Fallout monsters. Fallout monsters


April 7, 2011 2:06

Short review

This exercise will cover the basics of creating a leveled list of enemies and use patrol and sandbox behavior generation.

Description of the new level system

Some users are already familiar with the leveling system used in TES4: Oblivion. Although the new system is built on the same foundation, there are a few key differences to be aware of.

  • Encounter_Zone - Encounter Zones allow developers to define a minimum difficulty level for a specific area. For example, if a level 2 player enters an Encounter Zone where the minimum level is set to 10, all leveled lists in that Zone will generate characters as if the main character were level 10.
  • No Recalculation - When the main character enters a zone marked with this flag for the first time, the level of this zone is set to constant. This means that the moment a player enters a room, the characters generated by the leveled lists will never be reset or increased in difficulty.
  • Thin Leveled List - Unlike Oblivion, most Fallout3 lists consist of very few enemies. For the sake of example, let's look at the lvIMirelurk leveled list. Note that there are only three types of mirelurk in the list. Monster data no longer depends on the player's level. Switching according to the difficulty level of enemies is very visible both visually and statistically.
Level Creature name Creature ID
1
9
16
Swampman
Swamp Hunter
Swamp King
CrMirelurk1
CrMirelurk2
CrMirelurk3King
Based on this, even if the Encounter Zone is looking for creatures with level 10, it (the zone) will choose to place a Swamp Hunter at level 9, since he is closest to the desired (10) level.

Adding a Basic NPC

Instead of placing each creature separately, defining each hostile creature as a raider, we will use a leveled list to place our hostile NPCs. Leveled lists, in a nutshell, randomly generate predetermined lists of enemies based on the combination of the main character's level and the Encounter_Zone associated with that cell.

Placing a Leveled NPC Marker

In most cases we will use lvIRaiderGun, which will lead to the appearance of raiders with weapons at the level. We don't have to worry about a certain type of weapon or armor variant or any other details. You can find this character type using a filter or by manually moving to the Actors->NPC section in the Object Window list.

When you find lvIRaiderGun, drag it into the visualization window. A new marker will appear in the form of a white letter M and an arrow coming out of this marker, as shown in the illustration.

3 Types of Level List Marker without difficulty modifier

Difficulty modifiers are used to set the difficulty level of an Encounter Zone level. The marker we placed uses "None", so let's change this value to "Easy"(Easy). To change the difficulty modifier, double click on the marker and go to the Leveled Actor tab. In this tab, expand the drop-down list and select Easy. Click OK to confirm the changes.

After changing the difficulty modifier to "Easy", you will see the marker color change to green. Each difficulty level has a different color, so you can judge the difficulty level of any area at a glance. The color of the markers is assigned depending on the configured difficulty level.


3 Types of level marker installed in Easy

Now that we have the first tier list in Vault 74, we can think about how raiders will behave once they are generated from this list.

NPC behavior

Basically, NPC behavior is controlled using "AI Packages", which are a highly customizable set of goals and objectives. These packages are capable of creating fairly "meaningful" character behavior, although on the other hand they take a very long time to set up and install.

GECK introduces new features that allow us to quickly assign behavior to NPCs such as raiders. We are talking about generating behavior when patrolling and at the place where special markers are installed (sandbox). Due to the fact that when generating leveled enemy lists, the default packages are generated at the same time as the characters, we can configure simple behavior without manually editing any package.

Creation of the Patrol

Patrol- This is the installation of associated markers placed in the patrol area. NPCs on patrol will follow these routes until they engage in combat or are interrupted by another AI team. Patrol movement points can be set to a specific animation or wait time before continuing to move.

Linking links

To set up our example, we need the NPC himself and a series of points between which he (the character) will patrol the territory. To set up a patrol route, we will place a series of objects" xMarkerHeading" in the Shelter area and link them in a certain sequence. First, drag the marker " xMarkerHeading" from the Object Window (via a filter or from the World Objects->Static section) and place it next to the lvIRaiderGun object that we recently created.

The marker itself lvIRaiderGun does not count as a patrol point. The markers you are going to use as a route must be connected to each other. The character can be tied to any route point (to any marker) in the patrol sequence and will begin to walk around the territory from the nearest point after appearing in the game world. You may notice an object called " xMarker" in Object List. The only difference between it and " xMarkerHeading" in appearance. The latter is more preferable to use when it comes to NPCs, since the triangular protrusion in front of the marker indicates the direction in which the character will turn when he reaches the destination.

At the moment we have a “point” and a raider, it’s time to connect them together. Double click on the lvIRaiderGun marker and go to the "Linked Ref" tab in the Reference Properties dialog. Click "Select Reference in Render Window". The dialog will collapse and the cursor will take the form of a circle with a crosshair in the center:

Place the cursor on the xMarkerHeading object. The cursor will change color to white.

