Fallout 76 Can You Have More Than One Mutation
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- Videos 1
- Posts 142
- Bugs 2
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Most this mod
Fully injects mutation mechanic from Fallout 76 to Fallout 4. Adds overall 30 mutations to the list, "Starch Genes" firming tonic and Class Freak accomplishment. Ability to craft serums on a new Mutagen Workbench. MCM menu with a variety of toggles such as mutate and cure probabilities, how many mutations at once you can get and more than.
- Requirements
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DLC requirements
DLC name Far Harbor Nuka World Nexus requirements
Modern proper noun Notes Mod Configuration Menu For customizing options. Otherwise it is not necessary, everything will be on defaults. - Permissions and credits
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Credits and distribution permission
Writer notes
This author has non provided whatever boosted notes regarding file permissions
File credits
This author has non credited anyone else in this file
Donation Points organization
This mod is opted-in to receive Donation Points
- Changelogs
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Version ii.1-Final
- CHANGES
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>> Mutations
+ Meteor - Reworked. Charge upward with energy while in sneak, not moving. Release collected energy upon landing from heights while in combat | DMG the player per landing
>>> Now it is way more friendly to user. As a reminded, Meteor + Marsupial have a nice synergy.+ Plague Walker - Reworked. Toxicant aura scaling with your diseases, infect hostile targets with plague bomb | END -2, STR -ii
>>> Now works only on hostile targets. At present y'all can salve settlements/friendly npcs without killing them. Simply be aware, plague bomb can still harm anybody.
>>> Nerfed cloak radius.+ Silent Nightmare - works only on hostile humanoid npc. Same reason as with the Plague Walker.
P.S. Players who have this mutations active, must remove them with RadAway or Serum: Neutralizer to make new/updated effects work.
NEW
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+ Added several toggles to the MCM, now you can disable players visual fx on agile mutations similar: Plague walker, Marsupial, Falling star, Silent Nightmare, Corybantic overcharge+ Added tutorial/guide to the MCM,
>>> Previous tutorial will exist available in Annotation form - "Enclave Research Notes - Life with mutations", which will be added upon starting mod for the starting time time
- CHANGES
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Version 2.0-Terminal
- Thanks to everyone who liked my mod, and to anybody in whose centre information technology establish a response, v2.0-Final volition be the last version in terms of features. I made all that i wanted, at least for the moment.
If there will be any bugs, will try to fix them. Maybe do some little tweaks hither and there, but aught more.
============================================================NEW
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+ Added 4 additional mutations, now at that place are 30 in total.1) Corybantic Overcharge: Releases powerful projectile while sprinting with two-handed melee weapon | Firearms -70% DMG. P.S You must sprint a couple of seconds to charge up.
ii) Sober Brains: +3 CHA, INT | Booze and chems have no result
three) Pack Mule: +100 acquit weight | -four AGL, slower motion speed
four) Silent Nightmare: In combat, scare and inflict damage to humanoid targets while sneaking | -2 CHA, -2 INT, drains AP on usage
============CHANGES
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>> Mutations
+ Meteor - weapon needs to exist out
+ Flaming Legs - removed redundant audio>> Serums
+ Serum: Neutralizer - Vault-male child clip doesn't play anymore after simply exiting menuand other little tweaks..
- Thanks to everyone who liked my mod, and to anybody in whose centre information technology establish a response, v2.0-Final volition be the last version in terms of features. I made all that i wanted, at least for the moment.
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Version i.1
- + Added new slider to MCM bill of fare
Minimal radiation limit: The minimum number of radiation points required to begin mutation process. 1-500 points, Default 150
P.S. Quite handy on a new game.+ Tweaked flux harvesting
Now all letters volition be displayed like it should. Just those users who use mods that increase flora harvest even so need compatibility patch.+ Remade Owl Mutation
It was not work as intended. Now it is named equally Hobgoblin and gives: +2 PER, +20% crit chance and accuracy while indoors | -ii PER, 0% crit take chances, -20% accuracy while outdoors
- + Added new slider to MCM bill of fare
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Version i.0.4
- + Added russian version. Мод теперь полностью переведён и на русский язык.
