This is getting a massive update with a ton of new variants, a new creature (Death Retch) and updated textures. I have also made a few new weapons. It also has new recipes for the Radyceps and new Glowing, Poisonous and Infected Deathclaw Meat with proper Hardcore disease risk keywords. I need help with some features I am trying to implement, if anyone with scripting experience wants to contribute, please speak out.
I have a framework mod in the works called Wicked Beasts that will be required moving forward. I am working on a FOMOD for it that makes patching a breeze.
The Radyceps will be part of the new 'Infestation' system.
Regarding future creature overhauls-
Features being worked on: More Radyceps for certain land creatures with scales or exoskeletons Bee and Radhornet Hives (technically turrets) that spawn on Robots and in trees and wooden houses. Radhornets are also part of this, and glowing Rad Honey and Quantum Honey will be made available to harvest in workshops and in the wild. Rodent Nests that randomly spawn in Dumpsters and city filth Bloatfly spawners with maggots on certain corpses and gore piles. Infested exploding corpses that release maggots and Bloatflies guarded by Bloat Mothers (like the Bloodworms in NW Infested PA mods that release hive swarms when enemies get too close. Wild turret hives made with Ant Hill and Stingwing Nest statics. Hives and Nests will be available as turrets for settlement defense.
More creatures will be released in inter-compatible ESL flagged modules that make use of the framework. My creature mods now implement a regional spawn system that leaves vanilla lists untouched for greater compatibility while giving each Biome its own roster (already finished in this mod's next update and my upcoming Mirelurk overhaul).
I'm working on adding a cordyceps style infected area to my overhaul series(A similar incident to Vault 22) I'll prob end up recommending this so it feels like the fungus is doing something other than just being at a few locations. Thanks for the quick response and any chance of Radyceps ghouls? The fungus would likely grow on them since most haven't been disturbed for such a long time.
The Radyceps assets are my own creation entirely, and so they are free to use as you wish. That being said, Radyceps has certain restrictions in my mods. It feeds on radiation, so it only spawns on glowing creatures (it is inspired by the mushrooms of Chernobyl). It adapts to the creature it infects, taking on new attributes. Quantum variants grow Nukaceps. Blood (Blood Rage) variants grow Blood Cap Radyceps. It does not spawn on aquatic or amphibious creatures. It prefers bugs, with Deathclaws and Glowing Ghouls being the first two exceptions I have made since they look really cool with them. These rules exist because they make the most sense biologically, and for my own sanity since creating the armatures is very time consuming.
Parasitized organisms explode in a radioactive spore cloud when they die, as this is the end of the mushrooms life cycle. Large creatures grow potent forms, small creatures grow weak forms. The ingestibles are being reworked with better recipes and balancing, offering rad absorption/healing and zombie style buffs and debuffs (increased strength, agility and endurance; decreased intelligence, perception and charisma).
If you make enhancements and expansions to them, I might like to implement it into my series.
But be warned, the next update is essentially a new mod. FormIDs are changed and it will require fresh install or a new game, which was sadly unavoidable. Any patches made will need an update.
Is it ok if I integrate the lore of this into my mod? Also does it spread like how the Cordyceps spreads in TLOU, growing on walls and bodies but in this case only in irradiated areas? My mods only use vanilla assets but from what I can see in the screenshots the Radyceps takes the appearance of glowing fungus. I can def add a crashed truck carrying rad barrels in my next mod(which will be the 1st with the fungus) that'll help explain the growth of it(if I am allowed to use the lore).
It is free to use, and the lore of it is free as well. I'll be creating dead glowing corpse statics from which the fungus can be harvested. Let me know if you would like some to incorporate. I have not placed it in the world itself at all, though it would make sense for it to behave more like traditional Cordyceps. I say just have fun with it.
If you want to stick to my original design then maybe have one of those static Brahmin corpses in a pool of radioactive waste, covered in the radyceps. It could even explode in a spore cloud on approach, which gives me a good idea...
If you want to use my unreleased updated assets let me know, they use custom textures. I've enhanced them and removed the obvious seam so they look better. I still want to improve the textures further.
Also the patch can adopt the ingestibles from my mod with all the recipes for consistency. I only ask that you do not overwrite my file paths so future improvements can carry over without the need to update your patch.
I'll prob make a separate patch that includes some of your stuff(with credit obv) so people can enjoy the vanilla friendly stuff while others can enjoy the more in depth version with your assets. I don't know how to script at all so it'd probably need a patch, but I'd be happy to incorporate the Radyceps(really good name btw) in After The Fallout(the name of the series). Oh btw the next area I'm working on is Forest Grove Marsh but I can put the Radyceps somewhere else if it makes more sense. Thank you!