Double-click this link and you will be returned to the Reference Properties dialog box. After making sure that XMarkerHeading is in the Reference field and Vault74a is in the Cell field, click OK. When one object is connected to another, you will see a thin arrow indicating that connection. Highlight your leveled list and compare it to Image 1b below.

We have the first patrol point assigned to the raider and we need to tell this character the time that he will stand here before moving on. To do this, double click on xMarkerHeading and specify how long the raider will spend at that point when patrolling that area.

Double clicking xMarkerHeading will open the Reference Properties window. Select the "Patrol Data" tab shown in Fig. 2s. Check the box Patrol Data to make the " field available" Idle Time". In our example, we will set it to 3 seconds. Click OK to save the data and move on.

Creating a Simple Patrol

A patrol requires at least two points, so let's create another xMarkerHeading object and bind it to the existing patrol point. Since the NPC can be attached to any of the points, we will not touch it at the moment.

Create three more xMarkerHeading objects and place them where you want the raider to patrol the area. Using the same process in which we associated lvIRaiderGun with xMarkerHeading, associate each marker created with the previous one. Once they are created, when you select them you should see a thin line of arrows connecting the leveled list and the four markers in a chain-like manner.

The patrol shown in Fig. 2a is called the "ping pong" patrol. By leaving the first and last points without communication, we indicated that the raider would go from the first point to the fourth, and then go in the opposite direction.

If we connect the first and last points, the patrol will be a closed circle in which the character will go from the first to the fourth point, and then return to the first. Rice. 2b is an example of a simple patrol closed between four points.

Creating a Patrol Using Idle Markers

In the sequence we created, the NPC will pause at each xMarkerHeading and stand still until the idle timeout expires. Using markers Idle Markers we can spice up our patrol a bit if we use them instead of xMarkerHeading. When we replace the Idle marker with the xMarkerHeading marker, the raider will play one of the animations we defined when it reaches that point, instead of just standing in one place.

To see a list of existing Idle markers go to Miscellaneous-> Idle Marker Object Window, as shown in Fig. 3a. Perhaps the word default entered into the filter field will help you to hide those markers that are intended for special cases.

One important note when working with Idle markers: they are not a permalink by default. Before linking them to patrol markers, first check the permalink flag for them. To do this, double-click on the Idle marker, opening the Reference Properties window and check the Persistent Reference checkbox. Based on Fig. 3b, I think you won’t have any problems finding this flag.

Once the checkbox is checked and the marker is a permalink, you can link it the same way we did with xMarkerHeading markers. In Fig. 3d shows an example from the provided plugin with patrol settings exclusively using Idle markers.

Sandbox setup

The raider we placed in the game area has another default behavior that we can use - sandbox.

A sandbox behavior is a simple package that tells NPCs to wander around a certain area and interact with any available objects. Let's add two raiders with sandbox packages for the main room of our expansion.

Create a new (or copy an existing) lvIRaiderGun in your premises. To break up the pace, add lvIRaiderMelee as a second raider. This is the same level character, only he will fight hand-to-hand.

Until we associate our raiders with something specific, they will execute the sandbox packages defined by default. Without furniture or Idle markers to interact with, your NPC will simply wander around the area they spawn in or stand still doing nothing.

Let's add some furniture markers that raiders can walk around. In Fig. Figure 4b shows several pieces of furniture you can use.

These are: PushUpsMarker, ChairVault01R, WallMarker and Microscope01, although there are others you can experiment with.

The shape shown in blue in the furniture marker shows the animation pose that NPCs will take when using these markers. This makes it easy to create situations where the character is leaning against a wall or interacting with a surface/objects. If you do not see these markers in the visualization window, press the "M" key to enable the display of the geometry of such objects.

When a piece of furniture displays more than one blue marker, you see an animation entry point. For example, ChairVault01R should be placed in an area where there is nothing standing together, because the NPC on that side will try to sit on that chair.

If furniture markers have visible objects, those objects will appear in the game. For example, placing a furniture marker in our example - a chair - will place the chair itself in the game world, so you must plan for the “need” of this item. White markers and blue figures are not displayed in the game, but help to build a line of behavior for the characters.

Setting up a sandbox requires simply placing these markers around the room. As raiders roam, within a 512 radius of their location, they will interact with every suitable object. In Fig. Figure 4c shows an example of a dressing room containing two raiders and the aforementioned furniture markers.

The next exercise will focus on populating Vault 74 with non-living element types, namely traps, locked doors, and turrets.

