Izperehoda's Configurable Balanced Mutants (ICBM) is a modular DLTX mod focused on tweaking the values of some mutants to my liking. Made for GAMMA, but works surprisingly well in vanilla too. Details in description.
My biggest add-on so far. Made for my personal preferences with DLTXify (thanks demonized). Consists of multiple independent DLTX format modules that can be used in any combination. Should be compatible with everything. Feel free to use this anywhere, but don't forget to credit me. I may implement suggestions if they are within my ability, are reasonable, and if i have the time for it.
If you want to tell me something, please use discord. I am Izperehoda #2839 on the anomaly/GAMMA servers
Install through MO2 and choose the desired modules. Manual installation is also possible (y tho).
Bibliotekar health nerf: Makes the bibliotekar mutant actually killable, now he has slightly less health than a weak chimera. This mutant does not spawn by default, but you can enable him to spawn with ZCP.
Bibliotekar damage nerf: Strongly reduces the bibliotekar's damage. Now instead of one-shotting everything, he will two-three-shot everything instead.
Cat agility buff: makes cats less clunky and slow after jumping.
Cat damage nerf: reduces cat damage by 33%. Those kitties had the damage of boar. Let that sink in.
Cat no auoaim: cats no longer magically change their jump trajectory towards you mid-air like an AIM-9 sidewinder missile.
Chimera agility buff: makes chimeras less clunky and slow after jumping.
Lurker agility buff: makes lurkers less clunky and slow after jumping.
Lurker health buff: makes lurkers have slightly less health than a weak boar. They had the health of a snork, which is weird considering they are two times larger.
Lurker more loot: generously increases the amount of meat and trophies dropped from lurkers. Made to balance out the previous two modules. Now, hunting lurkers is more dangerous, but more rewarding. (sometimes lurkers may drop 3 eyes, 2 tails or hides. Consider this the Zone's gift or a mutation).
Pseudodog attack nerf: reduces the pseudodog's damage. now they don't maul NPCs into mincemeat as fast, giving them a chance to fight back
Pseudodog no autoaim: pseudodogs no longer magically change their jump trajectory towards you mid-air like an AIM-9 sidewinder missile.
Psy-dog clone amount nerf: Makes psy-dogs have always 3 maximum phantoms instead of 4 for one variant and 2-3 for the other. For balance reasons, it is not recommended to use this with other psy-dog nerfs, which are better imo.
Psy-dog clone cooldown nerf: noticeably increases the time it takes for the psy-dog to respawn it's phantoms. Now it won't spam them at you, making it possible to find the real one through the elimination method.
Psy-dog no damage from clones: The sweet stuff. Reduces the damage of the psy-dog's phantoms to zero. Now they don't damage you and don't slow you down. They still look like they're attacking with all corresponding screen effects. Now they're an actual distraction, like in SoC, and not just extra damage for the psy-dog.
Snork attack on move nerf: reduces the range of snork's "run by" attacks. Should make those annoying "snork hits you from 2 meters away without touching you and looking in the opposite direction from yours" moments rarer, but doesn't fully prevent them. (i have no idea how this works, if you know, please tell me).
Snork health nerf: Reduces the snork's health. Now they usually take around 3-4 Hollow-Point pistol shots. Made for GAMMA, may be slightly unbalanced in vanilla.
Snork jump hit range nerf: reduces the "radius" of snork's damage when they jump. Should make those "snork hits you for half your health by simply flying past you without physical contact" moments more rare, but doesn't prevent them completely. (i have no idea how this works, if you know, please tell me).
Snork no atack on move: completely disables the "run by" attacks of snorks. Makes them less annoying to fight, but too weak against NPCs.
Zombie health nerf: reduces the health of zombies (not zombified stalkers) by around 30~40%. No more walking bullet sponges.
Zombie speed buff: makes zombies ~33% faster when running. Now they're less boring, i guess. I just disabled them with ZCP and the game didn't lose much tbh.
That's currently it. May update later.
TheMrDemonized for the DLTXify tool (literally the reason for this add-on's existence), the minimod repo which i pulled some values from, and overall carrying this game's modding scene; MerelyMezz for making DLTX (what a legend); linkfanpc for NoStupidPseudodogs which i have taken values from; and some other people from the Anomaly discord who were generally helpful.
