Arma 3
Healthy Stalker Mutants
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.
❤☣☠☢REAPER☢☠☣❤ 7 Dec, 2024 @ 5:36pm 
Hey, regarding a aforementioned issue where the mutants cannot damage players, i've found a way to replicate it consitantly on dedicated server.
Spawning mutants in any other way than ZEUS, seems to be the problem.
Spawning them with the included mutant spawner or in my case, trying with EOS system, causes them to be unable to do damage.. Haven't found a solution yet..
ch_yaroslav  [author] 27 Nov, 2024 @ 10:28am 
About crashes, read mod description for possible solution.
About despawn, can't say anyhting yet.
Poopies 26 Nov, 2024 @ 3:41pm 
the mutants tend yo just disappear, is this on purpose?, because i want the players to be able to harvest from the corpses
Asuka 23 Nov, 2024 @ 9:12pm 
CRASH ALWAYS
ch_yaroslav  [author] 23 Nov, 2024 @ 3:21pm 
Try to use suggested weapon modpack and do not use Local MP
Halo 19 Nov, 2024 @ 12:30am 
For some reason the mutants do not take damage at all, any fix I can do?
ItsManamus 3 Sep, 2024 @ 12:07pm 
Like, Make some stuff run on a module in stead so it stresses less. unsure if that would help but always worth checking
ItsManamus 3 Sep, 2024 @ 12:01pm 
Personally I think its to much code and animations so on that gets placed at once when spawning in mutants that causes the crashing. Unsure if it's possible to load set things differently and spread out instead all at once?
ch_yaroslav  [author] 3 Sep, 2024 @ 11:43am 
Would be good, but we don't have any ideas how to do it.
ItsManamus 3 Sep, 2024 @ 9:53am 
Future plans on making the randomly crash less common aside the github fix?
ch_yaroslav  [author] 11 Jun, 2024 @ 1:11pm 
As i said before in comments, there would be no sense in that. Mutants have their own "faction", and will attack everyone, even if they are together in BLUFOR. So theorically switching sides would do absolutely nothing, as adding them to other sides in editor.
BossyTony 10 Jun, 2024 @ 2:32pm 
Great mutants, I am however annoyed that the units can only be spawned on BLUFOR side. If the AI didnt run off the moment they are spawned it would be easier to switch their sides. If you plan on updating this mod it would be nice to have the NPCs on OPFOR/INDI
ch_yaroslav  [author] 2 Jun, 2024 @ 1:29am 
Done
ШереметьевоФильт 27 May, 2024 @ 1:10pm 
To fix "sound not found" issue go to \armst_mutants\Logics\Formation.fsm, line 172.