-1) (_uWnd.alert("You have already rated this material!","Error",(w:270,h:60,t:8000));$("#rating_os").css("cursor", "help").attr("title","You have already rated this material");$("#rating_os").attr("id","rating_dis");) else (_uWnd.alert("Thank you for your rating !","You've done your job",(w:270,h:60,t:8000));var rating = parseInt($("#rating_p").html());rating = rating + 1;$ ("#rating_p").html(rating);$("#rating_os").css("cursor","help").attr("title","You have already rated this material");$("# rating_os").attr("id","rating_dis");)));"> I like 10

Has changed significantly. New monsters have appeared, monsters and simply unpleasant people who do not want to see you around and shoot, jump, spit acid and just hit you in vain. This means that no matter who you are in Fallout 4, you will have to defend yourself and your settlement from all this gang of brothers.

Today we will take this problem seriously and try to figure out how to effectively bring down all these unpleasant creatures, with whom it is simply impossible to come to an agreement. At the same time, let’s leave out the guidelines regarding safe creatures like insects or wild dogs, about the methods of combating which there is really nothing to say. Unless I advise you to hit them hard. But such a completely logical reaction, let’s hope, will find you on its own.

So, let's roll up our sleeves and show all this rabble where the crayfish spend the winter.

Deathclaws

It is believed that these highly dangerous creatures were once chameleons, but were transformed by radiation into an armored version of the clawed land dragon. They could well be called "dragon-shaped chameleon lizards." But Deathclaw, of course, sounds much more interesting.

The weak points of these creatures

Deathclaw are extremely well protected. Heavy armor almost everywhere gives excellent protection against radiation and energy weapons. It is also useless to aim at the head; it is covered no worse than the rest of the body. The only place that is possible, but very difficult to get, is the belly of the monster.

Well, how do you topple this carcass?

Firstly, you need armor that will not fall apart after the first blow. Because otherwise this same blow will be your last. That is, it would be nice to put on Power Armor. Secondly, it follows from the first point. These guys are very fast, so don't let yourself be caught off guard, otherwise a couple of powerful hooks and you'll be slamming your beak on the next save.

You need to hit it in the belly of the creature. This is the only option to lay her down horizontally before she lays you down. It is clear that Deathclaw will not stand and wait for you to come, so you need to take advantage of the moment and work with combinations of destructive attacks. The creature generally moves almost all the time, so your time comes when it stands on its hind legs and screams in a terrible way. Then charge forward and hit the weak spot, using a heavier melee weapon, then a serious gun through VATS and throw something loudly exploding, then move away from the retaliatory attack. The main problem is that the hind leg stance lasts only a short time and always takes place a couple of seconds before the attack of Deathclaw himself. What this means is that the necessary combination to finally get rid of the monster is the following: good armor, a big gun and, unfortunately, experience that can only be gained in battles with these creatures, many of which will end sadly for you.

Mirelurks


Mirelurks are crabs with a huge number of legs. Predators by nature, they usually camouflage themselves by climbing almost entirely into the coastal sand of a river or any other natural body of water and attack an unsuspecting prey, jumping on it from their hiding place. They very rarely chase openly, but if they try to do this, they can always be identified by the loud clicking sound they make. From a distance you can notice them by their distinctive, overly smooth shell, which they disguise as hills or rock formations. Mirelurks are also perfectly visible through VATS.

Weaknesses of Mirelurk

Mirelurks take cover behind a powerful shell. Only the head is vulnerable when they stick it out to bite.

So how to gore these creatures??

Mirelurk are not fools, so they protect their heads in most situations. You have two options - wait for the creature to attack and, having withstood the onslaught, take a headshot. Or send a companion to distract the predator in order to act undetected. In any case, the creature will do its fair share of damage, so don't think you can get away with it. Mirelurk should be attacked from a distance, aim at the endless legs and break them until the speed of this overgrown crab becomes like that of a turtle. Then start hunting for his head, but remember, all these are flowers compared to their Queen. This lady is absolutely fire. Not only is mirelurk queen larger and faster than her ordinary relatives, but she also spits acid like your armored train, taking away your health by tablespoons. This beauty's "spitter" can be knocked out by damaging the small snout-like snout on its face. However, the task is difficult to perform even with the help of a VATS system. Prepare more missiles, it would be a good idea to rely on a minigun with nukes, although you will have to fire at least a couple of the latter, the mirelurks are very well protected from radiation.

Radscorpions


Despite the beautiful name, these are actually just huge scorpions that have mutated from ordinary, inconspicuous, but very poisonous creatures into formidable predators that can take you out with one blow. They are found everywhere, mostly near abandoned buildings, where they hide and wait for their prey. Despite their size, they are fast and able to remain unnoticed long enough to become a fatal surprise for the Fallout 4 hero wandering about his business.

Weaknesses of radscorpion

The name of this creature tells you that radiation is a nutrient broth for it. Therefore, you should not even try to hit her with your energy weapons. You need a bigger gun and an even bigger gun, but with a sniper scope.

