This page was last updated on 12 March 2024, 11:04PM
Changelogs
Version 2.4.0
CHANGES & FEATURES ========= + Changed how Radaway cure trigger works. Now it triggers from OnItemEquipped event, before it was OnMagicEffectApply event. The latter created potential incompatibility issues with other mods that overwrite radaway and its effects. Now it should be compatible with everything without any patches. Also added FORMLIST for mutation curing items. You can add there your own or from other mods "Potion" type items and they will work as a mutation curing item. By Default there are only Radaway, Curie Health Pack and BOS X-111 Compound in the list.
Reminder: Decontamination Arch from Wasteland Pack DLC from v2.3 work as before and cure mutation as intended. If they not doing that, then some other mod is overwriting them and small compatibility patch will be needed. Also if you are using Decontamination Arch from other mods (usually they are similar/indentical to those which in Wasteland Pack DLC) compatibility patch will be needed for them too.
+ Added Emergency Switch to the MCM menu Completely disables or restarts the mod again. After turning it off, all active mutations will be removed from the character. Only use the switch if you are going to uninstall the mod or just want to restart it. It is not necessary but highly recommended to ensure that your character doesn't have any active mutations before using the switch. It should not mess with the character stats and etc, but if something is not right, please let me know.
Version 2.3.1
BUGFIXES ========= + Fixed disappearing and appearing player character model under some circumstances when triggering mutation, was some mistake in ShaderEffects. Now works as intended.
Version 2.3
Version 2.3 Forgot about this one.
CHANGES & FEATURES ========= + Decontamination Arch ( from DLCWorkshop01.esm) now also removes mutations.
Version 2.2
BUGFIXES ========= + Fixed "Rushing stumble" mutation. Now stumbles appear like intended. And no more crazy things when swimming. + Fixed "Eagle Eye" mutation. Propper debuffs now trigger. + Fixed infinite flux harvests.
CHANGES & FEATURES ========= + "Flaming Legs" mutation now gives less damage to player. + "Calorie Burner" mutation now gives less damage to health, and less action points gain. + "Rushing stumble" mutation now gives less health damage when stumbling, and less chance to trigger. + "Healing Factor" mutation now gives less health regen. + "Frenetic Overcharge" charges up a little faster. + Mutation removal with Radaway or similar items now occurs randomly like in 76. + Added additional visual effect for mutation triggering. + Added ability to check and tweak how many mutation triggers are needed to get "Class Freak" perk, in The MCM. Made proper notification when 'Class Freak' gained. + Removed notes that are adding to inventory. Now all info can be found in TUTORIAL section in the MCM. + "Enclave Research Notes" recipes now have proper model and cover, and can be put on magazine shelves and stands.
Version 2.1-Final
CHANGES ========= >> Mutations + Meteor - Reworked. Charge up 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. Poison aura scaling with your diseases, infect hostile targets with plague bomb | END -2, STR -2 >>> Now works only on hostile targets. Now you can save settlements/friendly npcs without killing them. But be aware, plague bomb can still damage everyone. >>> 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 ===== + Added several toggles to the MCM, now you can disable players visual fx on active mutations like: Plague walker, Marsupial, Meteor, Silent Nightmare, Frenetic overcharge
+ Added tutorial/guide to the MCM, >>> Previous tutorial will be available in NOTE form - "Enclave Research Notes - Life with mutations", which will be added upon starting mod for the first time
Version 2.0-Final
Thanks to everyone who liked my mod, and to everyone in whose heart it found a response, v2.0-Final will be the final 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 here and there, but nothing more. ============================================================
NEW ==== + Added 4 additional mutations, now there are 30 in total.
1) Frenetic 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. 2) Sober Brains: +3 CHA, INT | Alcohol and chems have no effect 3) Pack Mule: +100 carry weight | -4 AGL, slower movement speed 4) Silent Nightmare: In combat, scare and inflict damage to humanoid targets while sneaking | -2 CHA, -2 INT, drains AP on usage ============
CHANGES ========= >> Mutations + Meteor - weapon needs to be out + Flaming Legs - removed redundant sound
>> Serums + Serum: Neutralizer - Vault-boy clip doesn't play anymore after simply exiting menu
and other little tweaks..
Version 1.1
+ Added new slider to MCM menu 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 messages will be displayed like it should. But those users who use mods that increase flora harvest still need compatibility patch.
+ Remade Owl Mutation It was not work as intended. Now it is named as Hobgoblin and gives: +2 PER, +20% crit chance and accuracy while indoors | -2 PER, 0% crit chance, -20% accuracy while outdoors
Version 1.0.4
+ Added russian version. Мод теперь полностью переведён и на русский язык. + Some text changes/corrections in the Plugin/MCM
Version 1.0.3
Fixed Pip-boy stucking/freezing effect when using serums from the pip-boy inventory.
Some microchanges.
Version 1.0.2
Fixed some grammar and text errors. English is not my native language, so i am sure that there is more to fix