Female Super Mutants Fallout 4

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Fallout 4 now has female half super mutants! Cait is now half super mutant. Ride around in a TsukijiCart to travel the commonwealth. Give all your settler's names with what's your name mod. Fallout 4 mod review.
Fallout 4 Mods Featured:
What's Your Name by pra
http://www.nexusmods.com/fallout4/mod...
Vintage Submachine Gun (1.3.4) by DeviousMethods
http://www.nexusmods.com/fallout4/mod...
Cait as Female Half Super Mutant by DLXXX
http://www.nexusmods.com/fallout4/mod...
Skadi Female Half Super Mutant (standalone companion) by DLXXX
http://www.nexusmods.com/fallout4/mod...
TsukijiCart by m150
http://www.nexusmods.com/fallout4/mod...
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Music Featured:
Aces High Kevin MacLeod (incompetech.com)
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Chill Wave Kevin MacLeod (incompetech.com)
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Voice Over Under Kevin MacLeod (incompetech.com)
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EDM Detection Mode Kevin MacLeod (incompetech.com)
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Ghost'n'Ghost - Melancholy [Royalty Free Music]
https://www.youtube.com/watch?v=Lov6S...
Inova - Revival [Royalty Free Music]
https://www.youtube.com/watch?v=IUE4z...
Meizong - Radiation [Royalty Free Music]
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DOCTOR VOX - Neon Lights [Royalty Free Music]
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Inova - Glow [Royalty Free Music]
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Split (reason: Super mutant behemoth (Fallout 4))
It has been suggested that this article or section should be split. Please help Nukapedia by discussing this issue on the article's talk page.
“ Personal record, Dr. Brian Virgil. This will likely be my last recording.
My requests to shut down the FEV program have repeatedly been denied. We've learned nothing useful in the last 10 years. I have to take matters into my own hands. What we're doing... it's not right. It needs to stop. If anyone should find this after... after I'm gone... know that I never wanted to hurt anyone. Anyone! Do you understand me? I'm going to make sure the whole program is shut down. If not for good, then at least for years to come. After that...I know what I'm about to do will be seen as a betrayal. Treason, he'll probably call it. So... I'm leaving. I have a plan... and if it works, I'll be somewhere safe. Somewhere not even the Coursers can find me. Everything that we've done, the lives we've taken... if there is a god, may he have mercy on us all. ” — Dr. Brian Virgil , ex-Institute bioscientist
Various junk items, weapons and ammo
Deathclaw hand
Deathclaw meat
.38 round
Pipe gun
Strong, a potential super mutant companion
The unique super mutant behemoth Swan
Super mutant behemoth concept art, from The Art of Fallout 4
Institute super mutants in an endings slide
↑ The Prydwen terminal entries; Scribe Neriah's terminal, Entry 0769-CM22
↑ Fallout 4 loading screens : "Super Mutants are stronger and more resilient than humans, and consider themselves the Commonwealth's superior race."
↑ FEV lab
↑ FEV research notes
↑ The Institute terminal entries; terminal, Subject CM-153
↑ Preston Garvey : " Those Super Mutants have been raiding across the Commonwealth for years. I'm glad to have the Brotherhood's help clearing them out. " ( Preston Garvey's dialogue )
↑ Fallout 4 loading screen hints : " The Minutemen first rose to prominence in the year 2180, when they defended Diamond City against a horde of Super Mutant attackers. "
↑ The Sole Survivor : "Do you remember Edgar Swann?" Brian Virgil : " Swann? ...Yes, I saw his file. He was one of our first test subjects, years ago. His mutations destabilized. Started turning into a Behemoth. ...You think that could happen to me? Maybe I'm fine for a few months, a few years, but... god. I couldn't live like that. " ( Brian Virgil's dialogue )
↑ FEV research notes
↑ 10.0 10.1 The Institute terminal entries; Institute FEV terminal, Progress Reports, 2287.2.10
↑ Brian Virgil personal log 0176
↑ Strong : "No green stuff here..." ( Strong's dialogue )
↑ Fallout 4 loading screens : "Super Mutants are often accompanied by Mutant Hounds, monstrous dogs that are just as dangerous as their masters. "
↑ Fallout 4 Vault Dweller's Survival Guide Standard Super Mutants, p. 44: "Super Mutant armor is fairly crude, but Super Mutants are inherently durable. Even the least powerful Super Mutants have natural damage, energy, and poison resistances, and these values increase significantly in high-ranking Super Mutants. Specifics vary based on equipped armor, but Super Mutants tend to prioritize damage resistance. Melee weapons and fragmentation grenades are popular among Super Mutants. For ranged combat, they tend to favor pipe rifles, assault rifles, and laser rifles. When it comes to heavy guns, miniguns and missile launchers are fairly common. Due to sensitive ears and a keen sense of smell, Super Mutants have relatively high Perception and a considerable amount of health. In most cases, it's best to target a Super Mutant's arms. This compromises their accuracy and improves your chances of surviving the encounter."