Let's fuck her?

No problem, let's go. They can, of course, turn their heads off, but if the outcome is favorable, we will get an excellent source of food. The main problem is that scaring these creatures while you're hunting them is highly discouraged. Scorpios simply dissolve on the map and for the second time they will find you themselves at the most unexpected moment with all the, as they say, ensuing consequences. Prepare a large caliber, it is better to have a sniper rifle with you and do not skimp on Molotov cocktails. You can give these guys something of a carpet bombing by treating the area from which they can presumably lean out and completely rake. You should have weapon power and mobility on your side, so you shouldn’t clog yourself entirely in armor, this will reduce your survivability if you have to quickly jump from the tail of a vigorous and extremely dangerous radscorpion.

The main problem of all Fallouts from Besezda is that in the open spaces between wasteland cities there are 1-2 monsters/raiders per 1000 km roaming, so traveling through the wasteland is not interesting, you can use fast travel and play from task to task, then the whole atmosphere of the game disappears, plus it becomes very easy to play, because you can always run away to the nearest city without encountering any resistance in the wasteland.
My mod adds a huge number of monsters to the wasteland without loading the game. I placed 28,000 invisible markers in the wasteland, in the place of which a monster or raider, or other random character appears when the Player passes by the marker. I took the Zombie Apocalypse mod as a basis, in that mod almost all the markers were located near cities, so when the Player approached the city, the zombies slaughtered all its inhabitants, even before the player entered the city (it turns out very stupid), and in the wasteland it was just as boring like in the original fallout. I removed a huge part of the markers that were near the cities, and distributed them evenly throughout the wasteland, so that the cities served as a resting place and replenishment of supplies for the player, as well as to prevent monsters from constantly attacking the cities.
It turned out to be a very cool action game in the wasteland, behind every bush or stone, several monsters, raiders, legionnaires, Nkr soldiers, wasteland dwellers, super mutants, ghouls, robots or even death claws await the player. The higher the level, the cooler the monster: from mole rats and coyotes, to a death claw and a raider with a fat man.
However, in the wasteland you will meet not only enemies, but also friendly characters (if you have a good reputation in their faction): NKR soldiers and rangers, mercenaries, merchants, legionnaires, drug addicts, securitrons, and of course the brotherhood of steel - They will help you in battle, if they don’t chicken out, so the battles will be spectacular.
Many people complain that Fallout has an uninteresting leveling system and most of the skills, perks, chemistry, food, and things are not needed. I think this is due to the fact that a powerful weapon like a fat man or a minigun is not interesting to use against a couple of raiders, and there is also no need to work hard with psycho or medX, because there are few enemies, they barely penetrate armor) After connecting my mod, you will look differently at In the game, everything you have, all your things, skills, perks, chemistry, faction, food, etc. will become important and valuable.
There will also be a need for combat tactics. If in the original FNV the player, running through the wasteland, met 2-3 raiders and could simply shoot them on the move from the first rifle he came across, now, when you find yourself surrounded by 10 raiders who are trying to kill you, while simultaneously fighting off a couple of super mutants, you need will think through every step, every shot, every cover, take into account the fact that the monsters are fighting among themselves and you will have little time for this.
The mod has another cool feature: the player encounters monsters depending on the “Mode of the appearance of monsters in the wasteland”. There are only 5 of them:

1. Heat in the wasteland (the most common) monsters are mixed with raiders, ghouls, NKR, brotherhood of steel, legions, robots.
2. Attack of super mutants (in order for the attack to stop, you will need to kill a certain number of super mutants) in this mode, super mutants appear 4 at a time on one marker and destroy all living things (it is better for the player to be in the city at this time, then the residents will help, unless of course they scatter across home from fear)
If you get an attack from super mutants at level 1, it will be absolutely terrible. If raiders and mutants become stronger with the level of the hero, get cooler weapons, etc., then super mutants are already very strong at level 1, and as their level increases, they are given more powerful weapons, so you only need to kill 30 of them)
3. Attack of the raiders (the same as the attack of super mutants, only 6 of them appear)
In general, enjoy)

4. Skirmish between the Legion and NKR (legionnaires appear on one side, NKR on the other and begin to fight, you can help someone, or you can just watch)

5. Attack of techno-robbers (they were created from scratch as a tribute to the good old Fallout 2 tactics, there were such guys) Advanced weapons, appear with robots.
In general, enjoy)
The mod does not require any add-ons other than the original game. Connect after the Russifier
I hope that a similar monster spawning system will be in Fallout 4, if not, then I will definitely do it)

