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This page was last updated on 26 August 2023, 5:51AM
- Changelogs
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Version 1.31
- Added framework spawns for Backwater Beasts to take advantage of
- Removed any 3rd perk requirements from recipes due to them not being visible for certain users (primarily console users)
- Adjusted the textures of certain creatures for better presentation
- Added levelled scaling to some spawns that were previously unleveled
- Made more spawns in the southern Boston marshlands dynamic as a framework for Backwater Beasts
- Various minor bugfixes and adjustments behind the scenes
- Recompiled all sounds for proper compression, restored some missing sounds for squirrels
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Version 1.4
- Drastically reduced spawns for ambient creatures in all corners of the Commonwealth. Most areas have had creature density reduced by anywhere from 50-75 percent. Every affected area will still have a critter or two - just not five or six.
- Massive optimization overhaul for Performance Version, cutting file size for texture archive almost in half. Still more to be done in this department, but it's a great start.
- Adjustments to the Attack Data of multiple creatures. Attacks have been edited or removed on many creatures to bring them more in-line with their respective roles.
- Radtoads can only make leaping attacks, making it possible to dodge and weave around them.
- Raddlers can no longer charge into an instant attack, and must now stop moving to attack the player.
- Radrachnids can no longer use any combo or stinger attacks. They are now slower and more methodically in their attack patterns, making it so they can no longer stun-lock the player.
- Riverlurks can no longer charge/ram attack or power attack. Now they only make basic headbutt and swipe attacks. This was done to cement their role as a more minor enemy type when compared to their gulper counterparts. Large Riverlurk variants have had their sizes reduced to mitigate clipping and physics oddities.
- Adjustments to the rigs of multiple creatures to reduce stretching. More adjustments to come in the future.
- Full balance pass on many creatures, leveled characters, and loot lists. Just a start, but many oddities have been corrected - too many to list here.
- Adjustments to multiple creatures to better fit the collision meshes of their source skeletons. The most notable of these are the Boombugs - who have had their physiques thoroughly streamlined.
- Full Honeybeast overhaul. Overhauled model and textures by yours truly, and rigged to the Mirelurk Hunter skeleton. Now it is landlocked, and will attack the player with ramming attacks - just like its Fallout 76 counterpart.
- Improved bee swarm textures and behavior, added Spitter Bees - which act very much like smaller versions of the old Honeybeasts.
- Adjusted the appearance of many loot items and crafted items. Some items have entirely new models - like feathers. NOTE: Many new item assets lack proper collision, so don't drop anything from your inventory that you intend to pick back up.
- Improved the appearance of some limb replacement items - to look more like they originated from the creature, rather than its vanilla counterpart. Just a start, hopefully I'll develop more on this in the future.
- Improved textures and materials for multiple creatures. Radcoons, in particular, have been given some much-needed improvements.
- Adjusted the Race files of some creatures that had oddities. Ducks and other waterfowl can no longer be pickpocketed nor open doors.
- A lot of changes behind the scenes as a Framework for Nuclear Safari.
- Began implementation of multiple systemic overhauls - to be completed in the final AIO release. Developed Beta Scripted-Integration plugin for public testing. (release imminent)
- Multiple fixes to spawns in the world - including linking spawns to their patrol markers that weren't previously linked.
- Some new loot items added to certain creatures. Hopefully more to come in this department in the future.
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Version 1.3
- Added squirrels.
- New crafting recipes and keywords - including a high-level variant of the Hunting Rifle and the CAMPFIRE CRAFTING menu for cooking stations.
- Ravagers given full overhaul of model and textures - to look more like crappie and less like piranhas.
- Improved meshes for static actors (freshwater fish).
- Texture upgrades and improvements across the board for the Main Edition.
- Some new spawns and ambushes added.
- Body Part Data adjusted for quite a few creatures, removing unused parts and renaming others to be more thematically appropriate to the creature's anatomy.
- Improved spawn placement and ambush trigger adjustments.
- Fixed many issues with stat scaling and calculation between Race and Actor files.
- Added new system for slowing actor animations. Certain creatures have had animations slowed down for visual, pathing, or gameplay reasons.