↑ Fallout 4 Vault Dweller's Survival Guide Super mutants, p. 44: "Super Mutants are massive, muscle-bound creatures with a natural immunity to radiation damage and an inherent hatred of humans. Most Super Mutants carry fairly crude gear, but they do have their share of powerful weapons, and many Super Mutant groups use trained Mutant Hounds to chase down trespassers. Super Mutants aren't particularly intelligent, but their physical strength and natural aggression have allowed them to establish a significant presence throughout the Commonwealth. Super Mutants can be found in Fallon's Department Store, Fort Strong, and many other locations—most of which can be identified by the human remains and hanging meat bags scattered around the area. "
↑ Fallout 4 Vault Dweller's Survival Guide Super Mutant Behemoths, p. 45: "Behemoths are by far the most powerful Super Mutants, but they're incredibly dumb—even by Super Mutant standards. They attack by tossing boulders at distant enemies, and they use massive fire hydrant bats to smash anything foolish enough to approach them. Your best option is to stay back and attack with a Fat Man and a few Mini Nukes. If you're determined to find a Behemoth, check the area to the east of Sunshine Tidings Co-op."
↑ Fallout 3 Official Game Guide Game of the Year Edition p. 42: " Super Mutants " "The Super Mutants that infest the urban ruin of Washington D.C. originated in Vault 87. Those unlucky enough to have reserved space in Vault 87 soon found themselves forcefully taken to a secure part of the vault, where they were locked in airtight chambers and exposed to a concentrated form of the F.E.V. The Overseer and his security force had no real idea what to expect; they were simply following the "plan." When the exposed vault dwellers started transforming into Super Mutants, nearly the entire vault population had been exposed. Those who hadn't yet metamorphosed knew what was coming, and, well...it didn't end well for humanity. The dwellers of Vault 87 were turned into Super Mutants in 2078, and have been a presence in the Capital Wasteland ever since. Most of those original Super Mutants have long since been killed. But whether it's because of the nature of the F.E.V. they were exposed to, or a simple underlying human instinct, the Super Mutants of the Capital Wasteland are obsessed with the preservation of their species. Super Mutants are asexual and incapable of procreation, so their only way of reproducing is to kidnap other humans, drag them back to the Vault 87 chambers, and infect them with F.E.V. And so they have done, for nearly 200 years. Super Mutant society is loosely hierarchical, with the weaker (most recently transformed) Super Mutants generally giving way to the stronger. The Super Mutant hierarchy, as defined by the Capital Wasteland contingent of the Brotherhood of Steel, is as follows: Grunt, Brute, Master, and Behemoth. Generally speaking, the Super Mutants of the Capital Wasteland get bigger, stronger, and dumber as they age. The Behemoths are so strong and savage that they’re the only thing feared by the other Super Mutants." ( Fallout 3 Official Game Guide faction profiles )
↑ Fallout 4 Vault Dweller's Survival Guide Super Mutant Behemoths, p. 45: "Behemoths are by far the most powerful Super Mutants, but they're incredibly dumb—even by Super Mutant standards. They attack by tossing boulders at distant enemies, and they use massive fire hydrant bats to smash anything foolish enough to approach them. Your best option is to stay back and attack with a Fat Man and a few Mini Nukes. If you're determined to find a Behemoth, check the area to the east of Sunshine Tidings Co-op."