What's new in Version 1.1:
1. Removed some of the markers near Goodsprings
2. Optimized the appearance of monsters during attacks
3. Fixed the problem with the Brotherhood of Steel, now they should not aggro at you, even if you are not a member of their faction
4. Now among your enemies you will come across invisible super mutant shadows and raiders in stealth armor.
5. And of course I made the MSM menu.
With MSM you can now:
1. selectively disable attacks,
2. select the minimum player level at which monsters will appear,
3. adjust the frequency of monster spawns
4. set the number of monsters and NPCs simultaneously participating in battle
ATTENTION: Try not to change the MSM parameters during the battle.
If suddenly changed, a problem may arise: information about killed enemies will no longer be added to the player’s inventory; solution to the problem - save and restart the game.
The archive contains 2 versions 1.0 and 1.1, version 1.1 has not been tested much. If you notice any bugs in the mod, write to me in PM.

What's new in Version 1.2:
Added the ability to change the respawn radius in MSM.
Optimized the appearance of monsters: now they appear not simultaneously, but in groups, if the number of monsters is set above 25.
The Heat of the Wasteland mode will drop much more often than monster attacks.
Fixed minor errors.
Casadors in the wasteland will appear much less frequently than before, and you will also encounter ants and fire ants.

What's new in Version 1.3:
It's finished!!! I've perfected the monster spawn system, more randomness, more hardcore, less glitches! In version 1.2 I introduced a spawn filter so that monsters appeared not in a huge crowd, but in groups, in version 1.3 I brought this system to mind, it turned out very cool. The mod has turned from a wild mess into a conscious strategic action game, has become more interesting and puts even less strain on the system. Now I am absolutely satisfied with the spawn system, in the next versions I will work on the logic of appearance, so that monsters appear consciously depending on the area of ​​​​the wasteland.
And another innovation is that after each attack by raiders, super mutants, techno raiders, NCR+legion, 100% Heat occurs in the wasteland.

Version 1.3.1 Due to numerous requests, I implemented a long-standing idea in this version: I removed the kill counter from the inventory, now nothing extra will be added to the inventory. True, it’s normal that I didn’t test this innovation, there shouldn’t be any bugs, but if you find it, write me a personal message, as always, I leave the previous version of the mod in the archive.
The installation is standard, it is updated automatically, the remains of the old counter will disappear from the inventory when the attack mode is changed.
We also made a very necessary rebalance of monsters - now after a player reaches lvl 16, the chance of an alpha death claw appearing is 0, the chance that an alpha death claw will appear after the player reaches lvl 26. (it would seem a trifle, but on hardcore because of this it was generally not possible to play after lvl 16).

Installation: Unpack the archive into the game folder, into the Data directory
Update to version 1.3.1: Copy the Monster apocalypse.esp file from the folder
"Version 1.3.1", which is in the archive, in the game folder, in the Data directory with the files replaced.
Removal: delete the mod file Monster apocalypse.esp

Mole people, partially sentient ghouls, huge bats, giant sloths and other inhabitants of the vicinity of Vault 76.

Telegraph

Tweet

Mole people, partially sentient ghouls, huge bats, giant sloths and other inhabitants of the vicinity of Vault 76.

While working on Fallout 76, Bethesda designers expanded the game's bestiary with monsters from West Virginia folklore. In the new part of Fallout, people from Vault 76 will meet several completely new monsters and creatures.

New monsters were briefly mentioned in the first Fallout 76 trailers, and the developers talked about them separately in the Noclip documentary. We watched the documentary again and compiled a list of unusual inhabitants of the local Wasteland.

Grafton monster


A gigantic, practically headless creature with an extremely developed torso, short legs and two different, muscular three-fingered limbs. The Grafton monster is slow, but very strong: you shouldn’t expose yourself to the blow of its powerful paws again.
A huge flying creature that resembles a hybrid of a bat and a dragon, extremely dangerous both in close combat and at a distance. Scorchbeast usually live underground (their colonies are found throughout West Virginia), but from time to time the monsters emerge to the surface through fissures. The only way to close such a rift is to strike it with a nuclear missile.
A bipedal reptile with long forelimbs ending in three sharp claws and a huge mouth. Snallygaster can attack enemies with both its claws and teeth, and its long, tentacle-like tongue. As a rule, the monster is found in areas that have been hit by nuclear weapons.

Giant bees


Queen bees have monstrously increased in size. They are fused with their hives and carry them on their own backs. In case of danger, the giant bees come to the aid of their smaller brothers living in the hive itself.

Giant sloth


A huge, slower version of the Deathclaw. Giant sloths move slowly, but if they get to their target, I have no problem cutting it with my claws. However, they don’t have to get close: sloths can throw stones at their enemies. In case of danger, mushrooms growing on their bodies spray poisonous spores.

A blood-sucking insect that, under the influence of radiation, has increased tenfold. The tick has six long legs, with their help it can jump high and unexpectedly pounce on the victim.

