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There is this old document. But it seems to be dead, it doesn't get updated anymore.
So here is another attempt at a complete mutators list. Tell me if I forgot anything. Preferably by writing me a personal message. I will update this list if there is any news.
Links to all the respective threads are provided.
You can download most of the mutators mentioned here at the IAF Database. EDIT: IAF database is dead, for now. Most of the stuff I talk about is still at www.alienswarm.de
If you are interested in anyhing not availiable there, you may think about posting here.
If you absolutely can't find a certain mutator as regular download, just connect to a server running it. Your server browser will show what mutator configs run where.
The resources used will be downloaded to your cache. You can (and should) retrieve 'em from there, see post nr. 4 as to why and how.
See at the and of this post for a small 'How to activate mutators' instruction.
-----------------------------------------------------------------------
The List:
- I am glad to announce the Options Mutator. A Space Engineers production. It does a lot of things, too numerous to list up here. So may just this be said: it bundles (and improves) quite a bunch of the following. Consult the documentation to know more.
-The Custom Campaign Mutator!!! -- allows for the creation of Custom Campaigns from any maps. This great mutator is built into Alien Swarm since 1.3. On most servers it allows bringing custom Telic and EFR stuff to all maps and campaigns (including Sigma and Ortega, if you vote the maps of those as a CC).
The CC-mutator also enables you to build predefined custom campaigns, consult this document for instructions how.
__________________
-Pestcontrol's Mutators! -- reserved slots, fixed voice communication, and more.
-The Alien Swarm deathmatch mutator! BigD coded it long ago. Obsolete now, since an improved version is included in the MutAoOptions. The original just ends the mission as completed, as soon as there is only one player left. If a server runs it, it will automagically work on DM-maps.
-BiG D's mutator pack! Including the 'more marines' mutator, allowing you to play up to 8 marines in single player mode. And a 'No-FF-mutator', that will work in single player mode. And a 'Stick-together-mutator'. And other funny stuff. Mostly obsolete now, when using the MutAoOptions.
-Uarch coded a SlotSwap mutator, giving you two extra slots and one normal. It had problems with some telic equip, if I remember right. (EDIT: Uarch posted links for his SlotSwap mutator and other interesting projects, see post nr. 2 right after this. But alas, the links seem to be nonfunctional now. I got my hands on the uaamuts.u, giving the admin summoning powers, but have not yet received that TrailOfDewm and others mentioned there. I don't have those mutators and I don't know who has.)
-The Telic mutator, which actually is a bundle. Adds support for quite a bunch of nice extra stuff. Was written for (and comes with) the Telic campaign originally, but works nice on any map. It is especially popular for adding the extra stims not taking equipment slots. Most of the servers run this mutator, or even the EFR mutator including it. Consult the Telic Campaign manual for detailed information.
-The UTWeapons mutator! This one is hidden in the telic bundle. With it you can use all standard UT2K4 weapons in AlienSwarm, and would even be able to use (external) custom UT2k4 weps. I never saw it documented anywhere, but then X told me about it and after some looking I found it in the Ed's actor tree. It is mentioned in the Telic credits page at campaign end. EDIT: as a result of some research, more sick uses for this mutator are described in post nr. 3, down there.
Load it with eg. 'open Ao-TE-Underneath.ut2?mutator=AoTelicBeta.UtMut'. Once in the map, console-type 'loaded', to get you all the UT weps by cheating. Drop all your AS stuff and switch through your shiny UT weaponry by using your 'nextweapon' and 'previousweapon' keys (I think it is the scroll wheel by default)
Likewise hidden in the Telic bundle is the 'Reduced Friendly fire mutator', AoTelicBeta.AltFF. Using it, it should be possible to scale the damage marines take from friendly fire. An improved version of this is included in MutAoOptions.
-Butters' Infested2K4 mutator! It adds support for automatical and map-optimised camera tweaking, in the beautiful AlienSwarm:Infested style. This mutator produces some great views on every map, and a really nice playing experience on some (especially Telic and EFR). Just try one of the examples in the following HowTo.
-The Unlox mutator! Made by Butters, with a fix by NoData. Unlocking the Hardcore, Carnage and Uber modes in campaign missions. Obsolete since MutAoOptions.
-The EFR mutator! Donator's work, invented for and coming with the Escape from Rhea campaign. Adds even more nice equipment and stuff, though you could argue that things like the AKIRA warbot are out of balance.
If you run this, you don't have to worry about the telic mutator, it will be called without further fuss.
-Then, the RiftCode. Even more weapons. Don himself called this unfinished, and it sure contains a good handful of glitches. It also tends to crash the server at times, eg. if the GLRMod clustergrenades are used extensively.
