Fantastic implementation! I have a few notes/questions:
1. The MCM for the MinimumRadsForRandomMutations global only goes from 0-100, despite being set at a default of 250. So you can't increase it past 100. I don't know if this is as simple as changing the max value from 100 to 1000 in the MCM json? I haven't really edited MCM files before.
2. Does the 0 on the Pipboy Tab account for anything? Or is it an artifact of PBT? Just not sure if there's some hidden context I don't understand - I haven't used it before.
3. Can doctors remove mutations, or is it strictly with the Radaway item?
4. I think it would be nice for Bird Bones to give 50% less fall damage instead of 25% so you could wear just one piece of Acrobat's armor for fall immunity instead of two. This is a very minor thing, I can make an edit myself to do that. But for the sake of giving feedback, I like to have that little bit of extra wiggle room on my legendary effects.
5. On that note, Class Freak would be cool to have, but I'd love for the implementation to be something other than "get mutated X times". I don't have any good ideas for this, however! I would just think it would become very game-y to try and get a mutation and cure it over and over to get the permanent benefit. Just my two cents.
Thank you for the mod! I love how lightweight it feels and how it integrates into the game. Once you play 76, it can be hard to go back to 4 without mutations, so this is perfect for me!
Thank you so much! I’m glad you like it, and thank you for the feedback
1. I think that’s just a mistake on my end, I can update it to be 25 instead of 250
2. It’s just an artifact of that PBT tab type, i can’t remove it unfortunately. I might have made it sync with having a serum active, but i don’t remember. If you have a suggestion for it, I’m open to it.
3. It’s strictly with radaway, i didn’t consider that. I think i’ll add that in the next patch as a config option though.
4. That’s a good idea, I can rebalance that.
5. I’m still not sure what to do for class freak. I kind of dislike the perk (even though i obviously use it in 76) because it makes mutations a no-brainer instead of a decision. I haven't thought of a good way to implement it anyways
5. Could class freak instead be a consumable that lasts a certain amount of time like psycho? Something not too expensive but not dirt cheap that doesn't require too much investment in perks.
Edit: I just realized I requested a craftable mega serum. Actually could that work? Maybe keep it in a perk book in the HEV lab?
Hey fantastic mod, I noticed a soft compatibility issue between this mod and the kuru cannibalism mod. I'd love to learn to patch it myself but I'm a bit lost on this one. Essentially if you pick up the cannibal perk then get Herbivore the meats become entirely useless which.... I mean I guess working as intended there but would there be any possible way to dynamically disable/enable carnivore/herbivore if the player has the cannibal perk?
For anyone currently experiencing CTDs on startup with this mod, I did some testing with a minimal NG install.
If you are currently using the "RobCo Patcher - NG - ALPHA" version of Robco patcher, the one that says "Alpha Version. Crashes are very VERY likely." in its download file, then this is what is causing the CTDs.
Using the pre NG version of Robco Patcher is necessary for Mutations to currently work on an NG install.
If you have other mods in your load order that require the NG alpha build, then you will have to chose between them and mutations for the time being.
If you are on NG, and Robco patcher and your mods continue to work with the old Robco, then just use the old version. Only use the Alpha version if specifically stated to by another mod, and then determine your mod list accordingly.
Thank you so much! I was going insane trying to figure out what was causing the ctd's, and was surprised it was this mod, as it states in the description, that it should be compatible with anything.
I'll wait for a patch or smthing, would really like to try this one out
So, I haven't updated since 2.0. Finally starting a new game. Well, I guess I have to stick with v1.xxx so I buffed the mutations myself, as if I got an update
this crashes me straight to desktop from the main menu, i have all the up to date requirements and I'm not really sure what would conflict to make this not work for me. i am on the NG and so is my robcopatch only thing i can think of. but i need this in my life....
it is unlikely that this mod is causing ctds at main menu, and it doesnt edit any vanilla forms so there's nothing to conflict with. you are likely at the ba2 limit, which would be caused by other mods and not this one.
edit: this is caused by the robco patcher NG beta, i’ll drop the robco requirement in an update soon
i have the same issue, i tried running the game with only this mod and its requirements but it still crashed just as I enter the main menu EDIT:apprently this doesn't work with the latest version of the address library for robco patcher. i downloaded the version for 1.10.980.0 of the address library and the game works fine for me
Same for me, I have the latest everything. All my F4SE mods work, but a handful of mods using the NG version of Robco patcher will crash my game at main menu. Unfortunately this is one such mod.
