File information
Last updated
Original upload
Created by
StamperDoesModsUploaded by
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Tags for this mod
- Compilation
- Gameplay
- Lore-Friendly
- Fair and balanced
- English
- Sound FX
- Models/Meshes
- Leveled Lists
- Quests
- Creatures
- Foliage (Plants)
- Weapons
- Weapons - Energy
- Weapons - Conventional
- Weapons - Components
- Overhaul
- Settlement
- DLC: Automatron
- DLC: Wasteland Workshop
- DLC: Far Harbor
- Xbox One version available
- DLC: Nuka-World
- Items - Food
- Crafting
- AI
- Quality of Life
- Horror
- Plugins : Master
Activity logs
This page was last updated on 08 August 2024, 2:06AM
- Changelogs
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Version 1.42
- Fixed a incorrectly set keyword in the .50 Cal conversion receiver for the Handmade Rifle that could break the weapon and render it unusable.
- Restores some changes from the last 2 patches that somehow how got erased/overwritten in the last release on PC.
- Sets the Sanctuary Raddler to not respawn, similar to the Vault 111 Stinkbug.
- Adjusts a spawn near Drumlin Diner that could produce hostile NPCs that interrupt the quest in that area.
- Fixed inverted taxidermy mesh for Thrashers.
- Other very minor bugfixes.
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Version 1.41
- Adjusts the XP values on some creature races that had either been missed or overwritten.
- Corrects some issues with incorrect quest titles.
- Fixes minor issue with Turkey templates causing the wrong names to appear on Thrashers.
- Changes Game Meat to Beast Meat, to better suit the setting and feel less jarring when looted off of creatures that don't explicitly qualify as traditional game animals (also because "Beast Jerky" is pretty funny).
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Version 1.40
- Verified functional on the next-gen update version of the game.
- Added an all-new Botanical Survey with notes on both vanilla and Mutant Menagerie Commonwealth flora lore to one of the hidden Survivalist Caches. Similar to the Bestiaries, this contains background information related to harvestable flora.
- Adds several new variants to Mutant Menagerie and vanilla creatures to better pad out certain leveled lists. This includes several low-level variants for harder enemy types that were previously missing them, and an all-new high level Gulper variant inspired by the Fallout show.
- Adds Giant Ants, which should appear both alongside Nuka-World Ants and in several dynamic spawns. This was a creature type that was cut from LFAW due to time constraints, but I’ve always wanted to get them in the game. And yes, true to the canon and past games, some of these Giant Ants can breathe fire.
- Adds Thrashers, a new hostile mutant which will now appear alongside turkeys in the wild. They act as the protectors of turkey flocks, and will pick a fight with anyone that wanders within range of their fellow gobblers. Thrashers will also appear in dynamic spawns.
- Adjusts some of the mod’s lore to acknowledge the destruction of Shady Sands and the ongoing decline of the NCR’s influence in the region, since such a massive event would’ve been known to certain individuals by the time of Fallout 4.
- Makes the Stinkbug inside the Vault 111 exterior trailer a unique, non-respawning variant, with very slight tweaks to its HP and DR. This should make it a more suitable early game miniboss while still being an effective trap for careless/tactless players. Also hides a few resources nearby that are particularly effective for temporarily nullifying its poison.
- Rewrites and adjusts a spare few tidbits of creature lore to better encompass the Fallout show’s lore additions.
- Made the first Survivalist Cache easier to find by adding an assortment of flora to the area as a focal point. This should help draw in new players and introduce them to the concept of the Survivalist Caches that are scattered throughout the wasteland.
- Tweaks and edits various Mutant Menagerie leveled lists to better balance and randomize both dynamic spawn and script injector variety. Also introduces Feral Ghouls and Robots as new rare Commonwealth dynamic spawn outcomes.
- Improves several meshes and rigs from Big Game Hunting that I still wasn’t happy with the overall quality of. Radtoads and Boombugs are chief among these, and now are as good as I believe they can possibly be.
- Adjusts the appearance of some flora to better blend into the world. Radberry bushes are darker and smoother, previously low-res textures like those of the Blastball mushroom have been upscaled for certain texture packs, and Sugar Beets have been resized.