Replace this

"_sounds = [_this] call ARMST_fnc_mutGetConfigSounds;" \n

with following code

"_sounds = [_this] call ARMST_fnc_mutGetConfigSounds; _this setVariable [""ARM_HitSounds"", (_characterConfig >> ""Sounds"" >> ""hit"") call BIS_fnc_getCfgData, true];" \n
ch_yaroslav  [author] 12 May, 2024 @ 11:37am 
No
Grini 7 May, 2024 @ 11:44pm 
is there a fix already for the "sound not found" error?
ch_yaroslav  [author] 18 Mar, 2024 @ 4:44pm 
Sorry, can't help. As you can see there's not so much comments about such issue, so could be just arma moment, try again later. Also make sure no other stalker/medical mods are loaded, they could conflict.
Joe_Hartsock 17 Mar, 2024 @ 5:32am 
Hi I have a problem, the normal damage takes place only in SP, so I tried to play with a friend in local MP, but the damage did not pass. There was an animation from the impact (Izlom in my case), there were blur effects, but there was no damage. Then I read "(but not in local MP)" and created a dedicated server using TADST and there is the same problem. I tried changing the ace_medecine settings as you wrote below, but it didn't help. Can you help me? I don't know what to do anymore.
spin1112 26 Feb, 2024 @ 3:24pm 
Okay I will check it out. I am looking for a way to finally fix that issue for everyone hopefully.
ch_yaroslav  [author] 26 Feb, 2024 @ 2:18am 
It did for me
spin1112 25 Feb, 2024 @ 5:05pm 
does the memory allocation actually solve all the crashing??
ch_yaroslav  [author] 5 Feb, 2024 @ 5:09pm 
You should put it in "Arma 3 --> dll" folder, then choose it in launcher under "Memory allocator" paramater.
Nocktowl 5 Feb, 2024 @ 3:36pm 
Not sure if this is the right place to ask this, but how exactly does one use the Mimalloc?
ch_yaroslav  [author] 4 Feb, 2024 @ 4:50pm 
It can, because stupid katsaps put any shit they want in their mod. We'll try to fix this issue in future. For now i'd say Zeus Enhanced is a good alternative.
RudyRedTop 4 Feb, 2024 @ 2:32pm 
For some reason having this mod and the Achilles mod loaded causes issues. When you log into zeus you get a pop up saying to unload Ares (even if it's not loaded). Does this mod somehow incorporate Ares or similar scripts/modules?
punished sponge 13 Jan, 2024 @ 1:17pm 
it is possible to have a lams Ai patch for the stalker mutants? if it's not possible i could just disable lams on unit but its not the most reliable.
ch_yaroslav  [author] 5 Jan, 2024 @ 4:05pm 
Mutants are hostile to all other units except other "friendly mutants", so that will do nothing.
Commander Kibbins 4 Jan, 2024 @ 7:00pm 
Can an OPFOR or INDFOR mutant faction be made?
Frost 3 Jan, 2024 @ 9:48am 
Oh thank you! Much appreciated!
ch_yaroslav  [author] 3 Jan, 2024 @ 5:36am 
This is core feature, as original mutants use AGM which nobody uses. They do vannilla damage though in original version so you can search it up in workshop, there's plenty of variations.
Frost 3 Jan, 2024 @ 5:32am 
Amazing mod! Thank you! Only down side is ACE dependency. Pain in the ass for SP scenarios due to ACE medical :steamsad:
ch_yaroslav  [author] 29 Dec, 2023 @ 7:12am 
Limitation of original mod, they have "explosionShielding = 0;" set, but that does not help.
I also would like to have them taking explosive damage so if someone can help - contact me.
DMZ 29 Dec, 2023 @ 12:12am 
Why would the mutants take no explosive damage, is this a limitation of the original mod or a design decision?
ch_yaroslav  [author] 21 Dec, 2023 @ 9:04am 
Can't reproduce, they are dealing damage. Maybe you have something wrong with ace medical addon settings. Here's settings i use:
force ace_medical_AIDamageThreshold = 1;
force ace_medical_deathChance = 1;
force ace_medical_engine_damagePassThroughEffect = 1;
force ace_medical_fatalDamageSource = 2;
force ace_medical_painCoefficient = 1;
force ace_medical_painUnconsciousChance = 0.4;
force ace_medical_painUnconsciousThreshold = 0.65;
force ace_medical_playerDamageThreshold = 1;
force ace_medical_statemachine_AIUnconsciousness = false;
force ace_medical_statemachine_fatalInjuriesAI = 0;
force ace_medical_statemachine_fatalInjuriesPlayer = 1;
force ace_medical_treatment_advancedBandages = 1;
Retree 20 Dec, 2023 @ 1:03am 
Mutants don`t deal damage, maybe i`m doing smth wrong, but i tried to start arma 3 with only need mods, and result is negative - mutants just give damage to npc (default arma damage), but not ace damage
ch_yaroslav  [author] 10 Dec, 2023 @ 3:22pm 
Will try to
MiamToxx |HG 10 Dec, 2023 @ 3:20pm 
Hey nice mod but pls fix massive logs spam ("Sound not found")
blarcy 10 Dec, 2023 @ 10:28am 
Never thought I'd see a user friendly stalker mod lol, great work man
The omega crazytails 10 Dec, 2023 @ 12:00am 
Very nice
Garuda XIII 5 Dec, 2023 @ 1:50am 
Oh nice!