In case you didn't know, Dynamic Mutants is the mod which adds new monsters in the zone. Here is the short showcase of what monster it adds
However, that mod is rather obscure one, barely works and changes a lot of vanilla stuff, so i made a light revision of it in order to be a bit more pleasant to play
Mod was converted to DLTX format and its options are moved to MCM, so now it is a separate package. Keep in mind that once you started to use it and play and made a save of your progress with this mod enabled, if you choose to disable it for whatever reason, your savegame wouldn't load. Keep in mind about that. And of course some other mod might still conflict with that, especially ones that touches item_knife.script, ui_debug_launcher.script, ui_enemy_health.script and ui_mutant_loot.script files
BaS integration of looting new monsters. Put the mod after the BaS in load order.
Slight revision of code, more than 6000 lines of rubbish were cleaned and whole script was reformatted. It's still powered by old scripting of Levi so any surprizes might come during playthrough, keep that in mind also.
Significantly reduced amount of mutants alive simulatenously compared to original. No more than 200 of those abominations can be at same time in the whole Zone, making encounters with them kinda unique and boss-like. However you can change that in MCM and crank the number to 2000 for pure insanity
Rats Are Not Enemies mod is integrated into this one, please disable original or DLTX'ed version of this mod before using Dynamic Mutants
The further support of this mess will be primarly dependant of you, people :). Its a miserable job to review some other obscure mod, however i find this mod rather interesting and with right dosage it can certainly spice up routine Anomaly encounters.
In case you didn't like it and wish to remove this mod from the playthrough, you need to do this.
Open MCM, choose Dynamic Mutants, then click one of the 3 killswitches on the bottom (The first one should be enough).
Then apply the changes, see the message in the game about the amount of killed mutants.
Save the game and close it
Remove the mod from Mod Organizer
Start the game and load the save
You should be fine now
If you like my work and wanna support further creations, i will be very glad and appreciate your donation ;) Streamlabs
CHANGELOG:
UPDATE 7:
Halved the amount of piranhas to spawn (that green small fishlike thingys), so you see other mutants more frequently
UPDATE 6:
Fixed "Unhandled Exception" crash due to my wrong edit of species of Shepherd Dogs instead of editing their community. The intended change was to make them loyal to stalkers and aggressive to mutants, so they will help stalkers in a fight against those. Big mutants will scare them off nevertheless
UPDATE 5:
Restored Nocturnal Mutants functionality with massive cleanups. By default Nocturnal Mutants power will be set to 35 in MCM. If you don't want that functionality, simply drag the slider to 0 which will completely disable Nocturnal Mutants
Optimisations of code in crucial for performance parts i.e. actor_on_update callback for both Dynamic and Nocturnal. Code there runs on timer every 7 seconds compared to originally every game tick, and functions themselves were a bit refactored and optimized to an extent, so now it should run better with less stutters
UPDATE 4:
Added patch for Loot Crows DLTX mod from DLTX MiniMod Pack (Moddb.com)
UPDATE 3:
Integrated "Rats are not enemies" mod into this mod, so you don't have to install it separately or from DLTX Minimod Pack
Reorganized file structure and contents of patches. CLEAN REINSTALL OF THE WHOLE MOD WITH ITS PATCHES FROM THE ARCHIVE IS HIGHLY RECOMMENDED
UPDATE 2:
Added patches that restores Levi changes to vanilla mutants that were made in original Dynamic Mutants mod, restore "bloodsuckers camouflage" option (which in reality just lowers the radius of their reveal) and restores "poltergeist reveals body on death" option
Introduces two more killswitches in MCM
Kill All Dynamic Mutants will kill all mutants added by mod, including new kinds and vanilla ones
Kill Every Single Mutant will kill every single mutant in the Zone, including by mod or spawned by game means. This might also help to kill mutants spawned by other mods. This is intended as the last resort to safely remove the mod after its use
UPDATE 1: Added a killswitch in MCM menu for this mod to kill all new kinds of dynamic mutants instantly in the Zone. Resets check after that. Only new types of added mutants will be killed, vanilla monsters added by this mod will still live. This option is intended for safe removal of the mod after its use
PATCHES:
Old patch for Knife in Inventory Skinning for Dynamic Mutants will work fine in this version, here is the link for the patch by Tosser: Moddb.com
Thank you for this, I was wondering if this mod would ever return. The original dynamic mutants mod had a patch for SCO3, is this mod compatible with SCO3?