- Adjusted the environmental audio loops of Waterfowl to be significantly less frequent and overbearing. Screech Owl loops are still frequent, but should now be quieter and less intrusive, since the frequency makes them easier to track and hunt.
- Added featured item messages to the bestiaries, since item descriptions don’t work for books in crafting menus. These messages won’t show up in the crafting menu, but they’ll appear on the items themselves when you craft them, explaining what each book is and does. This is as good as it gets, unfortunately.
- Various balance tweaks and adjustments to certain creatures - particularly early- and mid-game creature variants. Also added level scaling to some high-level creatures that didn’t previously have it.
- Fixes some issues with the VATS data of certain creatures, especially on add-ons and accessories like fur.
- Fixed the Atlantic Offices issue again for the upteenth time (boy oh boy, I sure hope Bethesda corrected this fluke once and for all in the next-gen update. Hint hint.)
- Fixed incorrect damage values on the unique shotguns. Math regarding the weapon damage was previously based on the Fallout 76 Double Barrel (80,) When it should have been based on Fallout 4 (45.)
- Improved compression on the Main BA2 archive and removed compression from some XWM audio files that were accidentally compressed.
- Numerous other bug fixes.
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Version 1.30
- Based on months of feedback and testing, removed the intermediate Scripted edition of the mod, and renamed the Deep Edits version of the mod to the Full Version. This is due to the fact that the vast majority of compatibility errors frequent on the Deep Edits version of the mod were also present on the Scripted version, thus making the Scripted option entirely redundant. Therefore, it makes more sense to simply scrap the middle version and only offer the Base and Full versions of the mod. This also means I have less variants of the mod to manage.
- Added a new endgame reward weapon, designed to be on par with the Big Game Hunting Rifle.
- Added a final entry by radiozoologist Dell Lincoln to the game, properly concluding his story.
- Tweaked some MM leveled lists, particular a few associated with low-level script injectors.
- Various spelling and grammar error fixes.
- Re-enabled a few accidentally cut MM variations for vanilla creatures (namely a few ant variants).
- Minor name changes to the various Challenge Perks in the mod in order to better improve compatibility with the recently released F4NV Challenges Mod.
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Version 1.21
- Removes headtracking flags from some MM races in a desperate attempt to stop other scripted mods from fiddling with my toys and causing CTDs in certain load orders
- Other very minor adjustments and bugfixes
- Fixes Concord Deathclaw's incorrect template on the Deep Edits version of the mod. Should now exhibit proper aggression and reference the intended leveled list.
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Version 1.20
- Adjustments to some taxidermy NIFs to prevent crashing.
- Added radial, looping sound system to some actors, similar to Ghoul Whales (water fowl, screech owls.) May expand this system further in the future.
- Fixed physics bugs for MM creatures rigged to less stable skeletons (radroach, radchicken.) New scripts will now remove the actor on death and replace them with a death physics object. For creatures like stinkbugs that already used a similar system, the script will guarantee that this change occurs on death every time.
- Fixed the boombug explosion script not cleaning up the actor on death.
- Fixed Glowing Sea POI cell invisible collisions being un-disabled.
- Adjusted some script injector leveled lists.
- Added waterwalking to most marine creatures, allowing them to float to the water's surface during combat. Water based creatures cannot move vertically, so this should allow them remain near the surface or parallel to the shore in combat - where the player and other NPCs are also likely to spend most of their time.
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Version 1.11
- Revised various magic effect descriptions.
- Removed non-functioning vanilla magic effect from certain consumables, replaced with custom function.
- Replaced some static creature spawns with dynamic ones.
- Removed drastic scaling from some typically larger/smaller script-injected creatures to prevent issues with ambushes/spawn displacement.
- Adjusted scaling to some larger creatures to prevent physics issues.
- Fixed mismatched data in perk scripts tying certain perk triggers to the wrong integers, so certain perks should now unlock properly.
- Other minor bugfixes.
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Version 1.1
- All workshop flora will now generate their respective ingredients passively in workshops. Most wild/mutant plants are 50% less-likely to yield than domesticated crops like carrots or gourds.