+ Some text changes/corrections in the Plugin/MCM
- + Added russian version. Мод теперь полностью переведён и на русский язык.
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Version i.0.3
- Fixed Pip-male child stucking/freezing upshot when using serums from the pip-male child inventory.
- Some microchanges.
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Version 1.0.2
- Fixed some grammar and text errors. English is non my native language, so i am sure that there is more to fix
- Fixed some microbugs
- Inverse some code
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Version ane.0.1
- Fixed Raw Flux Recipes
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- Donations
Fully injects mutation mechanic from Fallout 76 to Fallout four. Adds overall 30 mutations to the listing, "Starch Genes" firming tonic and Class Freak achievement. Ability to craft serums on a new Mutagen Workbench. MCM menu with a variety of toggles such as mutate and cure probabilities, how many mutations at once yous tin can get and more.
Video Demonstration
Sit-in of some primary features, for total details, please read clarification
- Chance to get a mutation from excessive background radiation sources
- Integrated nineteen mutations from Fallout 76 + 11 new ones. In a total of thirty
- Visual and sound effects when getting a mutation
- Ability to craft serums with mutations, through finding special Enclave inquiry notes
- Ability to become fluxes from plants while radstorming
- Ultracite veins in the Glowing Ocean
- MCM menu with options
- By consuming a mutation serum, the corresponding mutation will exist applied to the histrion grapheme and its negative effects volition exist nullified for ane hour. If the player already has that mutation, then the negative effects of the mutation will be suppressed.
- Serums and their recipes are sold past medics and chemic vendors. They also can exist found in loot such as safes, medkits and mirrors merely with a very slim gamble. They are very expensive.
- There is a Mutagen Workbench for yous needs which can be build in your settlement. With this workbench you lot tin can craft all types of serums for which you able to find the recipes. But keep in mind crafting components for these fellows not and so piece of cake to become.
- Components to craft serums can be get from dissimilar plants nether Rad-storm weathers, and Ultracite veins which mostly can be found in the Glowing Body of water. P.Southward Please check compatibility section about this i.
- Every fourth dimension the player uses RadAway, a decontamination shower or something like, there is a chance that mutation volition be removed. Player can keep using RadAway for more attempts to remove a mutation.
- If the player character already has a mutation, the respective serum will suppress the negative furnishings of the mutation for 60 minutes. For case, consuming a marsupial serum while already having the Marsupial mutation will temporarily remove the Intelligence debuff.
- "Starched Genes" Firming Tonic allows for locking mutations, equally it eliminates both the chance of condign mutated and their removal gamble. Radiation protection gear (east.g. hazmat adjust, power armor) reduces the chance of mutation. "Starched Genes" Firming Tonic is a new item and its recipe unlocks after you complete some consignment in the Glowing Sea. If you lot already did that, then recipe should exist unlocked.
- Even with the "Starched Genes" Firming Tonic, the positive furnishings of current mutations can exist suppressed by Rad-X. To avert the suppression effects of Rad-X, Glowing blood, RadShield can exist used to proceeds Radiation Resistance. RadShield is a new item and its recipe will be unlocked later on y'all pest control in some Vault. If you already did that, so recipe should be unlocked.
- With Serum: Neutralizer, you lot can cure yourself from individual mutations that are active or from all at once. Common curing possibilities will remove your mutations randomly, but with this serum you get full control.
