Releases: John-Candlebury/CDDA-Minimods
Minimod No Zombie Revival V1.0 (0.H experimentals after October 22)
This mod completely removes all zombie revival mechanics.
- Zombies that you kill will not revive.
- Animal corpses wont revive into zombies.
- Completely disables the organic spawn of amalgamations, since they depend on the same mechanics as animals reviving into zombies.
If you want to request a mod, you can subscribe to the appropriate the tier on my Patreon page: https://www.patreon.com/Candlebury
Minimod No Rust V1.2 (0.H Stable and later experimentals)
For the 0.H release candidate and later experimentals.
A get rid of skill rust solution based on invisible traits, which will be applied on a game load. Should work even if you add it mid play through.
Will also disable rust for Npcs, although they need to kill a monster before the effect is granted to them.
This mod was made on behalf of my patreon patrons, if you want to request a mod, you can subscribe to the appropriate the tier on my Patreon page: https://www.patreon.com/Candlebury
Minimod Unpersoned V1.0
For 0.G, the 0.H release candidate and later experimentals.
Causes the portal storm "person" monster to no longer spawn.
0.G. No Portal Storms
Second entry in my "No" series of configuration mods. This one disables Portal Storms.
It will cause some vanilla missions and other mod content to become inaccessible.
Minimod Elemental Bionic Weapons V1
Adds two new bionics that allow integrated bionic weapons (AKA the Monomolecular blade and others) to deal elemental damage.
This one is fully redundant with Aftershock (it in fact conflicts with it due to adding the same things)
Minimod No Rust V1.1
This is an old release for the 0.G experimental cycle. Unless you are playing on a version from that time you probably want the latest release
This update for the no rust minimod brings more redundancy in the ways skill rust is removed.
This mod was made on behalf of my patreon patrons, if you want to request a mod, you can subscribe to the appropriate the tier on my Patreon page: https://www.patreon.com/Candlebury
Minimod No Rust V1.0
Initial release of the No Rust Minimod.
This is an old release for the 0.G experimental cycle. Unless you are playing on a version from that time you probably want the latest release
For today's experimental and later, it wont work on 0.G.
A solution based on invisible traits, that get applied on game load. should work even if you add it mid play through. Skill might randomly loose a single percentile point under some obscure situations (presumably the result of floating point number approximations?) but the rust shouldn't progress past that.
Will also disable rust for Npcs, although these need to kill a monster before the effect is granted to them.
Minimod Wandering Castle V1.0
Initial release of the Wandering Castle Minimod.
This mod adds a scenario that allows guaranteed access to the Exodii fortress.
Minimod Augmented Survivor V1
Initial Release of the Augmented Survivor Minimod