Fallout 4

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lKocMoHaBTl

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lKocMoHaBTl

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About 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 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 you can get and more.

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  • Mandarin
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Fully injects mutation mechanic from Fallout 76 to Fallout 4. Adds overall 30 mutations to the list, "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 you can get and more.

Video Demonstration



Demonstration of some main features, for full details, please read description



  • Chance to get a mutation from excessive background radiation sources
  • Integrated 19 mutations from Fallout 76 + 11 new ones. In a total of 30
  • Visual and audio effects when getting a mutation 
  • Ability to craft serums with mutations, through finding special Enclave research notes
  • Ability to get fluxes from plants while radstorming
  • Ultracite veins in the Glowing Sea
  • MCM menu with options


  • Mutations are semi-permanent effects that provide both positive and negative effects. Whenever a player takes Radiation damage, they have a chance to gain a mutation. This can occur from being struck by excessive background radiation from a source such as zones devastated by nukes, irradiated creatures, radioactive waste, food, rad-weather, etc.

  • It is possible to acquire up to 29 of the 30 available mutations at the same time. The exceptions are Carnivore and Herbivore, which prevent one another from being acquired. 

  • The Class Freak achievement will reduce the negative effects of a mutation by 50%, but to get to this stage you must get being infected hundreds of times until your body will withstand to mutation detrimental effects. Serums usage don't count towards this.

  • By consuming a mutation serum, the corresponding mutation will be applied to the player character and its negative effects will be nullified for 1 hour. If the player already has that mutation, then the negative effects of the mutation will be suppressed.

  • Serums and their recipes are sold by medics and chemical vendors. They also can be found in loot such as safes, medkits and mirrors but with a very slim chance. They are very expensive.

  • There is a Mutagen Workbench for you needs which can be build in your settlement. With this workbench you can craft all types of serums for which you able to find the recipes. But keep in mind crafting components for these fellows not so easy to get.

  • Components to craft serums can be get from different plants under Rad-storm weathers, and Ultracite veins which mostly can be found in the Glowing Sea. P.S Please check compatibility section about this one.



  • Every time the player uses RadAway, a decontamination shower or something similar, there is a chance that mutation will 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 effects of the mutation for 60 minutes. For example, consuming a marsupial serum while already having the Marsupial mutation will temporarily remove the Intelligence debuff.

  • "Starched Genes" Firming Tonic allows for locking mutations, as it eliminates both the chance of becoming mutated and their removal chance. Radiation protection gear (e.g. hazmat suit, power armor) reduces the chance of mutation. "Starched Genes" Firming Tonic is a new item and its recipe unlocks after you complete some assignment in the Glowing Sea. If you already did that, then recipe should be unlocked.

  • Even with the "Starched Genes" Firming Tonic, the positive effects of current mutations can be suppressed by Rad-X. To avoid the suppression effects of Rad-X, Glowing blood, RadShield can be used to gain Radiation Resistance. RadShield is a new item and its recipe will be unlocked after you pest control in some Vault. If you already did that, then recipe should be unlocked.

  • With Serum: Neutralizer, you 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 character from a source such as zones devastated by nukes, food , weather, irradiated creatures, etc. Does not apply to serums. 1/3/5/ALL, Default: 5
  • Minimal radiation limit: The minimum number of radiation points required to begin mutation process. 1-500 points, Default: 150
  • Chances of mutation occurring when taking rads: 0-100%, Default: 4%
  • Chances of mutation occurring when taking rads with equipped Hazmat suit (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 too like animations toggles, toggles for visual effects and etc.

Compatible with everything..almost

Mods that overwrite harvestible flora need compatibility patch, otherwise you will not get any fluxes from the plants and so will could not make any serums.

  • Adrenal Reaction: As HP decreases, DMG increases (+50% max) | HP -50
  • Bird Bones: AGI + 4, Fall Damage -50% | STR - 4
  • Bug Hero: All bugs are friendly to you | Incoming DMG +40%
  • Calorie Burner: 3% of HP recovers 20 points of AP when sprinting
  • Carnivore: Food provides 2x better bonuses | Plant-based food provide nothing
  • Chameleon: Invisibility while sneaking Drains AP with every action and stops AP regen while sneaking
  • Claustrophobiac: +1 to SPECIAL attributes while outside | -2 to SPECIAL attributes while indoors
  • Eagle Eyes: Crit. Damage +25%, PER +4 | STR -4
  • Egg Head: INT +6 | STR -3, END -3
  • Electrically Charged: Chance to shock melee attackers | Small amount of damage dealt to player per shock
  • Empath: Companions get +100 DR, +50 Carry Weight | Player gets incoming DMG +30%
  • Flaming Legs: While sprinting in combat, you leave flaming trails which set everyone on fire, even you
  • Frenetic Overcharge: Releases powerful projectile while sprinting with two-handed melee weapon, needs time to charge up | Firearms -70% DMG
  • Grounded: Energy Resistance +100 | Energy DMG -50%
  • Healing Factor: HP Regeneration +300% | Chem Effects -50%
  • Herbivore: Plant-based food provides 2x better bonuses | Raw, cooked, packed food 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, not moving. Release collected energy upon landing from heights while in combat | Damages the player per landing.
  • Hobgoblin: +2 PER, +20% crit. chance & accuracy while indoors | -2 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 | Chance to stumble and fall on the ground
  • Scaly Skin: Damage and Energy Resistance +50 | AP -50
  • Speed Demon: Movement Speed +20%, Reload Speed +20% | +25% AP Drain while sprinting
  • Sober Brains: +3 CHA, INT | Alcohol and chems have no effect
  • Silent Nightmare: In combat, scare and inflict damage to humanoid targets while sneaking | -2 CHA, -2 INT, drains AP on usage
  • Talons: Unarmed attacks do 25% more DMG + Bleed DMG | AGI -4
  • Twisted Muscles: Melee DMG +25% and better chance to cripple limbs | Gun Accuracy -50%
  • Unstable Isotope: Chance to release a powerful blast while struck in melee | Damages the player during the blast


Big kudos and credits to RyceKaeks for his Modder's Resource (ore & jar models & textures), and Yeoldewar for giving me the link.

Big kudos and credits To Fallout 76 Wiki for taking some info from there.