Thanks for bringing this again with better compatibility. Can you make patch for knife in inventory skinning or loot without knife? and maybe in the future can you make halved/weightless ammo addon (dltx minimodpack v3)?
The original knife in inventory skinning patch for dynamic mutants should work fine with that, put the patch after this mod.
DLTX modpack will be updated soon, i'll include weightless ammo there
Oh ,thats your channel? Nice :)
I watched that vid several times ,actually you inspired me and i created some mutant replacements for increase mutant diversity little bit in my gameplay but im not very skilled in scripting ,so i dont know how to implement new ones correctly ,only replace some old models with new ones.
Is this like old dynamic mutants ? I mean ,have it those encounters feature ,or can i keep mutant behaviour in old way like it is in base Anomaly?
I'm currently using this mod but I have a problem that the game freezes for a few seconds when spawn any of this new mutants will your mod fix that problem?
i think yes ,thats probably one of the reasons why he reworked it and made light version as he wrote ,but better wait for authors respond ,im just guessing
So I have a couple of questions. First is can I replace dynamic mutants with this on an already existing save. Second is do you have any plans to remaster dynamic nocturnal mutants and dynamic stalkers.
i have been using the original mod since the beggining and never had a problem, maybe... i did initially before using it, do some changues like no water enemies spam or crow enemies, and did bring down the spawn numbers really low, so maybe thats why i never had a problem with the original mod, an i did fight some of the new enemies, got my *** scared when a missile horse attacked me for the first time lmao
but, i am too scared to deactivate it now, if i could i would love to stop using that and start using yours
why was infamous? was it way too buggy for others? did it had some drama involved? i kind of want to know now
There was an addon which allowed you to remove all existing new mutants from the game which enabled you to safely remove the mod. Dunno if it still works or where to get it though as I only used it once when there were big changes in the original Dynamic addons. Myabe you can still get it somewhere and use it so you won't have to start a new game.
It is not available in this new version, but that old section is compatible with this new version, in other words you can use the optional complement of the physical corpse of the poltergeist of the old complement with this new version without problems, as well as the predator camouflage of bloodsuker , I tried it this morning and so far it works fine
From 9400ish lines down to 4900... Jeez that's one thing to commend... I have yet to understand it's inner workings. And doing a quick scan on a cleaner version I am still a bit confused on how this actually functions.
I found that this mods "mod_system_dynamic_mutants.ltx" overrides the game's "game_relations" making any changes to that moot. For example the mod Rats Are Not Enemies, the rats continue to be shot at by the AI stalkers with this one installed. Is it possible to pull the vanilla relations out of this one, just leaving the new ones?
Not sure if it's just me or not, but I'm getting invisible poltergeists when inside the labs.
Edit: I'm also using poltergeist body on death and bloodsucker camo if that makes any difference.
greetings mate, the mod is excellent works very well.
But I had a problem coming across a dead Fox, I am not aware if this issue was addressed in later comments. I think I shouldn't have skinned it but maybe it would also be good to add dog parts, as well as chickens that have rat parts, beyond that everything is excellent 10/10
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...nes/anomaly-1.5.1\gamedata\scripts\ui_mutant_loot.script:355: attempt to index a nil value
! [SCRIPT ERROR]: ...nes/anomaly-1.5.1\gamedata\scripts\ui_mutant_loot.script:355: attempt to index a nil value
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...nes/anomaly-1.5.1\gamedata\scripts\ui_mutant_loot.script:355: attempt to index a nil value
Hi, i tested looting foxes, unfortunately i can't reproduce this crash, they loot fine and they have dog parts. Maybe you have some mods installed that affect same file and put after this mod.
