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Alien Camps

2
Mod version:2.3
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

This mod adds seven new enemy camps to the game, each inhabited by new aliens. You can find their locations while wandering around the Commonwealth, or you can look at the Images tab to find out where they are right away. Maud also adds aliens to the list of groups that can attack your settlements, with unique messages about the attack.


Each camp has a crashed (naturally) UFO, four "ordinary" aliens, and one "boss." Once the alien boss is killed, the camps will become "cleared" - and will be marked on the Pip-boy map - and will remain so for several game days before being reborn and no longer shown as "cleared". All but one of the locations can be moved quickly, but keep in mind that in this case you will get into the center of a group of very evil aliens!


Aliens are represented by three classes that correspond to the player's level:

  • Aliens are scouts who have level 5, and "normal" aliens who appear in players up to level 15. They look exactly like vanilla aliens and wear scout blasters.
  • Alien Grumblers, who have level 15 and appear as "normal" aliens for players up to level 30, and as "boss" aliens for players up to level 15. They wear a blue version of the Alien spacesuit and carry blue blasters.
  • Alien Captains, who are in level 30 and appear as "normal" aliens for all players above level 30 and as "boss" aliens for all players above level 15. They wear a gold version of the Aliens' suit and carry a captain's pistol, as well as one plasma grenade and one stimpak.


There is also a unique alien - Alien Leader, which can be found in one particular camp (to find out which one, either check them all, or, as mentioned above, look at the tab "Images"). It has a level one-to-one with the player, so even if you're already several dozen levels above Alien Captains, it can still give a decent fight back! The alien leader wears a red version of an alien spacesuit, and carries three plasma grenades, two stimpacks, and the unique Q-36 Explosive Space Modulator weapon. After the camp revival, it will be replaced by a normal alien "boss", so if you need his gun, don't forget to capture it!


Q-36 is a texture-edited version of the alien blaster. It has:

  • New bright red texture instead of dull pink-red blaster color.
  • Significantly increased damage.
  • A unique Legendary effect that explodes and damages enemies killed by critical hits.
  • A new fashion tree (still the same as a regular blaster, but in a separate tree, not with it)
  • There is no way to change the types of ammunition (in terms of history - because it is more advanced; in terms of gameplay - because it is silly powerful and because new aliens will sometimes drop blaster cells in death, with alien captains ALWAYS dropping a significant amount).

Also note that other alien classes also have new weapons that are not unique and can be canceled if necessary:

  • Scouts have blasters that are identical in appearance to alien vanilla blasters, but do half the damage. They can also be converted to use fusion cells, as can the vanilla blaster.
  • Alien soils have blasters of the soil that are blue in color and do the same damage as the vanilla blaster. They can also be converted to use fusion cells.
  • The alien captains have a yellow Captain's Sidearm (Captain's Gun), which deals 50% more damage than a normal blaster. It can be converted to use plasma cartridges.


Similar Mods/Addons

Game Version *

all (Alien Encampments-12999-2-3.zip)