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Changelogs
Version 3.2
General: Script optimizations
Version 3.1
Bug Fix: Fixed DLC04SwampFolkFaction causing Scriptrunner compilation error for non TTW users
Version 3.0
Config: Added KEYWORDS support
Config: Added support for all base game creature types. (See mod page for those enabled by default)
Version 2.1
General: Script optimizations
Config: Added Radroach support
Version 2.0
General: Moved to Scriptrunner implementation
Config: Radiation magnitude is now based on creature attack damage
Config: Added support for Centaurs, Tunnelers, and Trogs
Bug Fix: Fixed leveled creatures not being inflicting radiation damage correctly
Version 1.2a
Config: Removed Ethyl and Meat from unique list, as they don't attack the player in any circumstance.
Version 1.2
General: Removed unused unique ferals from NV version
General: Script optimizations
Bug Fix: Base feral check now references correct FormList
Version 1.1
General: Improved compatibility with modded ferals, most should work without patching.
Version 1.0
Release Version
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Creatures will inflict radiation damage on hit similar to how their attacks work in Fallout 4 and 76. Magnitude of the radiation is determined by attack damage. Should make creature encounters much more dangerous, especially if RAD is used.
Set Radiation Attack damage multiplier. Toggle which default creatures types deal radiation damage: Ghouls, Centaurs, Trogs, Tunnelers, Bloatflies, Radroaches, Radscorpions, and Mirelurks. Configurable via the included GIRD.ini.
KEYWORDS Add the InflictRadDamage keyword to any creature base form or faction to enable rad damage. All base game creatures types are supported by default.