Mothman


A creature with large compound eyes. Very little is known about the moth; perhaps this is a unique monster with several “phases”, in the first of which the moth is harmless and only scares the player. There is a Mothman Museum in Point Pleasant near Vault 76.

Mole Man


Apparently, these are people who were exposed to powerful radiation, but did not turn into ghouls. Mole people retain their five-fingered limbs (they seem to have changed significantly) and prefer to stay close to mines or caves. They wear protective masks, perhaps to protect them from light.
A humanoid creature with milky white skin, sparse tufts of hair, a skull-shaped head and long paws topped with powerful claws. Wendigos live in swamps (at least that's where they were shown in the trailers), move very quickly and can cover short distances by jumping.

Scorched


Fallout 76 won't just feature feral ghouls. Players will also see the Scorched - a cross between intelligent ghouls and their wild counterparts. For 25 years in the conditions of a nuclear post-apocalypse, the Scorched have managed to partially retain their sanity: they know how to use small arms and melee weapons, but it is apparently impossible to come to an agreement with the Scorched.

Intelligent plants


Unusual, burgundy-red plants that resemble tall bushes with thick stems and strange inflorescences. We know almost nothing about the plants, but they seem to be predators: in the concept art you can see bones nearby.

“Why do people ALWAYS FIGHT?!”
Unknown super mutant

Albert Einstein wittily noted that in the fourth world war, people will fight with sticks and stones. The great physicist, however, did not specify who exactly we will have to deal with in this unattractive future scenario. The creators of post-apocalyptic worlds suggest to the father of the theory of relativity that by that time man will no longer be the only intelligent being on the planet.

On October 23, 2077, after a severe energy crisis and a string of international conflicts, the Earth turned into a nuclear Hell. Most of humanity died within a matter of hours - only a lucky few managed to survive, at least in the United States, who took refuge in time in pre-prepared Shelters. When, after many months, or even years, the survivors dared to appear on the surface again, an unfamiliar, not at all hospitable world awaited them. The United States turned into a wasteland scorched by radiation, where unprecedented dangers awaited around every turn.

see also

On the other side of death

Most of the people who did not have time to hide in the Shelters became victims of the Great War - those who did not die in the first hours due to a nuclear strike were killed by radiation. However, there were also people on whom it had an unexpected impact. Some of them survived and, having undergone a painful transformation, turned into terribly deformed creatures, most reminiscent of the living dead: decaying flesh, lost hair, cadaverous spots and unnatural thinness. For this they were called ghouls.

What turns a person into a ghoul? There is no consensus on this matter even among the creators of Fallout. So, if the main inspirer of the universe, Tim Kane, believed that the whole point was only in the unexplored properties of radiation and the genetic characteristics of people who had undergone transformation, then his colleagues Chris Taylor and Chris Avellone were of the opinion that it could not have happened without a virus of man-made evolution. Today you consider Kane's version to be canonical.

Ghouls are not afraid of radiation, and some of them absorb so much radiation that they begin to glow in the dark.

Along with ugliness, the poor creatures got sterility, but there were some advantages - ghouls can boast of an extraordinary ability to regenerate and an enviable life expectancy. Suffice it to say that even in the twenty-third century you can still meet ghouls who remember the fateful October 2077.

Are those who have undergone such a metamorphosis lucky? It’s impossible to say for sure. Many ghouls retained their minds and personalities, continuing to live almost as if nothing had happened. When people who had waited out the Great War in shelters began to get out, few of them were happy to be next to monsters that seemed to have stepped out of the pages of horror novels. In the social structure of the new society, ghouls got one of the lower steps. As a result, many ghouls prefer to avoid human settlements, and those who do live near mere mortals tend to be cynical and suspicious. However, as among ordinary people, among them you can meet both inveterate scoundrels and the most worthy individuals.

However, not only the repulsive appearance became the reason for distrust, and often hatred towards ghouls on the part of people. A significant part of the mutants suffered not only their bodies, but also their minds, as a result of which wild ghouls appeared. These mindless creatures are driven only by hunger. They do not disdain carrion and are ready to rush at literally anything that moves - with the exception of their relatives, which allows them to gather in flocks. A lone wild ghoul is almost harmless, but in large numbers they pose a serious threat.

Ghouls take great offense when you call them "zombies".

Call Mulder!

As if the inhabitants of the American wastelands were not enough of their earthly monsters, aliens also showed up to visit them. Small, gray-skinned aliens dressed in silver spacesuits have been visiting Earth since at least the mid-twentieth century. Their goals remain a mystery, but what is known for certain is that they abducted people and conducted experiments on them, trying to develop a hybrid life form. It can also be said with the highest degree of probability that strangers do not have the slightest sympathy for earthlings, and a meeting with them will inevitably lead to battle. Technologically, aliens are far ahead of people - not surprising for creatures that can travel over cosmic distances. Their equipment is very rare and perhaps the most valuable loot that can be found in the wastelands.