- Improved/fixed many materials for creatures and items, many description and name fixes as well.
- Improved implementation of creatures - from optimizing skins and addons to corrections to race files.
- Removed redundant keywords and added important keywords to creatures that were missing them.
- Improved movement data for some aquatic creatures. Mostly just slight tweaks learned over HOTDF development.
- Background changes and framework setup for Horrors of the Deep Fog.
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Version 1.2
- - 10 new creatures and new loot (bringing the grand total number of creature types to 32, which I believe outnumbers the amount of creatures in Fallout 4, including DLC, and is close nudging out Fallout 76 if you exclude those ported over from Fallout 4).
- - Variants of certain vanilla creatures that drop Mutant Menagerie loot items (integrated into dynamic spawns).
- - Wide expansion and balancing of dynamic spawns - including integration of creatures like Brahmin and cats into dynamic ambient spawns for more variety.
- - More ambient spawns in previous overlooked or underutilized wilderness locations.
- - Reworked MANY meshes and rigs to remove or greatly reduce stretching or wonky animations in the game. All of the biggest problem-creatures in this department have been amended.
- - Improved and expanded on certain meshes and textures - including a completely reworked radtoad, a unique mesh for the eldritch raddler, an improved mesh for the ghoul shark razorhead (it's a real shovelhead/bonnethead now!), and much more!
- - Bug fixed many creatures, including largely fixing the honeybeast and boombug's lootable torsos disappearing, and certain statistics meant to be reductive in the race files actually being additive by mistake - resulting in unusually high Special stats or movement speeds on certain creatures that were intended to be slower.
- - Expanded on recipes in the cooking station, including all new homemade medical supplies. Some of these recipes are unlocked by acquiring perks like Lifegiver or Toughness - in order to give players that don't have perks like Chemist alternatives to crucial medical supplies that are largely locked behind Intelligence-based playstyles.
- - New ingredients like eggs or junk like chitin added to original Mutant Menagerie creatures, allowing for the aforementioned expansion of cooking recipes as well as the ability to acquire certain components that couldn't be found on creatures in the base release. Now every component in the vanilla game should be able to be scavenged, one way or another, from the creatures found in Mutant Menagerie - making it fully possible to replace the dungeon crawler game loop with a hunting game loop for the entirety of your Fallout 4 playthrough.
- - Added a few new variants to existing Mutant Menagerie creatures, like the new stunted radtoad - a lower level variant of the radtoad that won't absolutely steamroll every other hostile creature in a level 1 environment.
- - Reworked many Mutant Menagerie levelled lists to be more balanced in loot distribution. Drops are meant to be far more rewarding than in the vanilla game, but not overwhelmingly so. Some creatures dropped too little, while others dropped too many of certain items that were meant to be rare - especially with a higher Luck score.
- - Added level scaling to the max-level variants and legendary variants of the Heavy Hitters. Now creatures like the great pale ghoul shark, dire radtoad, and eldritch raddler will scale with the player.
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- Author's activity
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March 2024
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25 Mar 2024, 3:13AM | Action by: StamperDoesMods
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August 2023
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26 Aug 2023, 5:51AM | Action by: StamperDoesMods
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26 Aug 2023, 2:36AM | Action by: StamperDoesMods
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'Name changed to \'Mutant Menagerie - Big Game Hunting (Legacy)\'.
Description changed.'
April 2023
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26 Apr 2023, 11:53AM | Action by: StamperDoesMods
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'Mutant Menagerie - Life Finds a Way Development Diary'
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26 Apr 2023, 11:41AM | Action by: StamperDoesMods
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26 Apr 2023, 11:39AM | Action by: StamperDoesMods
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26 Apr 2023, 11:36AM | Action by: StamperDoesMods
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26 Apr 2023, 11:01AM | Action by: StamperDoesMods
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26 Apr 2023, 10:58AM | Action by: StamperDoesMods
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26 Apr 2023, 10:57AM | Action by: StamperDoesMods
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26 Apr 2023, 10:48AM | Action by: StamperDoesMods
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- Mod page activity
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April 2024
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26 Apr 2024, 1:01PM | Action by: CasualApra
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