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Changelogs
Version 3.1
Fixed DLC04SwampFolkFaction breaking scriptrunner
Version 3.0
Added KEYWORDS support
Added support for all base game creature types. (See mod page for those enabled by default)
Version 2.1
Added Radroach support
Script optimizations
Version 2.0
Moved to scriptrunner implementation
Removed tiered radiation magnitude/duration
Radiation magnitude is now based on creature attack damage
Version 1.3
Added support for Centaurs, Tunnelers, and Trogs
Fixed handling of leveled creatures
Script optimizations
Version 1.2a
Removed Ethyl and Meat from unique list, as they don't attack the player in any circumstance.
Version 1.2
Base feral check now references correct FormList
Removed unused unique ferals from NV version
Script optimizations
Version 1.1
Improved compatibility with modded ferals, most should work without patching.
Version 1.0
Release Version
Donations
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OVERVIEW - 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. - Default Creatures: Ghouls, Centaurs, Trogs, Tunnelers, Bloatflies, Radroaches, Radscorpions, and Mirelurks. - Configurable via the included GIRD.ini file.
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.