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Name: Monster

Version: 3

Mod

Date: 4/19/2011
Category: Models and Textures
Author(s): Dogtown1
Source: http://www.newvegasn...le.php?id=41361

Description
Many new creatures, some you have never seen before... Not for the
faint of heart.
"The Mojave Wasteland... I've been there before, back in the old days
when I was running Brahmins west of here with a bunch of tribals I
used to hang out with. It's been years but I still remember the stories
I've heard about some pretty nasty mutated freaks there. Folks
travelling to New Vegas used to think Deathclaws and Cazadors were
bad enough but you should see the Mojave now. I don't know where
those monsters came from. Some people say it's a virus, others wag
their tongues about some prewar experiment gone wrong. I've even
heard crazy tales of ancient tribal burying grounds and vengeful spirits
roaming the land in the form of mutated beasts. The truth is no one
knows for sure what happened but one thing is certain, those beasties
are real enough. You laugh now youngster but wait until one of them
chomp you up and spit you out..."

Details

This mod adds new creatures to the leveled lists so they will spawn in
the Mojave Wasteland. These creatures come in many different
variants.
You can get a pretty good idea of the variety by looking at the
screenshots that have been uploaded to the gallery. You may think that
some of them are familiar but they've all been given a new look using
blender and gimp.
Now I dont mean red, blue, and orange versions of the default
creatures, I mean some of the creatures you have never seen before or
they have a new model and texture making them unique, including
their stats.
Some creatures are equal to vanilla and some are more powerful, the
high end dudes are on the low end spawn chance so they are special
appearance types like REX. It makes ya think twice before runnin and
gunnin; into an area without knowin what may be hidin out there...

"SPAWN CHANCE MAXED BUT NOT THE NUMBER OF


SPAWNS"
What this means is you will always get something to spawn, just not 20
of them. I did this for a reason, its still a challenge with the spawn
chance maxed instead of your computer trying to proccess a spawn
count so high it blows up your computer. I also set the the respawn
time to 2 days instead of 3.

"ALL CREATURES SET TO RESPAWN"


And I do mean ALL, except for quest creatures and the such.

"ENCOUNTER ZONES RESET"


This means those areas that you went in and wiped out all the
creatures, well that was it they dont come back. But now they will.

"GHOUL MAYHEM"
Theres a chance that if you shoot down a ghoul but he still has his
head and legs, he might stand back up and come at yah for another
bite.

"Robots go Boom"

Its those pesky fusion batteries they tend to become unstable when
hit with automatic fire. It might take a couple seconds but then watch
out, they explode in a variety of different ways too, fire, plasma,
shrapnel, who knows.

"QUEST AND FACTION FRIENDLY"


Theres a lot of good mods out there that are heavy into NPC's and
factions so this mod only deals with creatures so as to not cause
conflicts, but keep in mind that it will conflict with other creature mods.
If yah have a question or problem click that contact author button its
the best way to get a quick response.
Check out the screen shots, leave a screenshot, comment, anyone who
makes a groovy vid on youtube I will put a link to it here and last if yah
like the mod, dont forget the cold beer in the dusty wasteland
(endorsement).
=>ARACHNOPHOBIA: don't worry there is an option to use a regular
scorpion model as a replacer (check the optional files).

Install
1. Extract the files to a temporary location using winrar or 7-zip.
"Winrar - www.rarlab.com/"

2. Copy to, or move, the data folder in the extracted files to


"C\Programs\steam\steamapps\common\fallout new vegas" it will tell
you a data folder already exists and do you want to overwrite, say yes.
3.Then get the latest update and do the same as in steps 1 and 2 to
install
If you want to use one of the optionals like, IWS-MoMod, or AWOPMoMod, make sure to get the latest file because they have been
updated as well,
also be sure to have the most recent version of IWS or AWOP
depending on what you are using.
Yhen your load order should look like this
AWOP
IWS
MoMod
(other mods can be placed here)
awop-momod
iws-momod

If you're adding this to an existing save it's best if before you install the
mod, you go to an interior cell, someplace like sneaky Pete's house in
Goodsprings and sleep for 3 days. Then save and exit, and then
activate my mod in FOMM. Its pretty important so try to remember to
do this.
The .rar archive is not a FOMOD so if you try to install in this manner it
will tell you it needs a script. There is no script its not a FOMOD.

Options
REPLACERS:
You can download the file that has replacers for the skeleton, spider,
and claw beast. you can replace which one you want, very simple
install read me included.
IWS-MONSTER MOD compatibility file:

My mod is really very simple, it only has 2 scripts, ghouls get up and
robots go boom. Otherwise it just adds my new critters to the
wasteland. The compatibility file was very simple because my mod was
really compatible in the first place, The only thing IWS and Monster
Ranch differed on was IWS added some friendly monsters to the
wastes, You could use my mod and IWS with no problem and not use
the comp file the only thing that would happen is that the friendly
monsters would not spawn, thats how I run it and it works great.
(my monsters eat friendly monsters)
AWOP-MoMod merge

This file adds many new models and textures to the creature bosses in
AWOP plus adds all the creatures from MoMod to the underground
areas of AWOP, some of these creatures are tough so be ready for a
fight.