I think I am not alone with feeling that this weaponry is altogether way too sci-fi. Also, it seems to disturb the balance quite a bit.
Take this as experimental. Making these weapons selectable from the briefing room sure is a great way to test stuff. And with a nice map, included into a story, some of the Rift guns could be nice as extra pickups on maps, much like in Daylight. But apart from the fascination coming with new stuff (which wears off after a while) it isn't so very good for the gameplay.
Another word about the Telic/EFR/Rift stuff. You could say that these are hierarchical. The EFRmut will call the Telic mutator automatically. So there is no good reason to run both at once. The RiftCode mutator includes both the others.
The AoOptionMut running will call all of these (Telic/EFR/Rift) into action.
'Includes' or 'calls' should be read as 'needs to be installed, but not to be activated'.
In other words: if you do run two or three of these together, then you have misconfigured your game/server. Most things will run fine still, but there may be irritating results. Like eg. more extra stims
-----------------------------------------------------------------------
Some of those mutators mentioned here have alpha status only, I think. Means: they work, but are not free of glitches. Some have inherent problems.
Even if there is no bug or incompatibility, there may be small problems.
Like eg. the old maps with equipment restrictions. DM-maps mostly, but others too.
Those have been mapped before Telic and EFR stuff was invented, so having this mutators on when playing them will result in equipment availaible at briefing that the mapper would have backlisted, if he had known it. This problem will re-appear over and over again, with every weapon invented. Until someone codes a whitelist equipment actor.
(This problem is reduced somewhat when using the AoOptionsMut, giving the players complete control over the allowed weaponry)
Likewise, the Infested mutator is a great work, but only some maps play good with just the auto function, or have the camera cylinders that optimise the camera tilting. The rest of the maps would need some camera cylinder work to be really enjoyable. I would call this an inherited problem, it is definitely not a coding fault. Butters even provided tools for easy updates of old maps, should you want to run them with the different angle, or add something to the Infested2K4 project.
I didn't test all of the above. So I would be glad about comments. Things that work and things that don't. And additions. And corrections, of course.
I wouldn't expect all this mutators to be 100% cross-compatible. Some surely aren't, without further modding, like UTweapons and Infested2K4.
For the technically interested folks: the reason is that these both use their own child of the AoPlayer class.
About other combinations, only trying will help.
-----------------------------------------------------------------------
How to use:
Activating a mutator can be done in different ways. You can normally start Alien Swarm, and type a command in the shape of 'open Ao-AnAlienSwarmMap.ut2?mutator=Package.Mutatorclass' at the console.
You wouldnt want to type that or an even more complex line every time, but there is better methods.
First, you can, as always, bind such a long command to a key, with 'set input <key> <command>'
As with the StartTelicCampaign.bat, you can as well build small .txt type files and save them under names like My_Favourite_Map_My_Favourite_Mutator.bat (very uncool name, but you see what I mean)
You could have several of those small start-bats in your Alien Swarm folder. Examples coming:
Sulphure.bat: (will start it single mission, Telic mutator on)
Infested_Uplink.bat:
It even works to row up several ?mutator=... flags in one line, so you can have several mutators active at the same time.
Separate the two or more Package.Mutatorclass arguments with a comma and no space inbetween.
This example will make you play Tunnel with the Telic and Infested mutators at once:
Infested_Tunnel.bat:
Should work in a campaign as well. Like here:
Start_8Marines_EFRCamp.bat:
There would, in principle, even be the possibility of stuffing a whole mutator package into a map, using the myLevel. Of course it may blow up the map size, but it could be a 'standalone mut(il)ated map' then. This would be what they call an 'embedded mutator'. Possible, but not easy to do. Needs a careful and systematic myLeveling procedure, and some extra code to call the mutator into action, and check for several instances. Not easy. The myLevel pseudopackage is known to have strange issues.
The main purpose of this would be to activate a mutator on a server, as a normal player, ie. without needing an admin to do it. There could be another way to do a similar thing: a custom lobby. People could vote into that lobby, and thereby activate a certain mutator configuration. From there, folks could now vote this or that map or even campaign, and again the mutator would stay active. Again, this is possible, but not easy.
Code:
_____ __ __ _____ _____ | _ | | | | __| | | | | |__| | __| | | | |__|__|_____|__|_____|_|___| _____ _ _ _ _____ _____ _____ | __| | | | _ | __ | | |__ | | | | | -| | | | |_____|_____|__|__|__|__|_|_|_| _____ _ _ | |_ _| |_ ___| |_ ___ ___ ___ | | | | | | _| .'| _| . | _|_ -| |_|_|_|___|_| |__,|_| |___|_| |___|
So here is another attempt at a complete mutators list. Tell me if I forgot anything. Preferably by writing me a personal message. I will update this list if there is any news.
