
      Outdated Patches:
      -'Eli_ArmourCompendium.esp' replacer no longer needed.
  • Version v2.2

    • -SM Height Fix... Standard Mutants Set at 1.05 to 1.125, should resolve the doorway issue
    • -SM Height Fix ... Strong Set to 1.10
    • -SM 'Radiation Immunity' Fix... Having it was preventing the SM's to heal from Radiation Damage...
  • Version v2.1

    • -Removed the 'Better Locational Damage' patch from the FMOD, as the patch provided by one of the testers was 'Flawed'
  • Version v2.0

    • This only covers about 1/20th of the Changes, but are most of the critical things.
      All Previous Bug reports closed with Prejudice.
      Please try the mod before re-opening any.
      Mod Conflicts are not Bugs.
      Posting Mod Conflicts as Bug reports can result in Perma-Ban.
      -No previous patches will be Valid, Period:
      To much has changed, again this is not a cop out but a hard fact..
      ESP was renamed intentionally.
      -Every NPC has been rebuilt multiple times, from scratch.
      -Every Armor record has been updated.. In the case of vanilla armor's I personally made 'Light', 'Medium' and 'Heavy' versions of each... Oh and all Armor now has the same upgrades possible for player worn equipment.
      -There is more than x10 the content in the previous SMR.
      From new content the Team has added, to content we got permissions for, it's grown.
      We've tested things, some of it for months, but again there is always a chance we missed something.
      If that is the case try to be as specific as possible when making posts or bug reports, and be polite.
      One of the things coming to SMR is m150's SM Cloths and Armor:
      -One of the things Gambit77 and I discussed when working on ArmorKeywords was how to add them.
      In the end we agreed adding the SM ArmorAddon to the vanilla record made more sense, as it reduces the overhead, removed unneeded and not useful duplicate items, and allows people to go ahead and dress up Strong without spending hours crafting stuff at the bench.
      THIS MEANS THERE WILL BE MANY CONFLICTS WITH OTHER MODS THAT TOUCH THOSE RECORDS.....
      This is not a bug, don't report it as such, heck a good number of mods include vanilla records in their mods for no good reason, or just to add a 'RailRoad lining'
      Look in FO4Edit and see if you can figure out the conflicts, adjust your load order as needed and either ask the Original Mod Author of said work to make a patch, or make one and publish / share it with us.
      Creatures:
      Massive changes, covering everything would be a pain.... but some general changes and specifics...
      -General HP Difficulty Curve better balanced.
      Not going to claim it's perfect, as everyone experience is going to be different, but there should not be the huge vanilla leaps between levels.
      -Additional 'levels' added to the Character tables to make this easier.
      You'll see some SuperMutantBoss10 in the FormID List if you open the plugin in CK or FO4Edit.
      SuperMutants:
      -More variety in some of the existing variants
      -New Subspecies.
      -New Classes with related Bonuses and Penalties.
      -Hit box Location matters:
      Less damage on Limbs, more damage on head, make the fight more tactical.
      Can survive partial dismemberment, however if you are a cheese monkey explosive weapon user you can cause bugs, so don't be one of those people.
      -Size Tweaks:
      Height etc tweaked a bit.
      -Morphology Tweaks:
      I figured out how to change the morph/Triangles on the SuperMutants successfully, which was not previously possible; this means you'll see skinny, fat, bulky, etc. Supermutants now, rather than the exact same body on every Mutant.
      -Can use a wider variety of weapons:
      Thanks originally to Abbalovesyou's work, but tweaked some, Supermutants have a much deeper table of weapons.
      Some of them look fantastic, some of them are a little 'off' here and there (less than perfect reloading animations, etc) but assuming you don't go crazy OCD, (and really in the middle of a firefight why are you looking closely at the SM's reloading a weapon) and enjoy the experience I think people should be pleased.
      The weapons are added to the tables, some rarer than other, but you will see SM's with new weapons.
      FEVHoundss:
      -More variety in some of the existing variants:
      -New Subspecies:
      -Size Tweaks: Height etc tweaked a bit:
      Behemoths
      -More variety in some of the existing variants
      -New Subspecies:
      -Size Tweaks:
      Height etc tweaked a bit.
      -Combat and Interactions:
      Behemoths are by default Neutral to the NPC's and Companions, Allied to SuperMutants which is a major change, this is because Behemoths are a magnitude more difficult. They should not attack you by default (Unless they have picked up on a crime committed near by) but will defend Allies (SuperMutants nearby) so DO NOT Pick a fight with one lightly.
      Loot table is richer, but very very random, to account for the increased difficulty, there are Legendary variants, and huge variety in base difficulty (EditorID from 00 - 10 for stats, inventory and traits.
      Boulders are no longer Heat Seeking missiles:
      But do significant damage, which can one hit kill the Player at lower levels, well actually for a long time depending on how you have configured your game.
      Before you instantly throw up your hands and complain, rage uninstall or post on Reddit how OP is, think of the physics of throwing a rock roughly the size of a midsize car engine (rough comparison, don't be a jerk) and what would happen to a person if an Engine was thrown like a fastball and hit full on. That target would become a red smear in the crater left by the Engine and concrete and steel fragments would be everywhere...
      There is balance, the fact the Behemoth has a very telegraphed throwing animation alone is balance, so when you see him 'Wind Up', find cover... If there is not cover near by, then plan to 'Boss Fight' the Behemoth and avoid the incoming projectile as you can.
      There will be typos....
      I do 99% of the plugin work, and I do allot of the work after putting my daughter and wife to bed..
      That means modding when tired (Don't drive, have serious discussions, make meaningful life choices tired, it's a bad idea) and the most common mistake I made is grammar and spelling (Likely more than a couple errors in this article)..
      If you see errors that can't be Unseen, just make an override and send it over with a quick explanation.
      Many thanks to Battousai124; DJ_Damo and joemitchelle320 for the help there.
      For now don't expect patches for other mods from us....
      We still have a ton of work to do, on RaiderOverhaul and a bunch of other things...
      it doesn't mean we don't care, or might not do it (some time next year), but we have lives and have to prioritize what is important.
  • Version v1.3

    • swapped .esp file (mistakingly uploaded modded .esp)
  • Version v1.1

    • Removed unecessary overwritten entries
    • fixed nightkin invisibility error
    • added a timer to the projectile child of the FEV canister entry
  • Version v1.0

    • increased mutant unarmed damage
    • added super mutant commanders
    • added super mutant deadshots
    • added antiFEV grenades
    • fixed watchers bandana GO mesh
    • added antiFEV darts
    • added hydrant bat
    • added unique weapon, The Reaper
    • added Big Mack as a commander
    • added broken stealth boys for scrapping
    • added recipes for anti-FEV darts and grenades
    • removed super mutant breaker armor
    • added human meat to meat bag and raw meat leveled lists
Coments are closed
Scroll to top