Arma 3
87 ratings
Healthy Stalker Mutants
   
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Data Type: Mod
Mod Type: Character, Mechanics
File Size
Posted
Updated
581.452 MB
4 Dec, 2023 @ 10:01pm
2 Jun, 2024 @ 1:29am
3 Change Notes ( view )

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Healthy Stalker Mutants

In 1 collection by ch_yaroslav
Healthy Stalker
9 items
Description
Contains:
- Lore-friendly Stalker mutants
- Part cutting system
Mutants deal ACE damage to players in SP and MP (but not in local MP).
Their armor was configured for CUP Weapons, but for best experience use Healthy Stalker Weapons.
Some CUP guns have much lower damage than others (for example CUP 1911 is three times weaker than PM), it was fixed in that mod.
Mutants take almost zero damage from explosives. They have ACE interaction disabled.
You can cut off mutant's parts off after their death. You need knife to do that, hunting knife has better chance to get more valuable part.

Controller and burer attacks are configured in a way only 2+ players can kill them.
Controller, burer, pseudogiant attacks can cause errors, will be fixed soon.
Spawning mutants can randomly crash your game, if you get crashes, you can try this solution:
https://github.com/GoldJohnKing/mimalloc/releases/tag/Arma-3-v2.1.2-20230427

Mod weight: 600 MB.
52 Comments
ch_yaroslav  [author] 15 Jul @ 11:24am 
Read mod description.
Staunchttv 14 Jul @ 1:51am 
Is there a way to prevent crashing of the game? As the Zeus and host of the server, crashing is pretty fatal for the operation lol
ch_yaroslav  [author] 25 Jun @ 9:42am 
Make sure not to use any other Stalker realted mods, load dependencies, and do not use Local MP.
TricksForSwitchz 19 Jun @ 9:17am 
the mutants just vanish after killing them, how?
ch_yaroslav  [author] 13 Jun @ 8:32am 
There are 2 options for parts dropping for each mutant. One have high chance to drop, second low. With better knife chances to get "rarer" part are higher. I can't name example, because i don't remember, so you have to figure which part is "rare" for yourself.
D.J. Herbst 13 Jun @ 2:18am 
What do you mean “more valuable part”?
John Kane 15 May @ 7:46am 
why mine dont? i've set them to make a patrol or stand still, they just run away to the opposite side and dont come back
ch_yaroslav  [author] 15 May @ 7:43am 
They do follow "move" waypoints, just tested that. Just need some time for their unique game logic to process that command.
John Kane 15 May @ 7:37am 
The creatures wont follow move marks or any comand for them to move or stay
ch_yaroslav  [author] 15 May @ 1:22am 
Thanks for pointing that out. Will look for ways to fix.