Greetings I already discovered the problem, apparently it is a conflict caused by the Loot Crows DLTX complement of DLTX Minimod Pack, If the Loot Crows DLTX complement is placed above Dynamic Mutants the fox carcasses can be skinned but the crows cannot, and if placed below of Dynamic Mutants the crows can be skinned but skinning a fox causes this error.
Thank you for this, I was wondering if this mod would ever return. The original dynamic mutants mod had a patch for SCO3, is this mod compatible with SCO3?
Being a DLTX mod it is compatible with SCO3 from the get go without requirements of any patching
Thanks for bringing this again with better compatibility. Can you make patch for knife in inventory skinning or loot without knife? and maybe in the future can you make halved/weightless ammo addon (dltx minimodpack v3)?
The original knife in inventory skinning patch for dynamic mutants should work fine with that, put the patch after this mod.
DLTX modpack will be updated soon, i'll include weightless ammo there
ILY
I love you bro
What do you mean crank the number to 2000? Can't I have ten million wendigos at the same time on red forest? D:<
Point taken, will be fixed in next update :>
can't wait to try this one, i really like your work with the minimodpack!
Oh ,thats your channel? Nice :)
I watched that vid several times ,actually you inspired me and i created some mutant replacements for increase mutant diversity little bit in my gameplay but im not very skilled in scripting ,so i dont know how to implement new ones correctly ,only replace some old models with new ones.
Is this like old dynamic mutants ? I mean ,have it those encounters feature ,or can i keep mutant behaviour in old way like it is in base Anomaly?
No that's not my channel :)
The behavior of mutants is just like in old version, nothing changed there yet
thanks
hey man, wanted to ask if it's possible to make it compatible with skin with knife in inventory: Moddb.com
i tried to merge them but everytime i killed a new mutant it crashes my game:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/anomaly-1.5.1\gamedata\scripts\item_knife.script:24: attempt to index global 'knifesm' (a nil value)
stack trace:
thank you
edit: nvm i didn't saw the comment above and didn't even try to put the knife in inventory above this addon, it works lol
my bad
I'm currently using this mod but I have a problem that the game freezes for a few seconds when spawn any of this new mutants will your mod fix that problem?
i think yes ,thats probably one of the reasons why he reworked it and made light version as he wrote ,but better wait for authors respond ,im just guessing
You can give it a try and see if it fixed the problem
So I have a couple of questions. First is can I replace dynamic mutants with this on an already existing save. Second is do you have any plans to remaster dynamic nocturnal mutants and dynamic stalkers.
1. Yes you can replace that version with this
2. I don't have any plans yet, maybe I'll check it later
i have been using the original mod since the beggining and never had a problem, maybe... i did initially before using it, do some changues like no water enemies spam or crow enemies, and did bring down the spawn numbers really low, so maybe thats why i never had a problem with the original mod, an i did fight some of the new enemies, got my *** scared when a missile horse attacked me for the first time lmao
but, i am too scared to deactivate it now, if i could i would love to stop using that and start using yours
why was infamous? was it way too buggy for others? did it had some drama involved? i kind of want to know now
You can always try and return to old one if you see some errors. if you found some, plz report them in comments, thanks :)
There was an addon which allowed you to remove all existing new mutants from the game which enabled you to safely remove the mod. Dunno if it still works or where to get it though as I only used it once when there were big changes in the original Dynamic addons. Myabe you can still get it somewhere and use it so you won't have to start a new game.