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Institute super mutants are the variant of super mutant found throughout the Commonwealth , Nuka-World and the Island in 2287 . These mutants were created by the Institute by means of exposure to the Forced Evolutionary Virus (FEV). They are large, muscle-bound creatures with innate immunity to radiation and disease. They are most frequently encountered in central Boston , and can also be found in Fallon's department store , Fort Strong , Trinity Tower , Revere satellite array , Big John's Salvage , The Gwinnett Restaurant and several other locations all throughout the Commonwealth, most of which can be identified by the telltale signs of hanging meat bags , twisted girders protruding out of the ground, cages and gory waste piles with which they enjoy decorating their surroundings.
In Far Harbor , a group of super mutants have traveled to the Island and are located in the Vim! Pop factory , National Park HQ and Aldersea Day Spa . Similarly, in Nuka-World , small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park, though they tend to stay outside its walls.
The super mutants of the Commonwealth are a different strain from Vault 87 super mutants and those created at Mariposa . While they possess the imposing musculature and resilience of the former, they have a level of intelligence on par with the dumber examples of the latter. Besides having similar habits of super mutants, such as caging prey and bagging body parts, they are also capable of following a chain of command, erecting fortifications, [1] and even setting up traps and ambushes - such as at Trinity Tower , where Fist deliberately used Rex Goodman as bait to lure humans and weed out the weak super mutants among his host. They are also capable of speaking like normal humans, unlike their brethren from the Capital Wasteland , and consider themselves the superior race of the Commonwealth. [Non-game 1] [2] [Non-game 2]
All Commonwealth super mutants are the result of the Institute 's research into FEV , [3] which began in August 2178 under the auspices of Doctor Frederick . Research on samples acquired by the team was authorized by the directorate and the program began despite the objections of some members of BioScience. [4] Both women and men were abducted from the Commonwealth and submerged in the Institute's modified FEV, their mutations carefully tracked and extensively investigated. Successful mutations would be monitored to ensure survivability, then tagged and discarded. [5] In layman's terms, the Institute was simply releasing super mutants into the wild, creating a scourge on the Commonwealth that lasted for decades and still plagues the Commonwealth in 2287. [6] In fact, the first super mutants attacked human settlements as early as 2180. [7] Their actions were even more heinous considering the fact that in case the mutation destabilized, it would create horrifying behemoths: warped, immensely powerful giants with a fierce territorial instinct. [8]
This method of trial and error was used to perfect different strains of the FEV, with the overall goal of improving the synthetic organics program. The research was intended to produce effective synthetic organics, but it ground to a halt in March 2224 . Despite perfecting two FEV strains, the accumulated radiation damage in test subjects provided an insurmountable barrier to further development. [9] Just three years later, in 2227 , the organic synth project experienced a breakthrough due to the acquisition of Shaun and his undamaged pre-War genetic code. The third generation synth project was spun off from the FEV research initiative.
The FEV research effort continued for several more decades, despite producing no useful data, except for manufacturing more super mutants for the surface to contend with. [10] In April of 2286 , Dr. Brian Virgil succeeded Dr. Syverson as head of the project, and it quickly became evident to him that the FEV program had run its course, having produced no new data within the past ten years. As Virgil's conscience took its toll, the scientist lodged a formal complaint with the directorate. [10] When no reaction came, Virgil rebelled and escaped the Institute after destroying as much of the project as he could, [11] which became known as "Incident V" within the Institute. He then proceeded to transform himself into a super mutant using a unique strain of FEV to flee into the Glowing Sea . The FEV program was finally ended after over one hundred years of abduction and experimentation. At the time of the Sole Survivor 's arrival at the Institute, the research wing remains in a security lockdown.
Their mouths are depicted as being closed much like Marcus , unlike the super mutants which carry a permanent snarl. Furthermore, in regards to previous appearances, specifically the super mutants, these super mutants are smaller, standing 7 feet (2.13 m) tall [citation needed] , have a darker skin tone and appear more scrawny and with less pronounced muscles. The biggest Institute super mutants are the behemoths who stand approximately 13 feet (4 m) tall [citation needed] .
The existence of the behemoths suggests a link with the Vault 87 strain of FEV, as they are the only super mutants known to continue growing with age. However, the green-brown coloration is closer to that of the
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