- How many mutations you can get at once on your grapheme from a source such equally zones devastated past nukes, nutrient , weather condition, irradiated creatures, etc. Does non employ to serums. one/3/5/ALL, Default: 5
- Minimal radiation limit: The minimum number of radiation points required to brainstorm mutation process. 1-500 points, Default: 150
- Chances of mutation occurring when taking rads: 0-100%, Default: four%
- Chances of mutation occurring when taking rads with equipped Hazmat adapt (fixed one): 0-100%, Default: 0%
- Chances of mutation occurring when taking rads with equipped Power Armor: 0-100%, Default: 2%
- Chances of curing from a mutation using RadAway, a decontamination shower or something similar: 0-100%, Default: 30%
- These ones were the main ones, but there are some others also like animations toggles, toggles for visual effects and etc.
Compatible with everything..most Mods that overwrite harvestible f lora need compatibility patch, otherwise you volition non become any fluxes from the plants and then volition could not brand whatever serums.
- Adrenal Reaction : As HP decreases, DMG increases (+50% max) | HP -l
- Bird Bones : AGI + 4, Fall Damage -50% | STR - 4
- Bug Hero : All bugs are friendly to yous | Incoming DMG +twoscore%
- Calorie Burner : three% of HP recovers 20 points of AP when sprinting
- Carnivore : Food provides 2x better bonuses | Plant-based nutrient provide nothing
- Chameleon : Invisibility while sneaking | Drains AP with every action and stops AP regen while sneaking
- Claustrophobiac : +ane to SPECIAL attributes while outside | -2 to SPECIAL attributes while indoors
- Eagle Optics : Crit. Harm +25%, PER +4 | STR -4
- Egg Head : INT +6 | STR -three, Terminate -3
- Electrically Charged : Run a risk to shock melee attackers | Small-scale amount of harm dealt to player per shock
- Empath : Companions get +100 DR, +fifty Carry Weight | Role player gets incoming DMG +xxx%
- Flaming Legs : While sprinting in combat, you leave flaming trails which set everyone on fire, fifty-fifty you
- Frenetic Overcharge : Releases powerful projectile while sprinting with ii-handed melee weapon, needs time to charge up | Firearms -70% DMG
- Grounded : Free energy Resistance +100 | Energy DMG -fifty%
- Healing Gene : HP Regeneration +300% | Chem Furnishings -fifty%
- Plant eater : Constitute-based food provides 2x ameliorate bonuses | Raw, cooked, packed nutrient provides nothing
- Herd Mentality : All SPECIAL Stats +2 with companion | All SPECIAL Stats -2 without companion
- Marsupial : Carry Weight +20, Increased Jump Height | INT -4
- Meteor : Charge up with energy while in sneak, non moving. Release collected free energy upon landing from heights while in combat | Damages the player per landing.
- Hobgoblin : +ii PER, +20% crit. take a chance & accuracy while indoors | -ii PER, 0% crit. chance, -20% accuracy while outdoors.
- Plague Walker : Poison aura scaling with your diseases. Infect hostile targets with plague bomb | END -2, STR -2
- Pack Mule : +100 carry weight | -4 AGL, slower movement speed
- Rushing Stumble : Movement speed +40% while sprinting | Gamble to stumble and fall on the ground
- Scaly Peel : Damage and Energy Resistance +50 | AP -fifty
- Speed Demon : Movement Speed +20%, Reload Speed +20% | +25% AP Drain while sprinting
- Sober Brains : +iii CHA, INT | Alcohol and chems have no effect
- Silent Nightmare : In combat, scare and inflict damage to humanoid targets while sneaking | -two CHA, -2 INT, drains AP on usage
- Talons : Unarmed attacks do 25% more DMG + Bleed DMG | AGI -4
- Twisted Muscles : Melee DMG +25% and meliorate hazard to cripple limbs | Gun Accuracy -50%
- Unstable Isotope : Chance to release a powerful nail while struck in melee | Amercement the player during the boom
Big kudos and credits To Fallout 76 Wiki for taking some info from there.
Big kudos and credits to RyceKaeks for his Modder's Resources (ore & jar models & textures), and Yeoldewar for giving me the link.
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Source: https://www.nexusmods.com/fallout4/mods/54836
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