Fully injects mutation mechanic from Fallout 76 to Fallout 4. Adds overall 30 mutations to the list, "Starch Genes" firming tonic and Class Freak achievement. Ability to craft serums on a new Mutagen Workbench. MCM menu with a variety of toggles such as mutate and cure probabilities, how many mutations at once you can get and more.
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CHANGES & FEATURES ========= + Changed how Radaway cure trigger works. Now it triggers from OnItemEquipped event, before it was OnMagicEffectApply event. The latter created potential incompatibility issues with other mods that overwrite radaway and its effects. Now it should be compatible with everything without any patches. Also added FORMLIST for mutation curing items. You can add there your own or from other mods "Potion" type items and they will work as a mutation curing item. By Default there are only Radaway, Curie Health Pack and BOS X-111 Compound in the list.
Reminder: Decontamination Arch from Wasteland Pack DLC from v2.3 work as before and cure mutation as intended. If they not doing that, then some other mod is overwriting them and small compatibility patch will be needed. Also if you are using Decontamination Arch from other mods (usually they are similar/indentical to those which in Wasteland Pack DLC) compatibility patch will be needed for them too.
+ Added Emergency Switch to the MCM menu Completely disables or restarts the mod again. After turning it off, all active mutations will be removed from the character. Only use the switch if you are going to uninstall the mod or just want to restart it. It is not necessary but highly recommended to ensure that your character doesn't have any active mutations before using the switch. It should not mess with the character stats and etc, but if something is not right, please let me know.
Version 2.3.1
BUGFIXES ========= + Fixed disappearing and appearing player character model under some circumstances when triggering mutation, was some mistake in ShaderEffects. Now works as intended.
Version 2.3
Version 2.3 Forgot about this one.
CHANGES & FEATURES ========= + Decontamination Arch ( from DLCWorkshop01.esm) now also removes mutations.
Version 2.2
BUGFIXES ========= + Fixed "Rushing stumble" mutation. Now stumbles appear like intended. And no more crazy things when swimming. + Fixed "Eagle Eye" mutation. Propper debuffs now trigger. + Fixed infinite flux harvests.
CHANGES & FEATURES ========= + "Flaming Legs" mutation now gives less damage to player. + "Calorie Burner" mutation now gives less damage to health, and less action points gain. + "Rushing stumble" mutation now gives less health damage when stumbling, and less chance to trigger. + "Healing Factor" mutation now gives less health regen. + "Frenetic Overcharge" charges up a little faster. + Mutation removal with Radaway or similar items now occurs randomly like in 76. + Added additional visual effect for mutation triggering. + Added ability to check and tweak how many mutation triggers are needed to get "Class Freak" perk, in The MCM. Made proper notification when 'Class Freak' gained. + Removed notes that are adding to inventory. Now all info can be found in TUTORIAL section in the MCM. + "Enclave Research Notes" recipes now have proper model and cover, and can be put on magazine shelves and stands.
Version 2.1-Final
CHANGES ========= >> Mutations + Meteor - Reworked. Charge up with energy while in sneak, not moving. Release collected energy upon landing from heights while in combat | DMG the player per landing >>> Now it is way more friendly to user. As a reminded, Meteor + Marsupial have a nice synergy.
+ Plague Walker - Reworked. Poison aura scaling with your diseases, infect hostile targets with plague bomb | END -2, STR -2 >>> Now works only on hostile targets. Now you can save settlements/friendly npcs without killing them. But be aware, plague bomb can still damage everyone. >>> Nerfed cloak radius.
+ Silent Nightmare - works only on hostile humanoid npc. Same reason as with the Plague Walker.
P.S. Players who have this mutations active, must remove them with RadAway or Serum: Neutralizer to make new/updated effects work.
NEW ===== + Added several toggles to the MCM, now you can disable players visual fx on active mutations like: Plague walker, Marsupial, Meteor, Silent Nightmare, Frenetic overcharge
+ Added tutorial/guide to the MCM, >>> Previous tutorial will be available in NOTE form - "Enclave Research Notes - Life with mutations", which will be added upon starting mod for the first time
Version 2.0-Final
Thanks to everyone who liked my mod, and to everyone in whose heart it found a response, v2.0-Final will be the final version in terms of features. I made all that i wanted, at least for the moment.
If there will be any bugs, will try to fix them. Maybe do some little tweaks here and there, but nothing more. ============================================================
NEW ==== + Added 4 additional mutations, now there are 30 in total.
1) Frenetic Overcharge: Releases powerful projectile while sprinting with two-handed melee weapon | Firearms -70% DMG. P.S You must sprint a couple of seconds to charge up. 2) Sober Brains: +3 CHA, INT | Alcohol and chems have no effect 3) Pack Mule: +100 carry weight | -4 AGL, slower movement speed 4) Silent Nightmare: In combat, scare and inflict damage to humanoid targets while sneaking | -2 CHA, -2 INT, drains AP on usage ============
CHANGES ========= >> Mutations + Meteor - weapon needs to be out + Flaming Legs - removed redundant sound
>> Serums + Serum: Neutralizer - Vault-boy clip doesn't play anymore after simply exiting menu
and other little tweaks..
Version 1.1
+ Added new slider to MCM menu Minimal radiation limit: The minimum number of radiation points required to begin mutation process. 1-500 points, Default 150 P.S. Quite handy on a new game.
+ Tweaked flux harvesting Now all messages will be displayed like it should. But those users who use mods that increase flora harvest still need compatibility patch.
