Hey guys, just installed this mod, sorted the NMC / EvE packs etc and I'm finding that the Super Mutants in DC are almost invincible.
When I say invincible, I mean invincible. It is taking about 10 Missiles to kill an Overlord / about 3/5 clips from the LMG. I actually managed to empty 3 clips into an overlord's head. Given that the DC Museum is crawling with them I am basically screwed. I've turned on the rebalance but It doesn't seem to have done anything at all.
If anything these mutants seem even more powerful than the ones in NV, because the New Vegas mutants aren't invincible and I was able to one shot stealth kill them with a scoped hunting rifle (Normal Difficulty).
My character is level 27, I have 100 Small Guns / Energy Weapons. There is no reason that the super mutants should be invincible.
I don't have any mods that increase the difficulty of the game or alter enemies in any fashion. Only mods I'm using are TTW, (Merged EvE / NMC), FOC (character overhaul) and Nevada Skies (TTW).
The Fallout 3 client is entirely unmodded (also it's a fresh install). The New Vegas client only has graphical mods and Wild Wasteland (no perk).
The chracter was level 26 when brought from New Vegas to the Capital Wasteland and It did strike me that the mutants in the train station were ultra-op but I thought that might have been deliberate. Now I realise that the mutants everywhere are ultra-op and it makes absolutely no sense for them to be completely invincible.
To be completely clear, I have an easier time killing 3 Deathclaws than ONE standard Super Mutant.
The rebalance is enabled using MCM.
Can anyone help? I have no bugs at all in game aside from this one, CTD is as minimal as it can be in Fallout and everything framerate wise etc is absolutely great, just incredibly overpowered Super Mutants to the point it makes the game unplayable and I'm considering using a save editor to alter a gun to be 10x more powerful just for use against Super Mutants (which I will be doing if there is no fix for this since it's either that or not play the game).
They don't seem to do more damage than normal but I even found that using Archimedes only takes off 10-25% of an Overlord's health as well (that is insane).
Thanks in advance for any help guys, great mod you've got here! :)
Note - If needed I can upload a video demonstarting just how insanely OP these guys are.
EDIT - Just so there is no confusion; I have played Fallout 3 since 2008, probably about 10 playthroughs including DLC so I'm under no illusion about how powerful the Super Mutants are meant to be ( I want them to be a challange but this is game-breakingly difficult). Have only done 3 New Vegas playthroughs but one of them was last month and I'm 100% sure that even the NV Super Mutants weren't that difficult. I only put this here so that people know I'm not someone who is new to the game and expecting this game to be super-easy, because I saw a few people on the forum who perhaps weren't used to the game and it sounded more like they were expecting everything to die in one hit. I assure you all this is definitely a bug.
Edit - Also noticing some very bad pathfinding regarding DC supermutants (not able to walk up stairs, walking directly into walls indefinitely, just standing facing walls), not sure if this is related.
Supermutant Rebalance Doesn't Seem to be working.
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Callum93
- Posts: 13
- Joined: Sun Sep 27, 2015 3:35 pm
Supermutant Rebalance Doesn't Seem to be working.
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TrickyVein
- Posts: 982
- Joined: Fri Mar 29, 2013 3:04 pm
Please post your load order,
Please post your load order, exported from your mod manager. Thanks.
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Callum93
- Posts: 13
- Joined: Sun Sep 27, 2015 3:35 pm
GameMode=FalloutNV
GameMode=FalloutNV
FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
CaravanPack.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
TaleOfTwoWastelands.esm=1
NevadaSkies.esm=1
FCOMaster.esm=1
YUP - Base Game + All DLC.esm=1
TTW - Fellout.esp=0
ttw_wildwasteland.esp=0
TTWOptions.esp=1
TTW_StashPackOptions.esp=0
TTW_StartupMenu.esp=0
TTW_SpeechChecks.esp=1
TTW_OutcastTrading.esp=1
TTW_NoKarmaDCFollowers.esp=1
TTW_Reputation.esp=1
TTW_AnchorageCustomization.esp=1
FalloutNV_lang.esp=0
NevadaSkies - TTW Edition.esp=1
NevadaSkies - Basic Edition.esp=0
CASM.esp=1
Readius_NV.esp=1
PerkEveryLevel.esp=1
FCO - GlowingOne.esp=0
FCO - Playable Races.esp=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
EVE FNV - ALL DLC.esp=1
The Mod Configuration Menu.esp=1
NevadaSkies - Ultimate DLC Edition.esp=0
NevadaSkies - Brighter Nights.esp=1
*Attached As Text File As Well*
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Callum93
- Posts: 13
- Joined: Sun Sep 27, 2015 3:35 pm
The site lagged and posted
The site lagged and posted the comment 4 times, I'm sorry about that. Please delete spam - can't see a delete option =/
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Callum93
- Posts: 13
- Joined: Sun Sep 27, 2015 3:35 pm
I can always uninstall YUP.
I can always uninstall YUP. Could you post a link here to the TTW Fixes list please? Just so I get the right ones in date (when googling I find a lot of dated stuff).
Thanks for the info though I had thought YUP could be a problem but so far nothing, unless it is causing the pathfinding issues (which would not surprise me). I had a great encounter with two supermutants in the planetarium walking FACE FIRST into each other...forever. Was beautiful.
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Lyndi
- Posts: 555
- Joined: Tue Jul 07, 2015 8:32 pm
Callum93 wrote:
[quote=Callum93]
I can always uninstall YUP. Could you post a link here to the TTW Fixes list please? Just so I get the right ones in date (when googling I find a lot of dated stuff).
Thanks for the info though I had thought YUP could be a problem but so far nothing, unless it is causing the pathfinding issues (which would not surprise me). I had a great encounter with two supermutants in the planetarium walking FACE FIRST into each other...forever. Was beautiful.
[/quote]
Most of the useful TTW related mods can be found somewhere on these forums.
https://taleoftwowastelands.com/content/ttw-fixes-222-official-bugfix-pack-ttw
Theres the latest TTW Fixes. The pack includes pretty much everything YUP has in it plus everything UFO3P. So scrap YUP and use this instead. Load it directly after TTW.esm.
I don't think this has anything to do with this problem but you need to move the Nevada Skies TTW Edition esp to the end of the load order and delete the other Nevada Skies esp files because they are not needed. Nevada Skies esm file should also be last in the esm list.
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Callum93
- Posts: 13
- Joined: Sun Sep 27, 2015 3:35 pm
Can do with the TTW file but
Can do with the TTW file but no need to remove the files that aren't active surely?
All I mean by that is that while removing those files is definitely a good idea it -probably- won't affect anything.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
The engine still indexes all
The engine still indexes all the plugins in your game folder if they are active or not.

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Callum93
- Posts: 13
- Joined: Sun Sep 27, 2015 3:35 pm
Alright I'll definitely get
Alright I'll definitely get them removed but I'm pretty sure that's not causing the problem.
Could it be as simple as the rebalance only working with a new game save ?