No, this does not require a new game. Version 5 only replaces spawns. Unfortunately, I don't know how to properly add spawns into the world, although I'm sure other modders like GhenTong can extend this mod and add new spawn points.
I can fulfill this request, but I cannot control the places where they spawn. I don't think I am able to add any more female variants unfortunately.
By Lite Integration, do you mean a modification so that you can see the all the unused mutants without zombie hordes? If so, I could make that for you.
The bibloteklar is basically a buffed version of the Fracture / Izlom. This mutant can be looted, but it will have the same loot a zombie has, a.k.a you'll only get zombie hands and random items.
I'm not sure if I can help you with the boars or cats, but I did replace stalkers with zombies in a new Version 4. It should make entire bases infested with zombies now. Lmk if any errors appear.
How exactly do you reskin npc models? Do you just add textures and meshes with the same id of the vanilla models?
Finally, A reskin for the UNSIG faction. I always hated their camo.
yeah, use version 0.
huh, I don't see anything out of the ordinary. Maybe start a new game? Are you in warfare? I don' think it works there.
can you copy and paste your squad_descr_default_mutants contents here?
Would this work on DX8 or DX8 AV? I have a potato computer.
I've added two more zombie variants and replaced some lurker spawns with zombie spawns.
I'm not sure why only two types of female zombies spawn, as I set three different types of female zombies to spawn.
faction = monster_zombied_day
npc_random = zombie_weak, zombie_normal, zombie_strong, zombi_wich, zombi_babka_1, zombi_teta
npc_in_squad = 19, 20
The only thing I've edited from the vanilla squad_desc was the npc_random line and npc_in_squad.
To be honest, I have no idea why the Karlik doesn't show up on your PDAguide. For me, no mutants have showed up on my PDA guide. For the Borya, there is no description of it in the vanilla game.
Here's the official description of the Karlik in the game files:
Karliks are very rare dwarf-like mutants which hide away in seclusion.
It is unclear whether or not they are related to Burers, but between them they share a great many psychic similarities making it difficult to dismiss as just coincidence.
On the few rare occasions that observations have been made, karliks are seen captivated by certain locations or artefacts, as if they have tasked themselves with their responsibility, proceeding to attack anything that comes too close.
\nHardly anything else is known about them, as most who have encountered the creatures directly are often found dead or crazy with no discernible physical injuries.\n
• Attacks: Melee, Psychic\n• Health: Average\n• Speed: Slow\n• Traits: Passive damage, Phantom projection, Psy-powers, Telekinesis\n
\n• While often compared to the Burer, the Karlik focuses more on illusions and telepathy than telekinesis.
If one accepts that Karliks and Burers were lab creations, the former was likely an earlier iteration of the latter.
yes, this addon just modifies mutant spawns. Stalker spawns are unaffected.
Sorry for the goof-up. Version 3 is survival mode 2.0. Version 0 is just the original addon.
Hmm, not for me. I'd try that through.