Description

This mod makes mutants harder and a bit more unique

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🌺[1.5.2/1.5.1/1.5.0][DLTX optional] Dangerous Mutants v3🌺
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patrickarent
patrickarent - - 63 comments

Sounds interesting, will give it a shot, but wont this mean that Mutants will tear through NPC's? They were already pretty bad at dealing with mutants as it is.

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Yes, they will tear through both the player and NPCs easier now. There's not much you can do to save them since they're just too dumb to fight mutants like a player can.

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AVEismaschine
AVEismaschine - - 264 comments

Meaning it's pretty broken to include this, yeah? I already have to charge around all of Yantar every time to keep every Ecologist on the map from being ripped to shreds, now the mutants are even faster AND tougher?

Id say a speed rebalance would be your best bet. Make them weaker, but faster to make up for it. Say a dog, obviouslly a blast of buckshot is going to pretty well kill a blind dog no matter what. 2ish rounds of 5.56 or 5.45 should also kill them off id say. It's a dog, and not even one with any meat or fat to spare really.

As such they should be faster to make up for this frailty, using their numbers to overwhelm players and AI alike before they can kill them. This would make them challenging and easy to be swarmed by but not impossible for the player or the more aimbotty AI to deal with.

Only downside would be grenade launchers could wipe entire groups, but still.

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Why do you care about NPCs, you're the player

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AVEismaschine
AVEismaschine - - 264 comments

Primarily immersion. Kinda like why people make the NPC loot claim mods. While yes it's useful for NPCs to die so you can get free ****, many don't think it makes any sense.

I personally don't see why Ecologists would station guys around their bunker at all if they literally all get wiped out every time. If it were that damn dangerous they'd probably pull what they did in Shadow of Chernobyl and just hide in the bunker until they have a reason to leave.

Also mutants are already the games ammo waster. Without them a halfway decent player would have no problem storing up vast amounts of money, gear and ammo due to the fact that everything you spend ammo on gives you a direct return, often a profitable one. Mutants are there largely to add diversity (a lot of it actually) to combat and to waste your ammo, to keep you from advancing too fast.

Hence the logic portion of what I was saying, that you kinda skipped entirely. They still tend to be in large packs, why make them stupidly tough as well? GSC has made this same mistake actually, with the Psi Dogs. You already have to wade through the crowds of copies they make to find the real one, which often hides in the back. Why do these literal, actual figments of your imagination also do damage to you? It makes literally no sense. Instead they should be there to confuse and panic you, causing you to waste half your mag on the ones you think are the real one, while the actual real one blends in with the crowd to attack you unexpectedly. Or even just hide in the back and let you wear yourself down.

I apply the same logic to other mutants. Sure we can just spike their health to Psuedogiant levels and make them lightning fast like a lot of mods just love to do, but that isn't really fun. It's just harder. I don't get any satisfaction from killing a boar when it takes and entire mag to the head and there are 12 more behind it I have to dodge. Nor do I get much satisfaction from dealing with Misery grade Snorks who fly around like bolts of lightning despite their awkward, unnatural gait. It doesn't really make any sense.

Anyway, all of this is just my two cents. Pretty sure most Stalkers lore wise get to be experts and masters because they learn how to deal with all the threats, with some luck thrown in. Not because they invested in a belt fed MG to deal with the local boar. If that were the case, the Mercenaries would be having a grand time, and not dying to anything that doesn't wipe after it *****.

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

I ain't reading all that nonsense, learn to have more fun in games

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AVEismaschine
AVEismaschine - - 264 comments

Fair enough, just wanted to pick your brain over the mod design. More options are always better and all that, great work either way!

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

My opinion is simply the player's fun takes priority in all cases since that's what games are supposed to be about. NPC balancing was thrown out the window (there are stronger companion mods anyway, or you can edit the .ltx files yourself). The player is the one capable of properly fighting npcs and mutants so that's what it was balanced around. Other npcs just stand still and die. There is no balancing something that is broken since Shadow of Chernobyl, the devs never made npcs good at fighting mutants, 0 extra animations and a useless run away behavior, just walking/running around like headless chicken or facetanking the mutant.

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AVEismaschine
AVEismaschine - - 264 comments

Edit V2: Trimmed even more for brevity.