Update is coming eventually. So far it includes a revamped Leveled List setup that leaves the vanilla LLs untouched, making it much more compatible. Regional LLs for Deathclaws and Gatorclaws ensures every biome and every worldspace has unique variants. New variants are coming with enhanced textures for existing variants (except vanilla). It will include new iridescent variants, new vomiting variants, and all the extra monsters will be held in a separate, optional esl flagged plug-in. Every variant drops unique hides and hands. Iridescent creatures drop iridescent oil that can be applied to weapons for a shiny coating (weapon edits are in a separate, optional plug-in). Death Retches drop unique glands that can be used in the new gland gun. Radyceps has also been revamped and moved to this extra plug-in. New taxidermies, weapons, misc items, food, and a FOMOD for easy patching with popular mods. A new shared resource mod is being made so all my upcoming creature overhauls will work together without a patch. I'll release it when it is done.
This needs to be patched. I am not good with scripts, so everything is in modified level lists. The level lists have been completely redone so a patch will be needed. There are some brutal variants though so bring a fat boy.
These will spawn alongside the old Deathclaws, they will spawn where other Deathclaws spawn. Many new types. They can be captured, and taxidermied. Gatorclaws can too. It will not work with Deadlier Deathclaws without a patch.
Yes, after I update this and release Wicked Mirelurks. They will be plopped one by one as I release more and more. This already contains the necessary LL stacks to work flawlessly with the PLOP system. Making these creature expansions is actually what inspired PLOP; I needed better rarity control since there are so many glowing and special variants added. Wicked Infestations will take more time. I need help rescripting the Bird zones so I can add hives, nests and more bird types to randomly spawn in them.
Update coming soon. Next update will have: Better Radyceps Fungus and recipes. (Better Buffs, Debuffs, and more) Irradiated region LLs (Glowing Sea and Far Harbor will spawn Glowing and Mutant variants far more than other regions as lore seems to indicate they should) Better Death explosions (Radyceps and Atomic death explosions will irradiate, all glowing Deathclaws will leave a temporary radiation hazard as well)
New Addon file will include:
New Deathclaws
In progress, Deathretch (these spit blood, glowing blood, acid, fire, venom, plasma, radiation and more depending on variant).
Planned, Deathrattler (basically snakes with horns), Deathclaw Brutes (super beefy Deathclaws), Deathdogs (FEV Hounds spliced with Deathclaw DNA), More Parasitized variants (Parasitized Deathclaw Mutants, Deathdog, Deathretch, Deathrattler), Deathretch Mutant, More workshop stuff (Tames and Taxidermie for new content), and anything else Deathclaw/Gatorclaw related that goes beyond the scope of the main mod.
This has been a hell of allot of work for me; after I release the few near completed creature overhauls I have lying around I'll be taking a break and focusing on the weather mod that I hoped to release almost a year ago.
Wicked Mirelurks is well underway and loaded to the gills. Stay tuned.
This took days. Wasteland Workshop Update is up and somehow smaller. The taxidermy content is a bit extensive so I made SMM a requirement. It should work without it, you just won't get the taxidermy. The Gatorclaw cages are placed in with the rest of the cages so the tames work with or without SMM.
Don't worry about the reduced file size. No content was removed, just dead weight. Alot was added to the archives and somehow it still came down almost 100 MB. That means I left about 100MB of crap in the last upload. Stupid.
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There are higher level enemies in this that destroy.
I have also made a few new weapons. It also has new recipes for the Radyceps and new Glowing, Poisonous and Infected Deathclaw Meat with proper Hardcore disease risk keywords. I need help with some features I am trying to implement, if anyone with scripting experience wants to contribute, please speak out.
I have a framework mod in the works called Wicked Beasts that will be required moving forward.
I am working on a FOMOD for it that makes patching a breeze.
The Radyceps will be part of the new 'Infestation' system.
Regarding future creature overhauls-
Features being worked on:
More Radyceps for certain land creatures with scales or exoskeletons
Bee and Radhornet Hives (technically turrets) that spawn on Robots and in trees and wooden houses. Radhornets are also part of this, and glowing Rad Honey and Quantum Honey will be made available to harvest in workshops and in the wild.
Rodent Nests that randomly spawn in Dumpsters and city filth
Bloatfly spawners with maggots on certain corpses and gore piles.
Infested exploding corpses that release maggots and Bloatflies guarded by Bloat Mothers (like the Bloodworms in NW
Infested PA mods that release hive swarms when enemies get too close.
Wild turret hives made with Ant Hill and Stingwing Nest statics. Hives and Nests will be available as turrets for settlement defense.
More creatures will be released in inter-compatible ESL flagged modules that make use of the framework. My creature mods now implement a regional spawn system that leaves vanilla lists untouched for greater compatibility while giving each Biome its own roster (already finished in this mod's next update and my upcoming Mirelurk overhaul).
That being said, Radyceps has certain restrictions in my mods.
It feeds on radiation, so it only spawns on glowing creatures (it is inspired by the mushrooms of Chernobyl).
