Arma 3
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Devourerking's Necroplague Mutants
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Data Type: Mod
File Size
Posted
Updated
277.603 MB
1 Oct, 2021 @ 3:37pm
10 May, 2022 @ 9:13am
18 Change Notes ( view )

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Devourerking's Necroplague Mutants

In 5 collections by Devourerking12
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Description
DISCLAIMER: THIS MOD IS NOT FOR THE FAINT OF HEART, BY SUBSCRIBING YOU AGREE TO HAVING THE ♥♥♥♥ SCARED OUT OF YOU, BEING EATEN ALIVE, EXPOSED TO SOME PRETTY INTENSE GORE AND GRUESOMENESS. YOU HAVE BEEN WARNED.

SECONDARY DISCLAIMER: THIS MOD ALSO USES TEMPORARY ANIMATIONS FOR INFECTED AND WILL BE REPLACED AS SOON AS POSSIBLE, ALSO NEW FEATURES AND CREATURES AS WELL AS FIXES WILL LIKELY BE RELEASED ON A REGULAR BASIS FOR THE TIME BEING TO MAKE SURE WE KEEP ERRORS TO THE ABSOLUTE MINIMUM.


Welcome to our little world of fun!!!
This mod adds a variety of mutants zombies and an infection system editable through CBA console settings, each mutant is editable as well in these settings labeled appropriately, Some of the mutants by default have insta kill attacks, these can be turned down or off in the settings as well, DO NOT USE AI MODS LIKE LAMBS OR VCOM THEY WILL BREAK THE MUTANTS BEHAVIOR SYSTEM, The only Zeus addition mod that currently works without crashing is ZEN this was a previous required mod removed for convience to players, yet i feel it needs to be said ZEN is the only Zeus mod to work flawlessly with the mutants. MORE TO COME

Current Mutants:
The bully that guy who took my lunch money, hes aerodynamic now too check out that ventilation.
Jumper i heard you dont like how meta gamers can get on buildings for zombies...
Spitter you didnt think range would stop them did you? (can insta kill while in melee)
Parasite spreads the plague quickly(can insta kill)
Stalker knock out lonewolf players or those out of view of others, eats it prey
Hivemind causes hallucinations blurred vision and eventually suicide.
Base infected green eyed undead

Structures:
BIOMASS structures tab
Blood splatters

Modules:
sound bit modules for mutants and distressed radio traffic
Drongos Ambient spawner for mutants and zombies(soon)
CBA console settings!!

Gear:
Scanner detects infected personnel
Enzyme capsules temporary infection cure editable settings
Refined enzyme capsules infection complete cure
You will only be able to take the pills if infected, ACE will be a self interact on the head. Non-ACE you will be prompted with a scroll wheel or a action button on your screen if infected to take the pills. Otherwise you are NOT infected.

Other Features:
ACE3 compatible
RHS/CUP Compatible


DEVs and Contributors
Ooga Booga/ AKA GENO
AsmallDinosaur
J3FF
T. Washington
Liru
Drongo
Doys!q&Macho for their screenshots and support!

THIS MOD IS IN HEAVY DEVELOPMENT STILL AND IS SUBJECT TO POSSIBLE ERRORS, PLEASE REPORT THESE IN THE BUGS THREAD OR ON OUR DISCORD.https://discord.gg/Bnm9hvUUEs

Want to donate/support us and help us with future projects and additions? Visit our Patreon!
https://www.patreon.com/DevsMutants

Assets in this mod are not open source. Permission to use assets may be given on an individual basis. Again you may not use this mods assets for your own mod without permission.
Popular Discussions View All (6)
78
14 Aug, 2024 @ 8:03am
Bugs
Devourerking12
2
6 Mar @ 12:06pm
Do the infected have a faction?
PeacekeeperLife
2
1
25 Jan, 2022 @ 8:24pm
Permission to use mod
Demonic Knight
278 Comments
amirtavakoli114 19 Apr @ 11:19am 
i dont use ace , yet mutants are all invincible , ive tried their settings , rpgs , even tank canons...nothing can destroy them
is there a way to fix this? i dont even know whats causing it
Henry Walker 30 Mar @ 12:26pm 
Latest ACE update made mutants invulnerable.
21 Feb @ 1:15pm 
radio traffic not working
only work is Ambush and Support 1
Cpt.Findus 9 Oct, 2024 @ 10:15am 
unfortunately with the latest Arma update it produces an annoying script error when zombies infect victims:steamsad:
Sierra182 23 Sep, 2024 @ 6:55am 
@hongor it hasn't been updated in 2 years I doubt it will be fixed anytime soon
FunkWolfie 5 Aug, 2024 @ 2:13pm 
@Sh1ft3r123 do you have any ai behaviors mods, those break it bad
418Error 31 Jul, 2024 @ 12:41pm 
To answer my own question, you can set spawned AI be infected using something like "[this, side group this] spawn dev_fnc_zombie_transform". That way your infected can match the map assets.
418Error 9 Jul, 2024 @ 6:11pm 
Is there any way to script AI to be infected? I want to spawn AI randomly, with some being infected.
IceBreakr 26 May, 2024 @ 9:10am 
Is there a way to stop AI moving with similiar command as vanilla --> this disableAI "PATH"? They tend to ignore that..... always.
alexjackson57 26 May, 2024 @ 2:03am 
will there be new mutants?