+ Remade Owl Mutation It was not work as intended. Now it is named as Hobgoblin and gives: +2 PER, +20% crit chance and accuracy while indoors | -2 PER, 0% crit chance, -20% accuracy while outdoors
Version 1.0.4
+ Added russian version. Мод теперь полностью переведён и на русский язык. + Some text changes/corrections in the Plugin/MCM
Version 1.0.3
Fixed Pip-boy stucking/freezing effect when using serums from the pip-boy inventory.
Some microchanges.
Version 1.0.2
Fixed some grammar and text errors. English is not my native language, so i am sure that there is more to fix
Fully injects mutation mechanic from Fallout 76 to Fallout 4. Adds overall 30 mutations to the list, "Starch Genes" firming tonic and Class Freak achievement. Ability to craft serums on a new Mutagen Workbench. MCM menu with a variety of toggles such as mutate and cure probabilities, how many mutations at once you can get and more.
Video Demonstration
Demonstration of some main features, for full details, please read description
Chance to get a mutation from excessive background radiation sources
Integrated 19 mutations from Fallout 76 + 11 new ones. In a total of 30
Visual and audio effects when getting a mutation
Ability to craft serums with mutations, through finding special Enclave research notes
Ability to get fluxes from plants while radstorming
Ultracite veins in the Glowing Sea
MCM menu with options
Mutations are semi-permanent effects that provide both positive and negative effects. Whenever a player takes Radiation damage, they have a chance to gain a mutation. This can occur from being struck by excessive background radiation from a source such as zones devastated by nukes, irradiated creatures, radioactive waste, food, rad-weather, etc.
It is possible to acquire up to 29 of the 30 available mutations at the same time. The exceptions are Carnivore and Herbivore, which prevent one another from being acquired.
The Class Freak achievement will reduce the negative effects of a mutation by 50%, but to get to this stage you must get being infected hundreds of times until your body will withstand to mutation detrimental effects. Serums usage don't count towards this.
By consuming a mutation serum, the corresponding mutation will be applied to the player character and its negative effects will be nullified for 1 hour. If the player already has that mutation, then the negative effects of the mutation will be suppressed.
Serums and their recipes are sold by medics and chemical vendors. They also can be found in loot such as safes, medkits and mirrors but with a very slim chance. They are very expensive.
There is a Mutagen Workbench for you needs which can be build in your settlement. With this workbench you can craft all types of serums for which you able to find the recipes. But keep in mind crafting components for these fellows not so easy to get.
Components to craft serums can be get from different plants under Rad-storm weathers, and Ultracite veins which mostly can be found in the Glowing Sea. P.SPlease check compatibility section about this one.
Every time the player uses RadAway, a decontamination shower or something similar, there is a chance that mutation will be removed. Player can keep using RadAway for more attempts to remove a mutation.
If the player character already has a mutation, the respective serum will suppress the negative effects of the mutation for 60 minutes. For example, consuming a marsupial serum while already having the Marsupial mutation will temporarily remove the Intelligence debuff.
"Starched Genes" Firming Tonic allows for locking mutations, as it eliminates both the chance of becoming mutated and their removal chance. Radiation protection gear (e.g. hazmat suit, power armor) reduces the chance of mutation. "Starched Genes" Firming Tonic is a new item and its recipe unlocks after you complete some assignment in the Glowing Sea. If you already did that, then recipe should be unlocked.
Even with the "Starched Genes" Firming Tonic, the positive effects of current mutations can be suppressed by Rad-X. To avoid the suppression effects of Rad-X, Glowing blood, RadShield can be used to gain Radiation Resistance. RadShield is a new item and its recipe will be unlocked after you pest control in some Vault. If you already did that, then recipe should be unlocked.
With Serum: Neutralizer, you can cure yourself from individual mutations that are active or from all at once. Common curing possibilities will remove your mutations randomly, but with this serum you get full control.
How many mutations you can get at once on your character from a source such as zones devastated by nukes, food , weather, irradiated creatures, etc. Does not apply to serums. 1/3/5/ALL, Default: 5
Minimal radiation limit: The minimum number of radiation points required to begin mutation process. 1-500 points, Default: 150
Chances of mutation occurring when taking rads: 0-100%, Default: 4%
Chances of mutation occurring when taking rads with equipped Hazmat suit (fixed one): 0-100%, Default: 0%
Chances of mutation occurring when taking rads with equipped Power Armor: 0-100%, Default: 2%
Chances of curing from a mutation using RadAway, a decontamination shower or something similar: 0-100%, Default: 30%
These ones were the main ones, but there are some others too like animations toggles, toggles for visual effects and etc.
Compatible with everything..almost
Mods that overwrite harvestible flora need compatibility patch, otherwise you will not get any fluxes from the plants and so will could not make any serums.
Adrenal Reaction: As HP decreases, DMG increases (+50% max) | HP -50
Bird Bones: AGI + 4, Fall Damage -50% | STR - 4
Bug Hero: All bugs are friendly to you | Incoming DMG +40%
Calorie Burner: 3% of HP recovers 20 points of AP when sprinting
Herd Mentality: All SPECIAL Stats +2 with companion | All SPECIAL Stats -2 without companion
Marsupial: Carry Weight +20, Increased Jump Height | INT -4
Meteor: Charge up with energy while in sneak, not moving. Release collected energy upon landing from heights while in combat | Damages the player per landing.
Hobgoblin: +2 PER, +20% crit. chance & accuracy while indoors | -2 PER, 0% crit. chance, -20% accuracy while outdoors.
Plague Walker: Poison aura scaling with your diseases. Infect hostile targets with plague bomb | END -2, STR -2