Ghoul Tweaks
Personal tuning patches for Anomaly ghouls, configurable in Options > Mod Settings > Ghoul Tweaks.
Personal tuning patches for Anomaly ghouls, configurable in Options > Mod Settings > Ghoul Tweaks.
Requires the Anomaly DLC and XML Extensions.
All settings are read at def-load, so a RESTART is required after changing anything.
WHAT does this mod do?
Basically, it lets you tweak almost everything about ghouls. The mod settings are broken down into five tabs for organization,
DIET
Control what ghouls can eat, hunger rate, nutrition limit, and hunger betrayal.
WORK
Want ghouls to haul/clean/firefight? Good news! Those are enabled by default. The other more advanced skills are available... but they're ghouls, so you probably won't be doing too much with that. It's there anyway, just in case.
CREATION
Ghoul infusion/resurrection serums have had their recipes changed, and you can alter them from here. By default, shards are no longer required, but you can enable that. Costs can be changed to your preference.
This mod lets you revive people and turn them into ghouls, for more ghouls: https://steamcommunity.com/sharedfiles/filedetails/?id=3433646860
MEDIEVAL
If you want to do a more medieval playthrough, enabling this tab will make ALL ghoul items "Medieval" tech tier while changing the cost of the serums slightly. This is in place if you use World Tech level or something of that nature. It also allows you to craft ghoul equipment at the fueled smithy.
I RECOMMEND THIS: https://steamcommunity.com/sharedfiles/filedetails/?id=3562593688
COMBAT
Adjust ghoul stats here. Damage taken, damage dealt, movement speed, etc. Vanilla ghoul equipment can also be adjusted here. By default, this mod ENABLES ghouls to wear apparel, if you don't want them to do that, turn it off. I forgot to change it to off by default. You can also disable hostile ghouls from spawning under this tab.
KNOWN LIMITS - read before reporting a bug
* Ghouls never appear in the Work tab. Pawn.IsColonist returns false for any subhuman and the tab lists FreeColonists. Priorities come from whatever the pawn had before conversion, or are auto-assigned at generation. There is no XML fix that does not also break the betrayal mechanic and the whole entity/codex system.
^--- I REALLY did not want to mess with this, but I might later.
* The resurrection serum recipe is REPLACED, not edited. Vanilla generates it from recipeMaker plus costList, and neither can express "any raw meat" or be reached by an XML patch, so this mod supplies its own RecipeDef instead. Another mod editing the vanilla recipe will be editing one that no longer exists.
Load AFTER XML Extensions.