- Various leveled list corrections, adjustments, and bug fixes.
- Handmade Spears will now appear on raiders on Scripted and Deep Edits versions of the mod. The craftable variant of the spear deals slightly increased base damage compared to the raider variant. This makes the weapon more accessible, while preserving the value of the crafting schematic variant.
- Deep Edits version of the mod has had integration to Far Harbor deepened to better align with the XBox version of the mod. Wendigos will appear in place of some higher level ghouls, Radhammers and Riverlurks will appear alongside non-ambush gulpers, and radtoads will appear alongside non-ambush anglers. Finally, MM variants of gulpers and anglers (IE Fog-Touched) can now appear in all respective vanilla Far Harbor creature encounters.
- Cleaned various taxidermy NIFs that were overlooked.
- Various bugfixes and adjustments based on feedback and user reports.
- Size adjustments made to specific creatures to prevent pathing/physics errors. More adjustments may come pending further feedback and testing.
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- Author's activity
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August 2024
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08 Aug 2024, 2:43PM | Action by: StamperDoesMods
Attribute change
'File \'Mutant Menagerie - Main Files\' changed to \'Mutant Menagerie Main Files (No Textures)\'.'
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08 Aug 2024, 2:42PM | Action by: StamperDoesMods
Attribute change
'File \'Standard Textures\' changed to \'Mutant Menagerie Textures - Standard\'.
File \'Mutant Menagerie Textures - Standard\' description changed.'
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08 Aug 2024, 2:42PM | Action by: StamperDoesMods
Attribute change
'File \'Performance Textures\' changed to \'Mutant Menagerie Textures - Performance\'.'
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08 Aug 2024, 2:41PM | Action by: StamperDoesMods
Attribute change
'File \'HD Textures\' changed to \'Mutant Menagerie Textures - HD\'.'
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08 Aug 2024, 2:06AM | Action by: StamperDoesMods
Attribute change
'Description changed.'
July 2024
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28 Jul 2024, 5:54PM | Action by: StamperDoesMods
Attribute change
'Description changed.'
May 2024
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25 May 2024, 4:06PM | Action by: StamperDoesMods
Attribute change
'File \'Mutant Menagerie - Loose Files\' description changed.'
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20 May 2024, 8:56PM | Action by: StamperDoesMods
File added
'Mutant Menagerie - Loose Files [version 1.42]'
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19 May 2024, 8:54PM | Action by: StamperDoesMods
Changelog added
'Change log added for version 1.42'
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19 May 2024, 8:54PM | Action by: StamperDoesMods
File added
'Mutant Menagerie - Main Files [version 1.42]'
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19 May 2024, 6:08PM | Action by: StamperDoesMods
Mod edited
'Full Wasteland Bestiary Transcript (SPOILERS)'
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18 May 2024, 10:11PM | Action by: StamperDoesMods
Changelog added
'Change log added for version 1.42'
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18 May 2024, 10:11PM | Action by: StamperDoesMods
File added
'Mutant Menagerie - Main Files [version 1.42]'
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11 May 2024, 9:35PM | Action by: StamperDoesMods
Attribute change
'Description changed.'
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07 May 2024, 8:11PM | Action by: StamperDoesMods
Mod article added
'Wasteland Botanical Survey Transcript (SPOILERS)'
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07 May 2024, 8:00PM | Action by: StamperDoesMods
Mod edited
'Full Wasteland Bestiary Transcript (SPOILERS)'
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03 May 2024, 9:39PM | Action by: StamperDoesMods
File added
'Mutant Menagerie - Loose Files [version 1.4]'
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03 May 2024, 9:08PM | Action by: StamperDoesMods
File added
'Mutant Menagerie - Main Files [version 1.41]'
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03 May 2024, 9:02PM | Action by: StamperDoesMods
Changelog added
'Change log added for version 1.41'
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03 May 2024, 6:55PM | Action by: StamperDoesMods
File added
'Mutant Menagerie - Main Files [version 1.41]'
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May 2025
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Mutant Menagerie - Life Finds A Way
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