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Darklings - Biotech

My own version of DrWalZ’s Darkling mod, from which I borrowed the name, original concept, and textures (the mod was abandoned by its creator). All XML and C# code is my own work, and I’ve also reworked the original textures. This new version, now independent of Humanoid Alien Race, introduces the Darklings as a xenotype rather than a race. Although still monstrous and dangerous, the shift from a race framework to a gene‑based system required me to slightly adjust their physiology. My HAR version (1.6) : [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3671534314]https://steamcommunity.com/sharedfiles/filedetails/?id=3671534314[/url] Original mod (1.4) : [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2997884833]https://steamcommunity.com/sharedfiles/filedetails/?id=2997884833[/url] This mod adds a new xenotype, the Darklings, monstrous humanoids with enhanced metabolism and purple, rubbery skin. Their terrifying anatomy makes them deadly in melee combat thanks to their powerful claws, venomous bite, and, according to some observers, brutal psychic attacks. As if that weren’t enough, they possess accelerated regeneration capable of regrowing lost limbs and healing even the most serious injuries. Fortunately, Darklings are extremely rare and are usually found only in the planet’s darkest and most polluted regions. Wild (and hostile!) Darklings can appear in areas with high pollution levels. With Odyssey, they can also be encountered among the ruins of the Scarred Lands. These new encounters can be deadly if you venture in unprepared… And be wary of potential reinforcements should you manage to eliminate a group of these creatures. The size of Darkling groups, as well as their spawn chances in polluted areas and Scarred Lands, can be configured through the mod options. With Anomaly installed, Darklings—wild or not—gain a special melee attack that deals electrical damage, powered by their Psy lobe. Conflict : If you’re using the Facial Animation mod, it includes options to hide specific xenotypes. I recommend disabling the Darkling xenotype there to prevent them from spawning with a human head. Thanks to kingrevolucion12 for pointing this out. Don’t hesitate to report any bugs or conflicts you run into so I can address them quickly.

Зависимости мода

Логотип мода

Harmony

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