About this mod

Mutations are here! Build your character with Fallout 76's dynamic trait system, featuring custom effects, animated icons, a brand-new pip-boy tab, and trait-like benefits/downsides!

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OVERVIEW
Mutations are here! Build your character with Fallout 76's dynamic trait system, featuring custom effects, animated icons, a brand-new pip-boy tab, and trait-like benefits/downsides!

ESL-FLAGGED ESM | NO VANILLA EDITS | COMPATIBLE WITH EVERYTHING | INSTALL AT ANY TIME


BREAKDOWN
You have a chance to develop mutations by being irradiated, or by taking serums. You can find in-universe documentation on the effects of each mutation, or you can use your existing knowledge of Fallout 76 to determine which mutations you want. I recommend learning about mutations naturally through playtime, but a cheat-sheet has been provided below.

Every mutation in this mod is present in Fallout 76, except for the Rad Walker and Vengeful Rage mutations, which are cut content from Fallout 76 and have been restored with their originally intended effects.

LIST OF MUTATIONS

Spoiler:  
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ADRENAL REACTION - You deal more damage at lower HP, but you have -50 max HP.

BIRD BONES - You have +3 Agility, +20 Action Points, and take 25% less fall damage. However, you have -3 Strength and take 25% more limb damage.

CARNIVORE - You get twice the benefits from eating meat, however you gain no benefits from eating fruits or vegetables.

CHAMELEON - You become invisible while sneaking when unarmored, stationary, and not attacking.

EAGLE EYES - You gain +3 Perception and deal +35% critical damage, but you have -2 Strength.

EGGHEAD - You gain +5 Intelligence, but have -2 Strength and -3 Endurance..

ELECTRICALLY CHARGED - You have a chance to shock melee attackers, but you take 15% more damage from energy weapons..

EMPATH - Your companions take 25% less damage and have +20 carry weight, but you take 15% more damage when traveling with a companion.

GROUNDED - You take 30% less damage from energy weapons, but deal 45% less damage with energy weapons.

HEALING FACTOR  - You heal rapidly outside of combat, but chems are half as effective on you.

HERBIVORE - You get twice the benefits from eating fruits or vegetables, however you gain no benefits from eating meat.

HERD MENTALITY - You gain +1 to all S.P.E.C.I.A.L. stats when traveling with a companion, but have -1 to all S.P.E.C.I.A.L. stats when traveling alone.

MARSUPIAL - You gain +20 carry weight and can jump much higher, but you have -4 Intelligence.

PLAGUE WALKER - You gain a poison aura that damages nearby enemies while in combat, but you have -3 Endurance.

RAD WALKER - You gain a cloak of radiation that slows and irradiates nearby enemies while in combat, but you have -20 radiation resistance.

SCALY SKIN - You take 20% less damage from all sources. However, you have -50 AP.

SPEED DEMON - You move +15% faster and reload +10% faster, but while sprinting you take +10% more damage and lose AP +10% faster.

TALONS - Unarmed attacks do +25% damage and have a chance to cause bleeding on enemies, but you have -3 Agility.

TWISTED MUSCLES - You deal 25% more damage and have a chance to cripple limbs with all melee weapons, but you are far less accurate with ranged weapons.

UNSTABLE ISOTOPE - You have a chance to release a deadly radiation blast when hit in melee at low health, but you take 15% more damage from explosives.

VENGEFUL RAGE - When you kill an enemy, your companions deal double damage and take half as much damage for 15 seconds, but you have -2 Perception and -2 Agility for the same amount of time.

You can use the Gene Starcher to lock/unlock your current mutations. You will discover the gene starcher during the main quest. (Hint: Listen to Virgil).


NOTES
You will encounter locations where you can purchase serums as you play through the main quest.

Mutations are largely faithful to their 76 version, with minor changes to account for factors such as player speed, balancing, and gamemodes.

As of v3.0.0+, this mod automatically has support for Immersive Animation Framework if you have the mod installed.

Mutations are effectively Fallout 76's version of dynamic traits, they come with upsides and downsides, and have been balanced as such. Certain mutations have stronger benefits than debuffs, and vice versa. This is intentional, but if a mutation feels too skewed either way, let me know in the posts tab and I will balance it as needed.

You can configure features such as mutation chance, Rad-Away mutation cure chance, and mutation-specific options in the MCM.


CREDITS
- alegendv1 (yoyoma3010) - For massive help with debugging and fixing up certain mutation effects, and for allowing the use of his animated icons from S7 Skill System.
- LOC (ItsMeJesusHChrist) - For creating the icons and assets used in the thumbnail, banner, and the Pip-Boy.
- Pig (CSEPTeam) - For creating the Mutation Serum beaker mesh.
- Selakii - For creating the Mutation Serum syringe mesh.
- NoraCHUCHU - For providing some new mutation icons.
- Hopper31 - For creating FO76 Style Mutations, which inspired several features for v3.0.0.