Uninstall
1. Start FNV Launcher (or the Mod Manager), click Data Files, uncheck
the .esp file(s).
2. Delete the files/folders associated with the mod.
You're done!

Updates
Updates keep coming so here is what you have to do when updating
the mod:
Extract the updated files from the rar archive to a temporary location.
Move or copy the data folder to
C\Programs\steam\steamapps\common\fallout new vegas
It will tell you a data folder already exists and do you want to
overwrite, say yes, and thats it!
The best way to go is to rest in an interior cell for 4 days, save,exit,
then install the new update.
Check back now and then, as I will continue to create new creatures (I
like making monsters in blender and giving them new tex with crazy
glow maps).
Feel free to submit suggestions for new creatures but bear in mind that
I would have to have permission from the software developer to use
their models, kinda like with gsc and the stalker creatures, if ya find
out something let me know.
About the Yaoguai, it's illegal to use those guys, true story go figure.
There's nothing that can be done about it.

Incompatibility, disclaimers and Issues


(please read carefully before posting)
A lot of people want to know what the mod is compatible with, and
thats everything except mods that add creatures to the mohave by
editing the creature leveled lists
VVV I dont know but someone commented that he uses both my mod
and vvv without a problem, BUT that doesnt mean that some
creatures will not get left out. It depends on who is the lowest in the
load order. Its kinda a dice roll, you could get weird burps.
This only adds new creatures to the leveled lists and leaves the vanilla
creatures there as well (the more critters the better).

The only creature that I replaced was the Sentry Guns because they
are all placed and do not appear in leveled list.
My mod only adds new creatures to the lists, it does not add spawn
points or increase the spawn count. So if your walkin down a road you
know and you see 2 molerats only 1 of them has 2 heads, Thats my
mod. Now if your walkin down that road and see 6 giant radscorps, I
did not do that, that would be another mod you have installed.
my critters are on the low end chance for spawning, as in you will see
maybe 3 or 5 normal rats before encountering that giant lab rat, so
they are a special appearance, and its okay to run sometimes nobodys
gonna call ya yellow chicken. If I see REX I'm runnin.
If ghouls act weird it's a fluke, or you have a mod that adds a script to
ghouls and it is conflicting with the ghoul mayhem script.
If NPCs start acting weird it's another mod that's causing the weirdness
because my mod does not affect free side thugs/powder gangers or
any npc's at all, and my mod only adds new creatures to leveled lists it
does not affect factions.
There is no missing boar sound it's the foot folder which contains no
wav file, it's there for the anims so don't worry about it.
A burning spider will show a trail of flames as if it were a scorpion
because the spider uses a radscorp skeleton and the effect adheres to
the havok mesh.

Recommended Mods
AWOP (A World of Pain) which (among other things) adds a small army
to Goodsprings (and other places) and those guys keep the town safe.
http://www.newvegasn...le.php?id=38719
EVE-900 since this mod works with eve-900 installed no worries.
http://www.newvegasn...le.php?id=40101
IWS-Increased Wasteland Spawns (the compatibility file remains
optional).
http://www.newvegasn...le.php?id=38623

Credits
sesom for iguana base nif and tex
http://www.fallout3nexus.com/downloads/file.php?id=13537
tumbajamba mutant and cadaver ghoul nifs
http://www.fallout3nexus.com/downloads/file.php?id=7201
sharmonyx horror muties and wolf tex base
http://www.fallout3nexus.com/downloads/file.php?id=14964
CIB for the awesome ghoul nifs
crushoverwrite for insects
Zenl for spike
puce moose for exploding robot script
http://www.newvegasnexus.com/downloads/file.php?id=35015
kalizar for ghouls get back up script base
http://www.newvegasnexus.com/downloads/file.php?id=37393
Toxa for the boar
gsc game world for stalker critters
corehound for the anim kf's
Quetzlsacatanango for the rigged geckos
Andersh for the base tyranid nif and tex
If I forgot someone please let me know and I'll make the creds change.

Thanks
Thanks to Bethesda and Obsidian for creating these games.
Thanks to TESNexus.com for the a one-stop-shop resource for authors
and players.
Thanks to LHammonds for the Readme Generator this file was based
on.
Thanks to Shantih for helping me get this read me to come alive!.
I'll get back to the lab and cook up some more nasties ^_^

Tools Used
Blender - http://www.tesnexus....le.php?id=12248
DDS Converter - http://www.tesnexus....ile.php?id=8698
GIMP - http://www.tesnexus....le.php?id=14920
NIFSkope - http://niftools.sour...t/wiki/NifSkope
Readme Generator - http://LHammonds.gam..._generator1.asp
Winrar - www.rarlab.com/
XN-View (google this, its very useful)

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