Links to all the respective threads are provided.
You can download most of the mutators mentioned here at the IAF Database. EDIT: IAF database is dead, for now. Most of the stuff I talk about is still at www.alienswarm.de
If you are interested in anyhing not availiable there, you may think about posting here.
If you absolutely can't find a certain mutator as regular download, just connect to a server running it. Your server browser will show what mutator configs run where.
The resources used will be downloaded to your cache. You can (and should) retrieve 'em from there, see post nr. 4 as to why and how.
See at the and of this post for a small 'How to activate mutators' instruction.
-----------------------------------------------------------------------
The List:
- I am glad to announce the Options Mutator. A Space Engineers production. It does a lot of things, too numerous to list up here. So may just this be said: it bundles (and improves) quite a bunch of the following. Consult the documentation to know more.
-The Custom Campaign Mutator!!! -- allows for the creation of Custom Campaigns from any maps. This great mutator is built into Alien Swarm since 1.3. On most servers it allows bringing custom Telic and EFR stuff to all maps and campaigns (including Sigma and Ortega, if you vote the maps of those as a CC).
The CC-mutator also enables you to build predefined custom campaigns, consult this document for instructions how.
__________________
-Pestcontrol's Mutators! -- reserved slots, fixed voice communication, and more.
-The Alien Swarm deathmatch mutator! BigD coded it long ago. Obsolete now, since an improved version is included in the MutAoOptions. The original just ends the mission as completed, as soon as there is only one player left. If a server runs it, it will automagically work on DM-maps.
-BiG D's mutator pack! Including the 'more marines' mutator, allowing you to play up to 8 marines in single player mode. And a 'No-FF-mutator', that will work in single player mode. And a 'Stick-together-mutator'. And other funny stuff. Mostly obsolete now, when using the MutAoOptions.
-Uarch coded a SlotSwap mutator, giving you two extra slots and one normal. It had problems with some telic equip, if I remember right. (EDIT: Uarch posted links for his SlotSwap mutator and other interesting projects, see post nr. 2 right after this. But alas, the links seem to be nonfunctional now. I got my hands on the uaamuts.u, giving the admin summoning powers, but have not yet received that TrailOfDewm and others mentioned there. I don't have those mutators and I don't know who has.)
-The Telic mutator, which actually is a bundle. Adds support for quite a bunch of nice extra stuff. Was written for (and comes with) the Telic campaign originally, but works nice on any map. It is especially popular for adding the extra stims not taking equipment slots. Most of the servers run this mutator, or even the EFR mutator including it. Consult the Telic Campaign manual for detailed information.
-The UTWeapons mutator! This one is hidden in the telic bundle. With it you can use all standard UT2K4 weapons in AlienSwarm, and would even be able to use (external) custom UT2k4 weps. I never saw it documented anywhere, but then X told me about it and after some looking I found it in the Ed's actor tree. It is mentioned in the Telic credits page at campaign end. EDIT: as a result of some research, more sick uses for this mutator are described in post nr. 3, down there.
Load it with eg. 'open Ao-TE-Underneath.ut2?mutator=AoTelicBeta.UtMut'. Once in the map, console-type 'loaded', to get you all the UT weps by cheating. Drop all your AS stuff and switch through your shiny UT weaponry by using your 'nextweapon' and 'previousweapon' keys (I think it is the scroll wheel by default)
Likewise hidden in the Telic bundle is the 'Reduced Friendly fire mutator', AoTelicBeta.AltFF. Using it, it should be possible to scale the damage marines take from friendly fire. An improved version of this is included in MutAoOptions.
-Butters' Infested2K4 mutator! It adds support for automatical and map-optimised camera tweaking, in the beautiful AlienSwarm:Infested style. This mutator produces some great views on every map, and a really nice playing experience on some (especially Telic and EFR). Just try one of the examples in the following HowTo.
-The Unlox mutator! Made by Butters, with a fix by NoData. Unlocking the Hardcore, Carnage and Uber modes in campaign missions. Obsolete since MutAoOptions.
-The EFR mutator! Donator's work, invented for and coming with the Escape from Rhea campaign. Adds even more nice equipment and stuff, though you could argue that things like the AKIRA warbot are out of balance.
If you run this, you don't have to worry about the telic mutator, it will be called without further fuss.
-Then, the RiftCode. Even more weapons. Don himself called this unfinished, and it sure contains a good handful of glitches. It also tends to crash the server at times, eg. if the GLRMod clustergrenades are used extensively.
I think I am not alone with feeling that this weaponry is altogether way too sci-fi. Also, it seems to disturb the balance quite a bit.