In short they just seem to tough for players or AI. Even given perfect, long approaches with no cover AI often can't deal enough damage to properly kill the mutants before the close in and kill them. This reflects for the player as well. Why the hell would I want them to be tougher if they already bleed me dry of ammunition constantly?

Dogs take an appropriate 1-3 rounds of 5.56 or 5.45 to kill given their body size and the tissue damage of those rounds. Even pistols do just fine, they're skinny, anything you hit is vital.

Boar understandably take more, but each boar takes a good solid 13-15 rounds of 5.56 or 5.45 to kill, and travel in groups of 3-6. Your only saving grace is distance and exploiting the AI by jumping to the side when they get close.

Snorks take an extrodinary amount of damage despite having an EXPOSED SPINAL CORD. ONE BULLET should permanently cripple the bastards. There is no reason they should take more than 1 shotgun shell, point blank to put down.

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Guest
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zazezat
zazezat - - 11 comments

cringe

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quite_invincible
quite_invincible - - 13 comments

Nice mod! Is there a way to modify mutant spawns?. Like having more chimeras,pseudogiants,bloodsuckers and less blind dogs,flesh,psy dogs etc

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Moddb.com
You can edit the numbers very easily

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ycg97875
ycg97875 - - 14 comments

Will this mod conflict with either of these mods?
1、https://www.moddb.com/mods/stalker-anomaly/addons/dynamic-mutants-v142-for-anomaly-151
2、https://www.moddb.com/mods/stalker-anomaly/addons/dynamic-nocturnal-mutants-v125

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

It will conflict, you can try using dltx and manually merging to use the values you like more

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Даниль
Даниль - - 146 comments

Moddb.com

There are no conflicts with this mod.

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morgannoor1991
morgannoor1991 - - 481 comments

with this addon the game will turn to mutants anomaly instead of stalker anomaly :S

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Enceladus-117
Enceladus-117 - - 26 comments

More damage by the boars which already black out my leg with one hit [BHS]? Don't know how i fell about this *Chuckles, I'm in danger*

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anythingelse
anythingelse - - 37 comments

is that your addon version where giants intentionally crash the game when they stomp?

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Im_a_banana
Im_a_banana - - 89 comments

why your addons usually have bad ratings

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キレックス
キレックス - - 445 comments

Pathetic people who throw up a shitfit about his mod names and personal interests.

This time however I might have to agree with the rating, the mutants imo were tough as they were, this makes the much more difficult and overpowered.
Some might be into that, I'm not.

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Im_a_banana
Im_a_banana - - 89 comments

oh, this explains a lot

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Ferius20
Ferius20 - - 37 comments

I actually find Chimeras, Burers and controlers easy to deal with in vanilla Anomaly. Pseudogiants are also easy if you don't count with the amount of bullets you have to waste.
I am of course, comparing it to Misery, which actually makes mutants a proper threat. Poltergeists are the easiest thing to deal with, it doesnt deal strong psy damage if you are close.

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AVEismaschine
AVEismaschine - - 264 comments

Misery also kinda dials things to 11. I mean I replayed it not long back, and while they did take the Snorks off their turbo boosters, packs of dogs come in like massive, 20 dog packs that basically own Zaton's swamps until you have to deal with them, mixed packs might I add. I had one that was around 12 blind dogs, a good 6 psuedo dogs and another 4 Psi dogs, which as you know **** out an entire regiment of dogs on their own. While it could be considered realistic that a pack could get that big, and include the Psueods and Psi's it isn't realy fun standing on a rock pile, burning through hundreds of rounds to kill the spongey as hell dogs while laoding constantly because they do that lovely lunge attack, which teleports them up there with you, then they just bite you another 4 times before you can move because each bite slows you down so significantly.

The less I have to load, the better. If every bullet puts me to red bleeding like i've had recently with STALKER Lost Alpha? Not really any reason to try to stop the bleeding given it'll take so long and bankrupt me on meds 2 minutes into a run.

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Don't really care since I'm having fun playing these mods. All of them are made for myself first, the public second since the Anomaly community looks awful. Making a handful of likeminded, challenge loving people happy with my meme mods is all I need, not some arbitrary ratings that don't mean anything.