The author of Robco warns that his NG patch is unstable and considered to be in "beta" so it's probably not bp42s's fault.
uh, thats not how that works at all. address library is a utility for f4se plugins, not an individual f4se plugin thing. i'm also literally a few mins away from publishing a fix to resolve the radaway mutation curing issue
Small issue, I can't seem to find any serums for sale at medical vendors anymore. I saw them for sale once at Diamond City, but for the 15+ hours since then, I can't seem to find anyone else who has them. It seems like everything else is working properly, though. The mutations I have acquired work as far as I can tell, and I see certain serums placed around, like at the Railroad HQ (but I can't find any in Goodneighbor) for example. But I can't seem to buy them from anyone...
Also is there a cooldown for how often I can mutate? Or do I have to go back below the radiation threshold? I have gotten mutations by swimming around, but then I have gone to stand directly in a pool of radiation and I won't get any new mutations. In fact, I only seem to have gotten mutated by swimming. Not sure if I'm just unlucky or what.
Anyway, thanks for the mod regardless, I have seriously enjoyed it despite the two issues noted above. Love all your mods!
194 comments
1. The MCM for the MinimumRadsForRandomMutations global only goes from 0-100, despite being set at a default of 250. So you can't increase it past 100. I don't know if this is as simple as changing the max value from 100 to 1000 in the MCM json? I haven't really edited MCM files before.
2. Does the 0 on the Pipboy Tab account for anything? Or is it an artifact of PBT? Just not sure if there's some hidden context I don't understand - I haven't used it before.
3. Can doctors remove mutations, or is it strictly with the Radaway item?
4. I think it would be nice for Bird Bones to give 50% less fall damage instead of 25% so you could wear just one piece of Acrobat's armor for fall immunity instead of two. This is a very minor thing, I can make an edit myself to do that. But for the sake of giving feedback, I like to have that little bit of extra wiggle room on my legendary effects.
5. On that note, Class Freak would be cool to have, but I'd love for the implementation to be something other than "get mutated X times". I don't have any good ideas for this, however! I would just think it would become very game-y to try and get a mutation and cure it over and over to get the permanent benefit. Just my two cents.
Thank you for the mod! I love how lightweight it feels and how it integrates into the game. Once you play 76, it can be hard to go back to 4 without mutations, so this is perfect for me!
and thank you for the feedback
1. I think that’s just a mistake on my end, I can update it to be 25 instead of 250
2. It’s just an artifact of that PBT tab type, i can’t remove it unfortunately. I might have made it sync with having a serum active, but i don’t remember. If you have a suggestion for it, I’m open to it.
3. It’s strictly with radaway, i didn’t consider that. I think i’ll add that in the next patch as a config option though.
4. That’s a good idea, I can rebalance that.
5. I’m still not sure what to do for class freak. I kind of dislike the perk (even though i obviously use it in 76) because it makes mutations a no-brainer instead of a decision. I haven't thought of a good way to implement it anyways
Edit: I just realized I requested a craftable mega serum. Actually could that work? Maybe keep it in a perk book in the HEV lab?
Appreciate your time :)
If you are currently using the "RobCo Patcher - NG - ALPHA" version of Robco patcher, the one that says "Alpha Version. Crashes are very VERY likely." in its download file, then this is what is causing the CTDs.
Using the pre NG version of Robco Patcher is necessary for Mutations to currently work on an NG install.
If you have other mods in your load order that require the NG alpha build, then you will have to chose between them and mutations for the time being.
If you are on NG, and Robco patcher and your mods continue to work with the old Robco, then just use the old version. Only use the Alpha version if specifically stated to by another mod, and then determine your mod list accordingly.
I'll wait for a patch or smthing, would really like to try this one out
Well, I guess I have to stick with v1.xxx so I buffed the mutations myself, as if I got an update
edit: this is caused by the robco patcher NG beta, i’ll drop the robco requirement in an update soon
EDIT:apprently this doesn't work with the latest version of the address library for robco patcher. i downloaded the version for 1.10.980.0 of the address library and the game works fine for me
The author of Robco warns that his NG patch is unstable and considered to be in "beta" so it's probably not bp42s's fault.
That's a first for me, lol
Thank you very much! Otherwise, my character mutated without working RadAway worse than a glowing ghoul. :D
Also is there a cooldown for how often I can mutate? Or do I have to go back below the radiation threshold?
I have gotten mutations by swimming around, but then I have gone to stand directly in a pool of radiation and I won't get any new mutations. In fact, I only seem to have gotten mutated by swimming. Not sure if I'm just unlucky or what.Anyway, thanks for the mod regardless, I have seriously enjoyed it despite the
twoissuesnoted above. Love all your mods!