Take this as experimental. Making these weapons selectable from the briefing room sure is a great way to test stuff. And with a nice map, included into a story, some of the Rift guns could be nice as extra pickups on maps, much like in Daylight. But apart from the fascination coming with new stuff (which wears off after a while) it isn't so very good for the gameplay.
Another word about the Telic/EFR/Rift stuff. You could say that these are hierarchical. The EFRmut will call the Telic mutator automatically. So there is no good reason to run both at once. The RiftCode mutator includes both the others.
The AoOptionMut running will call all of these (Telic/EFR/Rift) into action.
'Includes' or 'calls' should be read as 'needs to be installed, but not to be activated'.
In other words: if you do run two or three of these together, then you have misconfigured your game/server. Most things will run fine still, but there may be irritating results. Like eg. more extra stims

-----------------------------------------------------------------------
Some of those mutators mentioned here have alpha status only, I think. Means: they work, but are not free of glitches. Some have inherent problems.
Even if there is no bug or incompatibility, there may be small problems.
Like eg. the old maps with equipment restrictions. DM-maps mostly, but others too.
Those have been mapped before Telic and EFR stuff was invented, so having this mutators on when playing them will result in equipment availaible at briefing that the mapper would have backlisted, if he had known it. This problem will re-appear over and over again, with every weapon invented. Until someone codes a whitelist equipment actor.
(This problem is reduced somewhat when using the AoOptionsMut, giving the players complete control over the allowed weaponry)
Likewise, the Infested mutator is a great work, but only some maps play good with just the auto function, or have the camera cylinders that optimise the camera tilting. The rest of the maps would need some camera cylinder work to be really enjoyable. I would call this an inherited problem, it is definitely not a coding fault. Butters even provided tools for easy updates of old maps, should you want to run them with the different angle, or add something to the Infested2K4 project.
I didn't test all of the above. So I would be glad about comments. Things that work and things that don't. And additions. And corrections, of course.
I wouldn't expect all this mutators to be 100% cross-compatible. Some surely aren't, without further modding, like UTweapons and Infested2K4.
For the technically interested folks: the reason is that these both use their own child of the AoPlayer class.
About other combinations, only trying will help.
-----------------------------------------------------------------------
How to use:
Activating a mutator can be done in different ways. You can normally start Alien Swarm, and type a command in the shape of 'open Ao-AnAlienSwarmMap.ut2?mutator=Package.Mutatorclass' at the console.
You wouldnt want to type that or an even more complex line every time, but there is better methods.
First, you can, as always, bind such a long command to a key, with 'set input <key> <command>'
As with the StartTelicCampaign.bat, you can as well build small .txt type files and save them under names like My_Favourite_Map_My_Favourite_Mutator.bat (very uncool name, but you see what I mean)
You could have several of those small start-bats in your Alien Swarm folder. Examples coming:
Sulphure.bat: (will start it single mission, Telic mutator on)
Code:
start ..\System\ut2004.exe AO-Sulphure-SE.ut2?Mutator=AoTelicBeta.MutTelic -mod=AlienSwarm
Code:
start ..\System\ut2004.exe AO-Uplink?Mutator=Infested2K4.MutInfested -mod=AlienSwarm
Separate the two or more Package.Mutatorclass arguments with a comma and no space inbetween.
This example will make you play Tunnel with the Telic and Infested mutators at once:
Infested_Tunnel.bat:
Code:
start ..\System\ut2004.exe AO-Te-Tunnel?Mutator=AoTelicBeta.MutTelic,Infested2K4.MutInfested -mod=AlienSwarm
Start_8Marines_EFRCamp.bat:
Code:
start ..\System\ut2004.exe AOL-TelicCampaignLobby.ut2?Game=AoCustCamp.AoCCLobbyGameInfo?CustCampStr=AoEFRCamp.AoCCEFRCampaignInfo?CampaignSlot=12?NewGame=Yes?SlotName=EscapeFromRhea?CampaignType=Custom?Mutator=bigDMuts.MutMoreMarines,AoEFRCode.MutEFR -mod=AlienSwarm
There would, in principle, even be the possibility of stuffing a whole mutator package into a map, using the myLevel. Of course it may blow up the map size, but it could be a 'standalone mut(il)ated map' then. This would be what they call an 'embedded mutator'. Possible, but not easy to do. Needs a careful and systematic myLeveling procedure, and some extra code to call the mutator into action, and check for several instances. Not easy. The myLevel pseudopackage is known to have strange issues.
The main purpose of this would be to activate a mutator on a server, as a normal player, ie. without needing an admin to do it. There could be another way to do a similar thing: a custom lobby. People could vote into that lobby, and thereby activate a certain mutator configuration. From there, folks could now vote this or that map or even campaign, and again the mutator would stay active. Again, this is possible, but not easy.
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