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Im_a_banana
Im_a_banana - - 89 comments

at least you still alive, because here's some people can easily kill you

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Doubt they can crawl out of their mums basement

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Im_a_banana
Im_a_banana - - 89 comments

I wouldn't mention something like that about parents, too dirty business

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AVEismaschine
AVEismaschine - - 264 comments

If someone literally comes to your house and kills you over a mod fora cult classic game I think you can die with a smile knowing you still technically have the last laugh given they are that pathetic.

Also in the case of us crazy yanks, breaking into someone's home isn't a good idea when they could own a gun. Or several. And keep them loaded. And chambered.

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zoust
zoust - - 356 comments

jump_max_height = 40.0
hahaha
i let you discover which mutant it is x)

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

I think I ****** up my testing phase since I installed the mod with DLTX now and some of the mutants started behaving way stronger than they were in tests, I might be able to bring the old memes back boys.

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Ye v2 is out now and I fixed the description, I thought 1.5.1 broke some stuff but turns out I was just dumb. Now mutants are even harder. Enjoy.

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Chesy
Chesy - - 2 comments

Best pic for preview :D

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Controller seems to be a bit broken, I should have a fix ready tomorrow

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Should be fixed now

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AVEismaschine
AVEismaschine - - 264 comments

As meme worthy as this is, real talk, any way to fix dogs? Their jump is very important for making them dangerous, but it's also the most broken mutant ability ive seen. Psuedo dogs in particular tend to just lunge at you, landing a hit, then land at your feet and hit you another 5 times because the slowdown effect of getting hit. Meaning if they hit you with a lunge you may as well load the game because you're probably dead unless your in mid to late game armor. Blind dogs at least tend to attack more in loops. Swoop in, get a cheap bit on the run then loop around for another pass while you're trying to shoot closer dogs. Works pretty well, using numbers to their advantage. Maybe psuedodogs could have a longer cooldown for their standings till bites? Or maybe use the same system as blind dogs?

Also ever since I played Misery back in the day in the delightfully awful black road starts I have had this issue. You see there's a stash on top of a tractor in the sawmill in Zaton, it contains a TOZ-66 sawn off, with two shells. In the newer versions it's at like 25% condition but still it's the first gun you get that can do something.
I had a pack of dogs chasing me once, so I jumped up there to get the gun and was trying to pop the with my pistol when a blind dog lunged and somehow clipped up about 10 feet in the air, bit me, landed on the ground and ran away again. This issue exists still in any STALKER game with dog lunging. Any idea how this could be fixed? It makes even jumping on a pile of rocks not really viable as a psuedodog that decides to lunge at you will VERY likely clip up the rock, hit you then just stay up there with you and finish you off. Very problematic.

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NekousagiKorouYTttv Author
NekousagiKorouYTttv - - 226 comments

Play around with the jump and attack parameters in the files then

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AVEismaschine
AVEismaschine - - 264 comments

Ah, there's a proper parameter for it in the files? I'll be sure to give that a look, thanks! **** make no sense. Maybe with Psi dogs though, given they are... you know hallucinations. They could break reality more, make them more challenging and unexpected.

Anyway, thanks! I may have to play with that!

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Guest
Guest - - 691,990 comments

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TomiGun76
TomiGun76 - - 1 comments

Mutants finally provide a real challenge!

The Mutant Hunter Armor now makes sense, it's actually needed, it doesn't feel overpowered. Same with kevlar plates, and various drugs, painkillers, or grenades for those under barrel grenade launchers. They just sat in my inventory unused, even though I always play on Hard difficulty.

Psy-dogs can still kill me sometimes, the spawn rate is crazy, could be a bit slower. They constantly spawned at the door of Yanov station, causing a massive fps drop. They couldn't get in, and the stalkers couldn't kill them, it was a stand-off, until I arrived, playing at 2 fps.

Mutants can spot me from afar, it's realistic, they aren't half blind computer game cannon fodder now, within an invisible barrier. They are the Kings of the Zone, as it always should have been. Humans are now just guests in the Zone, for a short time, before they die. All their pathetic tacticool gear they are arrogantly so very proud of, won't save them.

I'm never going to play Anomaly without your mod, ever again!

V3 is now well balanced, thank you verrry much! :) Don't listen to the whiners. Players should be VERY afraid of mutants, and now they can be!

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