Hi, i wrote it myself and added in update 1, check it out
Installed the addon but got CTD upon launching anomaly, here is the crash I got: Pastebin.com Any idea on what the cause of this CTD might be?
i guess you haven't disabled old version mod with all of its patches. you should either use those or this DLTXed one.
btw is this addon compatible with Dynamic Nocturnal Mutants?
You can try, no guarantee it will
There was an option for the original to give Poltergeists a physical body when they die. is that option still in this version?
It is not available in this new version, but that old section is compatible with this new version, in other words you can use the optional complement of the physical corpse of the poltergeist of the old complement with this new version without problems, as well as the predator camouflage of bloodsuker , I tried it this morning and so far it works fine
Cool, I'll have to find the original one to get that.
I'll include those options in next update
Thank you very much for the update, excellent contribution, I hope this to solve crashes by replicas of enemies spawn duplicates
From 9400ish lines down to 4900... Jeez that's one thing to commend... I have yet to understand it's inner workings. And doing a quick scan on a cleaner version I am still a bit confused on how this actually functions.
The inner workings are a big ******* mess, easier to rewrite it from scratch then try to optimize it.
Great! Now chimeras won't be the only "boss" in the zone. Thank you!
Excelent excelent excelent.
I had issues with double spawned and had no idea what add-on was causing it, removing all mutants along might help fix it
I found that this mods "mod_system_dynamic_mutants.ltx" overrides the game's "game_relations" making any changes to that moot. For example the mod Rats Are Not Enemies, the rats continue to be shot at by the AI stalkers with this one installed. Is it possible to pull the vanilla relations out of this one, just leaving the new ones?
I'll check that, meanwhile you can install dltxed version of this mod from my dltx mod pack Moddb.com
I got this error Ibb.co
And here's my mod load order Ibb.co
Use Mod Organizer
The problem still persists. Ibb.co
I already have the required mods installed beforehand
Edit: I'll check if the issue is being derived from elsewhere.
That modpack by boss probably has old version integrated, you use either old version or this DLTX one, not both
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Not sure if it's just me or not, but I'm getting invisible poltergeists when inside the labs.
Edit: I'm also using poltergeist body on death and bloodsucker camo if that makes any difference.
It's not related to the mod, probably you use some particle mod like cinematicvfx
Ah, I do use Cinematic VFX. I can see them just fine outside. Hopefully that gets fixed eventually.
I'm using cinematicvfx too, don't know if I will run into this same problem. If you solved it please notify how you did it thx
I really appreciate this mod. It makes the night really terrifying.
Darkscape became my hunting ground, with a few scares included.
Мусор. Просто мусор а не мод
Абида ипанная :(
greetings mate, the mod is excellent works very well.
But I had a problem coming across a dead Fox, I am not aware if this issue was addressed in later comments. I think I shouldn't have skinned it but maybe it would also be good to add dog parts, as well as chickens that have rat parts, beyond that everything is excellent 10/10
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...nes/anomaly-1.5.1\gamedata\scripts\ui_mutant_loot.script:355: attempt to index a nil value
! [SCRIPT ERROR]: ...nes/anomaly-1.5.1\gamedata\scripts\ui_mutant_loot.script:355: attempt to index a nil value
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...nes/anomaly-1.5.1\gamedata\scripts\ui_mutant_loot.script:355: attempt to index a nil value
stack trace:
Hi, i tested looting foxes, unfortunately i can't reproduce this crash, they loot fine and they have dog parts. Maybe you have some mods installed that affect same file and put after this mod.
oh I see it must be for that, thank you very much, I will check my list of mods
Greetings I already discovered the problem, apparently it is a conflict caused by the Loot Crows DLTX complement of DLTX Minimod Pack, If the Loot Crows DLTX complement is placed above Dynamic Mutants the fox carcasses can be skinned but the crows cannot, and if placed below of Dynamic Mutants the crows can be skinned but skinning a fox causes this error.
Thanks for reporting, i'll include the patch in next update