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Velser

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Velser

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About this mod

Applies to all Campaign Base Levels, Master Levels, and UAC Atlantica Facility. Mutators are randomly cycled attribute modifiers for all enemies. Mutators cycle indefinitely. Each cycle lasts 30 seconds. Additional Mutators will be available as the levels progress. Master Levels contain all available Mutators.

Requirements
Permissions and credits
Mirrors
Changelogs
For DOOM Eternal version 6.66 - rev 2

Not Safe for Online Matchmaking

Information on how to use and create mods are in the DOOM Eternal Modding Wiki: https://wiki.eternalmods.com/


What are Mutators?

- Mutators are random buffs that cycle between different attribute modifiers for all enemies, such as resistance (aka health), speed, or damage.
- Mutators also affect bosses and your arsenal.
- They cannot be used in tandem with other buffs, because they would conflict.
- There are no Buff Totems present in the Mutator Campaign.
- Green buff FX exists for Mutated Demons, but they are not present in this mod because all enemies are buffed for the entire mission, and that would create visual clutter and performance issues.
- This mod works for all Campaign Base Levels, Master Levels, and UAC Atlantica Facility.
- You must turn on HUD notifications to see the currently active Mutator.
- Not compatible with user-made levels that affect the Campaign or UAC Altantica Facility. Custom levels will override this mod.

Original Mutator mechanic created by Velser
Some Mutator variations created by Konvaz
Comes bundled with the Streamlined Campaign mod by alveraan


French translation by Payoyo
Portuguese translation by T0yOta

Simplified Chinese translation by 9K.CNCstar

Mutator assets for modders are available here: https://www.nexusmods.com/doometernal/mods/689


Other Changes

- Made some of the light & heavy music in DOOM Hunter Base & Mars Core play more often.
- Super Gore Nest suite 1 music plays in the first Vermilion Canal encounter, instead of Super Gore Nest suite 2.
- Most misc HUD notifications were moved to the top left of the HUD. This was done to prevent them from overlapping with the Mutator notifications.
- Mutators in the Fortress of DOOM can be triggered by entering the following command in the dev console: trigger mutator
- If Mutators fail to run, load a checkpoint. If that does not work, enter the following command in the dev console: trigger mutator
- If a level's text is green, that means it has Mutators.
- Most DLC levels will not have Mutators because I would need to remove all Buff Totems, Spirits, & Screechers to get Mutators to work. Such a task would be impossible without heavily reworking the logic in the Samur boss fight.
- The secret Tyrant encounter in Super Gore Nest has respawning fodder.
- 2 Marauders spawn at the ARC Tower encounter in the ARC Complex master level.
- 3 additional Rad Suits spawn in the Super Gore Nest base level & master level. They spawn near toxic zones. There is a known bug that reloading a checkpoint will remove your Rad Suit, so they will replenish it.


All possible Mutators ( + is an increase in ... , - is a decrease in ... )

Can't Falter Demons   ( except Marauder & Gladiator, can falter demons from weakpoint breaks )
Can't Freeze Demons   ( cannot lob explosives into Cacodemon mouths )
Can't Break Weakpoints

+CombatShotgun -SuperShotgun   ( includes weapon mods & prevents weakpoint breaks from SuperShotgun )
+PlasmaRifle -Ballista   ( includes weapon mods & prevents weakpoint breaks from Ballista )
+Chaingun -HeavyCannon   ( includes weapon mods & prevents weakpoint breaks from HeavyCannon )
+BloodPunch -RocketLauncher   ( includes weapon mods & prevents weakpoint breaks from RocketLauncher )
+Unmaykr -BFG   ( prevents weakpoint breaks from BFG )

Weak CombatShotgun   ( includes weapon mods & prevents weakpoint breaks )
Weak HeavyCannon   ( includes weapon mods & prevents weakpoint breaks )
Weak RocketLauncher   ( includes weapon mods & prevents weakpoint breaks )
Weak SuperShotgun   ( prevents weakpoint breaks )
Weak Ballista   ( includes weapon mods & prevents weakpoint breaks )
Weak BloodPunch   ( prevents weakpoint breaks )

+Damage
+Damage -Health
+Damage -Speed
+Health
+Health -Damage
+Health -Speed
+Speed
+Speed -Damage
+Speed -Health

Glass Cannon   ( ++Damage --Health )
Tanky Boys   ( ++Health --Speed )
Fast as Fuck   ( ++Speed --Damage )

Nothing lol   ( no changes )


Known Issues

- Key Cards will not show up on the HUD, but they are still in your inventory. Reload Checkpoint to fix this issue.
- Mutator HUD notifications do not appear during a cutscene, but their sound effect plays. The notifications should not be interrupted.
- The red buff FX would not appear even if a normal Buff Totem is spawned. This was removed because every enemy in some levels had the red FX, even though no FX condition was declared. If you want this reverted, delete the gameresources\generated\decls\particle folder.