When size matters

The last years before the start of the Great War on both sides of the Atlantic were marked by a fierce arms race - including biological ones. One of the main achievements of American scientists was the man-made evolution virus (FEV), which significantly increased the strength and intelligence of those who were exposed to it, and also protected them from any other infections. The outbreak of conflict prevented the development from being completed, but samples of FEV were preserved at the Mariposa military base.

Mariposa did not remain abandoned for long: already at the beginning of the twenty-second century, an expedition led by Dr. Richard Gray reached it. The base's security systems destroyed most of the group, and Gray himself bathed in a tank with FEV, which caused a rapid mutation. In the monstrous clot of biomass into which Gray had turned, there was almost nothing human left, but the physical deformity was compensated for by an intellect that had developed to unprecedented heights. He began to call himself the Creator (in the original - Master) and set out to breed a race of superhumans capable of withstanding the numerous dangers of the new world.

Mariposa is home to creatures that are without a doubt among the most dangerous creatures to inhabit the Fallout universe. Tenacious, fast, strong giants became ideal soldiers for the army of the Creator, who intended to reshape all of humanity in the image and likeness of super mutants.

In addition to ordinary super mutants, the Creator bred Nightkins - a kind of intellectual elite of the new race. Thanks to this status, they received camouflage devices known as stealth boys. The ability to sneak up on an enemy unnoticed made them even more dangerous opponents, but the device also had an unpleasant property - its frequent use has a very negative effect on the mind.

More about Nightkin

Click to enlarge

The Creator was the main villain in the original Fallout. According to the “official” ending, the hero managed to thwart the plans of an insidious mutant who was striving for world domination.

Super mutants, left without leadership, settled in the wastelands and began to look for a place in the Sun. Some turned into bandits, others simply went wild, and others tried to live like civilized beings and founded their own settlements.

Marcus is a rare example of a peace-loving super mutant.

However, even before the Creator and even before the start of the Great War, the American government gave the go-ahead for testing FEV on humans - with the goal of creating super-soldiers. The victims of the inhumane experiment took refuge in Vault No. 87, located near Washington, and after a few weeks began to mutate. American scientists clearly lacked the skill of the Creator - Washington super mutants turned out to be extremely stupid, although they often even surpass their Western counterparts in strength and size.

Note to the traveler. The head is the weak point of super mutants, not only in a figurative sense. Usually, a couple of well-aimed shots, for example, from a sniper rifle, are enough, and the giant will no longer pose a threat.

Very often, next to super mutants you can find centaurs - another terrible creation of the Creator. Continuing to study FEV, he combined the DNA of humans and animals, producing all sorts of hybrids. Despite the presence of human traits, they are not superior in intelligence to an ordinary wild animal, although they are many times more dangerous - they emit radiation and accurately spit poisonous saliva.

Super mutants never retreat.

Deathclaws are another crazy creation of human hands, however, unlike all other mutants, they were created before the Great War. Taking a simple African chameleon as a basis, American scientists managed to create deadly three-meter humanoid predators that were designed to replace ordinary soldiers in particularly dangerous missions. The war thwarted the plans of the American military, and the death claws were left to their own devices and soon went wild. It is perhaps not surprising that creatures created for the purpose of killing have become some of the most fearsome inhabitants of the wasteland.

Note to the traveler. Death claws are practically invincible in close combat, and avoiding it is not easy - the creatures are too fast. The most reliable way to deal with a monster is to lure it into a previously prepared minefield and, when it loses mobility, calmly shoot it from a safe distance.

Pinocchio in reverse

Along with Richard Gray, the merchant Harold survived the first expedition to Mariposa, but he, naturally, did not remain the same. Under the influence of FEV, he suffered an unusual mutation: at first he simply began to look like a ghoul, but then a small plant sprouted on his head, and by the end of the twenty-third century he himself turned into a sentient tree, becoming the heart of probably the only healthy green forest in the entire continent.

Nature Strikes Back

People, in the end, are to blame for what happened to them, but while they were holed up in shelters, flora and fauna innocently suffered from radiation. When homo sapiens again climbed onto the earth's surface, nature met him fully armed.

Insects were the most susceptible to radiation. For the most part, they haven't changed that much. They just grew to such a size that you have to fight them not with a fly swatter, but with large-caliber weapons. Giant flies, mantises, tarantulas and ants, not without reason, consider the wasteland to be their territory, and their main argument is quantity. Like their tiny ancestors, mutated insects are social creatures, and if one ant, even if it is the size of a dog, is not so difficult to defeat, then a couple or three can already pose a serious threat.

