About this mod
You ever think "golly gee willikers I sure do like that mutation system from 76 but my crippling social anxiety prevents me from playing"? No? Well, neither do I but I've got a formula to stick to so here we are. This mod recreates 76's mutation system as closely as possible in NV.
- Requirements
- Permissions and credits
- Changelogs
Features
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This mod recreates the mutation system as seen in FO76. Most of the existing mutations were transferred over apart from Carnivore, Herbivore, and Plague Walker, which either proved extremely difficult to implement, or lacked an equivalent prerequisite to function. Mutations offer both positive and negative effects, think of them like pseudo-traits.
Mutations can be gained in a few ways, either by exposing yourself to radiation, the higher the dose the more likely you are to mutate, or by injecting yourself with serums. Serums can be found being sold by certain doctors around the wasteland, however they can also be crafted at a workbench, provided that you have 100 Science. In addition to providing a mutation, serums also temporarily suppress the downsides to the given mutation for one real life hour. When not using serums however, there is a new perk that can be taken at any level up that reduces the negative effects of all mutations by a significant margin.
Mutations can be removed in two ways, either via RadAway or a new chem item called Mutate-Away. RadAway has a chance to remove one random mutation each time you use one, while Mutate-Away has a guaranteed chance to remove one random mutation. Mutate-Away can be found randomly in the world as well as being able to be crafted. If you would like to keep your mutations, but need to get rid of their effects for a moment, Rad-X can be used to temporarily suppress all effects.
Should you like your current mutation setup, Dr. Usanagi sells a Gene Starcher, which lets you lock your current mutations, preventing you from either gaining or losing them. The Gene Starcher is re-usable, and will toggle whether or not you can lose/gain mutations each time you use it.
With TTW installed, Dr. Preston, the doctor in Rivet City, sells a Gene Starcher as well, and various Wasteland doctors have a chance to sell mutation serums.
For detailed information on all the mutations present in the mod, expand the following spoiler:
Adrenal Reaction
-Up to 50% bonus damage the lower your health.
-50% less HP per point of Endurance.
Bird Bones:
-Fall 50% slower.
-Limbs cripple 50% faster.
Chameleon:
-Turn invisible while standing still.
-Only works in light or no armor.
Eagle Eyes:
-Deal 25% more critical hit damage and plus 2 Perception.
-Minus 3 Strength.
Egg Head:
-Gain 25% more experience.
-Minus 2 Strength and Endurance.
Electrically Charged
-40% chance to fry opponents that punch/melee you, deals bonus damage to robots/power armor.
-You get damaged as well.
Empath:
-Your companions gain 25 DR.
-You take 33% more damage.
Grounded:
-You gain 10 DT against energy attacks.
-Energy weapons deal 50% less damage.
Healing Factor:
-You regen health and limb condition outside of combat.
-Chems only last 45% as long.
Herd Mentality:
-Plus 1 to all SPECIAL stats when with at least one companion.
-Minus 2 to all SPECIAL stats when without a companion.
Marsupial:
-Can jump 75% higher, additional 40 carry weight.
-Gain 40% less XP.
Scaly Skin:
-Plus 5 DT.
-50% slower AP regeneration.
Speed Demon:
-20% overall movement speed increase.
-Hardcore: Needs rate increased by 50%.
-Non-Hardcore: AP drains while moving.
Talons:
-Deal 25% additional unarmed damage, targets bleed when struck.
-25% slower reload speed.
Twisted Muscles:
-Deal 25% additional melee/unarmed damage, weapon strength checks reduced by 1, thrown weapons go 20% farther.
-Weapon accuracy reduced by 50%.
Unstable Isotope:
-10% chance to irradiate opponents that punch/melee you.
-You get damaged* as well, robots and some mutants are immune, ghouls get healed by it.
*With the Rad Child perk it deals no damage to you and provides minor regen instead.
Note for mod authors looking to potentially add new mutations to this:
Starting with version 2.00 I have reworked how mutations are handled on the back end to allow for additional mutations to be easily added instead of everything being hardcoded in the base script.
Start off by creating a new quest, and then to add a new mutation to the system, simply add its relevant perk to the "FO76MutationListAll" formlist via the quest's script by using "ListAddForm". Once all new perks are added, use the "Call" function with "FO76MutationListUpdaterFunction". Do so once upon game restart. From there, it will recalculate what mutations the player has, and what mutations are available to be gained from radiation damage or the random mutation serum. MutateAway and RadAway both function from the same lists, so nothing more needs to be done for them.
However, you will still need to create a new serum if you want one as well, and add them to the appropriate vendor lists if you wish, but otherwise that's all that needs to be done.
Requirements
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NVSE
JIP LN Plugin
Credits
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Scrunt- For making the custom Vault Boy icons.
Hitman47101 - For making the custom animations for the B42 Inject patch.
(Older versions)
Mimaah - For making the original custom Vault Boy icons.
TrueVoidwalker - For making the old TTW patch.