It adapts to the creature it infects, taking on new attributes. Quantum variants grow Nukaceps. Blood (Blood Rage) variants grow Blood Cap Radyceps.
It does not spawn on aquatic or amphibious creatures.
It prefers bugs, with Deathclaws and Glowing Ghouls being the first two exceptions I have made since they look really cool with them.
These rules exist because they make the most sense biologically, and for my own sanity since creating the armatures is very time consuming.
Parasitized organisms explode in a radioactive spore cloud when they die, as this is the end of the mushrooms life cycle.
Large creatures grow potent forms, small creatures grow weak forms.
The ingestibles are being reworked with better recipes and balancing, offering rad absorption/healing and zombie style buffs and debuffs (increased strength, agility and endurance; decreased intelligence, perception and charisma).
If you make enhancements and expansions to them, I might like to implement it into my series.
But be warned, the next update is essentially a new mod. FormIDs are changed and it will require fresh install or a new game, which was sadly unavoidable. Any patches made will need an update.
I'll be creating dead glowing corpse statics from which the fungus can be harvested. Let me know if you would like some to incorporate.
I have not placed it in the world itself at all, though it would make sense for it to behave more like traditional Cordyceps.
I say just have fun with it.
If you want to stick to my original design then maybe have one of those static Brahmin corpses in a pool of radioactive waste, covered in the radyceps. It could even explode in a spore cloud on approach, which gives me a good idea...
If you want to use my unreleased updated assets let me know, they use custom textures. I've enhanced them and removed the obvious seam so they look better. I still want to improve the textures further.
Also the patch can adopt the ingestibles from my mod with all the recipes for consistency. I only ask that you do not overwrite my file paths so future improvements can carry over without the need to update your patch.
My mods are gonna flood the world with my weird little additions so go ahead and use them however you see fit.
So far it includes a revamped Leveled List setup that leaves the vanilla LLs untouched, making it much more compatible.
Regional LLs for Deathclaws and Gatorclaws ensures every biome and every worldspace has unique variants.
New variants are coming with enhanced textures for existing variants (except vanilla).
It will include new iridescent variants, new vomiting variants, and all the extra monsters will be held in a separate, optional esl flagged plug-in. Every variant drops unique hides and hands.
Iridescent creatures drop iridescent oil that can be applied to weapons for a shiny coating (weapon edits are in a separate, optional plug-in).
Death Retches drop unique glands that can be used in the new gland gun.
Radyceps has also been revamped and moved to this extra plug-in.
New taxidermies, weapons, misc items, food, and a FOMOD for easy patching with popular mods.
A new shared resource mod is being made so all my upcoming creature overhauls will work together without a patch.
I'll release it when it is done.
The level lists in my creature mods are an overhaul in themselves, I will be updating PLOP with this in mind to ensure compatibility.
I am not good with scripts, so everything is in modified level lists.
The level lists have been completely redone so a patch will be needed.
There are some brutal variants though so bring a fat boy.
It will not work with Deadlier Deathclaws without a patch.
This already contains the necessary LL stacks to work flawlessly with the PLOP system.
Making these creature expansions is actually what inspired PLOP; I needed better rarity control since there are so many glowing and special variants added.
Wicked Infestations will take more time. I need help rescripting the Bird zones so I can add hives, nests and more bird types to randomly spawn in them.
Next update will have:
Better Radyceps Fungus and recipes. (Better Buffs, Debuffs, and more)
Irradiated region LLs (Glowing Sea and Far Harbor will spawn Glowing and Mutant variants far more than other regions as lore seems to indicate they should)
Better Death explosions (Radyceps and Atomic death explosions will irradiate, all glowing Deathclaws will leave a temporary radiation hazard as well)
New Addon file will include:
New Deathclaws
In progress, Deathretch (these spit blood, glowing blood, acid, fire, venom, plasma, radiation and more depending on variant).
Planned, Deathrattler (basically snakes with horns), Deathclaw Brutes (super beefy Deathclaws), Deathdogs (FEV Hounds spliced with Deathclaw DNA), More Parasitized variants (Parasitized Deathclaw Mutants, Deathdog, Deathretch, Deathrattler), Deathretch Mutant, More workshop stuff (Tames and Taxidermie for new content), and anything else Deathclaw/Gatorclaw related that goes beyond the scope of the main mod.
This has been a hell of allot of work for me; after I release the few near completed creature overhauls I have lying around I'll be taking a break and focusing on the weather mod that I hoped to release almost a year ago.
Wicked Mirelurks is well underway and loaded to the gills. Stay tuned.
I think I accidentally fat finger deleted them, lol.nvmndAlso, new update is up with Gators and allot of fixes and enhancements.
Don't worry about the reduced file size. No content was removed, just dead weight. Alot was added to the archives and somehow it still came down almost 100 MB. That means I left about 100MB of crap in the last upload. Stupid.