In Fallout 2, a radscorpion appeared that not only could speak, but also played chess well.
Occasionally, Yao-Gai can be trained. Bogworts are only slightly taller than the average person.

Radscorpions are very dangerous even individually: under the influence of radiation they not only grew larger, but also became even more poisonous, and their chitinous shell serves as very good protection against bladed weapons and ordinary bullets.
Among reptiles and mammals, such significant mutations are much less common. The geckos have grown considerably - some of them have even learned to exhale jets of fire - and the rats themselves can now chase not only cats, but also dogs.

But all this trifle pales in comparison to the yao-gai - extremely aggressive descendants of black bears, somewhat subtly reminiscent of werewolves from modern horror films. Although the Yao-Gai have clearly lost weight compared to their clubfooted ancestors, their bear-like strength and agility, rare for such massive creatures, remained with them, which allows them to be considered one of the most dangerous predators of the wastelands - directly behind the fangs of death.
Much more significant metamorphoses occurred with crabs and turtles. Their descendants, called swampers, not only increased in size, but also acquired a humanoid body structure, as well as the rudiments of intelligence. Fortunately, they have retained their affinity for the water element and therefore it is quite easy to avoid meeting these extremely tenacious creatures.

Note to the traveler. The armor of the marshmen reliably protects almost all the vital organs of the marshmen - even with the help of a rocket launcher or energy weapon it is extremely difficult to hit them. Only their head is more or less vulnerable, but it is so small that it is not easy to hit it.

Perhaps the only harmless and useful creature in this company is the two-headed Brahmin cow. However, useful is an understatement. The entire post-nuclear society rests on the Brahmins: their meat and milk are used for food, many useful little things are made from their bones, clothes and shoes are made from their skins, and finally, they themselves are used as draft animals. Without Brahmins, the life of a person in the twenty-third century would be much more difficult.

Little Raccoon

Of course, not all the creatures and monsters invented by Fallout designers ended up in the games of the series. Perhaps the strangest of the creatures should be recognized as the s’lanterns - intelligent upright walking raccoons created with the help of FEV shortly before the war. The developers planned to include an entire settlement of s’lanterns in the original Fallout, but, fortunately, they came to their senses in time, realizing that talking raccoons had no place in a gloomy post-apocalyptic world.

Steel Brothers

In the wastelands, eyebot is one of the few sources of fresh news.

Liberty Prime lay under the Pentagon for two hundred years until it was discovered by the capital's Brotherhood of Steel.

Despite all the problems and conflicts that befell humanity in the middle of the twenty-first century and ultimately led to the nuclear Apocalypse, progress has not stopped. Perhaps the main achievement of science in the twenty-first century was the creation of robots that have found application in various spheres of human life - primarily, of course, in the defense industry. Many robots were destroyed during the nuclear bombing, but the survivors adapted perfectly to the new conditions - radiation is practically not scary for them. Almost all of them continue to follow the programs laid down in them hundreds of years ago, although the lion's share of them have long lost their meaning.

Typically, robots, even those created for military purposes, do not show aggression towards humans unless they are provoked and no attempt is made to disrupt their program. The latter, however, is easy to do by accident - after all, many robots continue to perform security functions or military tasks.

Apart from Mr. Handy and Mister Gutsy, the most common models in the wasteland are eyebot and protectron. The first - a small flying robot - performs the functions of a mobile radio. The latter were created as bodyguards, but in the post-war years they found many new uses.

There are many combat robots in the wastelands, but the right to be called the most impressive achievement of pre-war robotics rightfully deserved is the twelve-meter humanoid giant Liberty Prime, which was supposed to become a secret weapon of the United States, but was never put into action.

Note to the traveler. Robots for the most part are perfectly protected against firearms and especially bladed weapons. The most effective means of fighting robots is a variety of pulse weapons, but if these are not at hand, then explosives will do.

Of course, even the most advanced robots are limited by software. To avoid this problem, the robobrain series was developed - a symbiosis of a machine and an organic brain. These robots, like all others, were forced to follow a preset program, but at the same time they had creativity and the ability to think analytically, which significantly expanded their capabilities.

Click to enlarge

More than two centuries have passed since the Great War, and civilization is gradually beginning to get back on its feet - in particular, new inventions are appearing. A mysterious organization known as the Institute has created the first prototypes of androids, which are indistinguishable from living people in appearance. Some of them, however, have already acquired free will and, without saying goodbye, left their creators.

∗∗∗

There are countless monsters born from a nuclear war that changed the world forever. But, as before the Great War, man remains the most dangerous predator on the planet, and the New California Republic, the Brotherhood of Steel, Caesar's Legions or the Raiders do not quarrel with any monster as fiercely as they do with each other. Some things never change...