The user izperehoda is not responsible for the potential loss of fun caused by this add-on.
Average
9.329 votes submitted.
Changelog:
V1 (25.01.2023)
release (at 0:35 lmao)
V2 (31.01.2023)
Added new modules: Bibliotekar damage nerf, Psy-dog clone amount nerf, Psy-dog clone cooldown nerf, Psy-dog no damage from clones (pog).
Removed redundant "_DLTX" labels from module names that were left over from development.
Could have released the update a few days earlier, but i was too busy watching some unpopular Vtubers such as BarryBogs :)
All good :), would you consider doing a faster bloodsucker?
Apparently, making bloodsuckers faster crashes the game. I have no idea why. It just says "incompatible speed ranges"
Censored the thumbnail for the guy that made the "Removed P*orn magazines" mod
Nice censorship, it point at "Hip" having stayed with Freedom in a parallel universe ;)
Why does freedom love mutants so blindly?
It's a joke. No freedomer is actually stupid enough to try to bone a mutant. They might be more chill, but not this dumb. 馃
Dunno man, that snork tube could be fun ;)
down bad
Oh, thanks for that, collected everything I need in one, and also made it dltx 馃榿
Yeah, the DLTXifying 15 different mods just to make my game playable is what inspired me to make this addon.
S-step snork... Help me, I'm stuck
She is clearly not stuck, and can easily lunge at you at rip your throat out.
Sexiest thumbnail
Name checks out
This is awesome! I been asking for harder mutants I am just using the buffs none of the nerfs :).
You do you. Glad that you're enjoying this. I love modularity in mods.
That preview image though... :)
yep. the author of the original art may be at that point where professional help from the school psychologist may be the best course of action.
Could you add the options from NO MUTANT RUNNING ATTACKS (https://www.moddb.com/mods/stalker-anomaly/addons/no-mutant-running-attacks) witch add some other changes: Boar(can't attack on the move)
Bloodsucker(can't attack on the move)
Blind dogs(can't jump and attack on the move)
Cats(can't attack on the move)
Pseudodogs(auto-aim disabled for jumps)
Snorks(auto-aim disabled for jumps)
to consolidate all the ajust for mutants into a single mod. Is really good that chance to customize witch changes to use, thanks for the great work bro
Honestly it would make the game a bit too easy imo. But i'll see what of it to add. This mod already has autoaim disablers for mutants that have it, and snorks don't actually have auto-aim from what i've seen in game and configs.
I'll probably just add a disclaimer to not use all of the nerfs at the same time if you don't want to make mutnats too weak.
Yes,i desable autoaim and all the tinta for cats cose in gamma they are op
Faster blood suckers and Psy suckers? :D
UGH, SNORK-THOTS MAKE ME ACT UP
mod_system_mutant_jumping_anti_aimbot.ltx and mod_system_pseudodog_no_auotaim.ltx both remove pseudodog autoaim. (the first file removes autoaim for multiple mutants, including pseudodogs, the second file removes autoaim for pseudodogs, again).
Also, there's a conflict between mod_system_dynamic_mutants_changed_original_mutants.ltx:53 (from Dynamic Mutants Slightly Remastered) and mod_system_lurker_health_buff.ltx (from ICBM). Both rebalance lurkers' immunities, but in a slightly different, incompatible way.
Same goes for mod_system_chimera_agility_buff.ltx and mod_system_dynamic_mutants_changed_original_mutants.ltx - both try to change chimera speed.
Because of the way DLTX is applied, I believe that lurker change from ICBM wins over DMSR, but chimera change from ICBM loses to DMSR. For people who use DMSR I would recommend to delete mod_system_chimera_agility_buff.ltx and mod_system_lurker_health_buff.ltx from ICBM. That, or don't use Changed Original Mutants optional file in DMSR.
That's why i made this add-on modular. If something is causing conflicts, or is just not needed, you can just reinstall the add-on and choose to not install the troublesome modules.
Thanks for the feedback!
great addon
Thank you.
Thats hot.
i wanted to skip this addon because i tought mutants are ok, then i got killed by a cat in a humiliating situation. Must have 10/10
My pleasure.
Enjoy the beefy lurkers.
Ah yes, lurkers, they finally aren't budget chimeras anymore, and the muh loot is welcomed.