Intravenous 2

Intravenous 2

Extra Mutators (Update 1)
17 Comments
Gracious 24 Sep @ 11:09pm 
mutator to just have infinite money?
𐃫 22 Aug @ 6:29am 
Bounty hunter doesn't work (at least for me)
MrBean 18 Aug @ 5:03pm 
@Astro_Rider
If you ever happen to have the time, energy, and technical capacity, would you consider creating a set of mutators that include:

One-hit kill (for both players and enemy ai),

Infinite reserve ammo (but still requiring reload),

And 8x ammo drop multiplier (item pickups, and even enemy drops) ?

I think this setup could make for an intense, high-conflict combat mode — where chaos, positioning, and reaction speed matter more than attrition or resource management.
No pressure at all — just thought I’d float the idea in case it sparks any interest!
The Dipshit 17 Aug @ 4:41pm 
Is there a file path I can go to in order to edit the files for this mod? Because I wish to increase the amount of leaning capacity you gain from killing a goon.
Duke Nukem 13 Aug @ 10:03pm 
Also, any chance we got a mutator that make broken bulb stop flickering?
Duke Nukem 13 Aug @ 10:03pm 
If careless enemies is enabled, can I still lure enemy with my body?
Mumblez 13 Aug @ 9:00am 
for pure completion sake, can we get a "shocking" enemies too?
Mumblez 3 Aug @ 4:16am 
Honestly this stuff needs to be in the game normally. GOOD MOD
diealot 30 Jul @ 6:32am 
thanks for letting me know @Astro_Rider
Astro_Rider  [author] 30 Jul @ 3:00am 
@diealot, the mutators this mod adds acts like base-game mutators. This means that for them to function you need to activate them from the gameplay mutator menu when starting a new game or loading a map.
diealot 30 Jul @ 2:12am 
But I don't want all the features to activate when I enable the mod I only want the one that make Steve and Sean Stronger and the enemy dumber
diealot 30 Jul @ 2:08am 
does all the mutator functions activate when I subscribe to the mod? and I don't need to go into option to set anything up right?
Rey Schultz 27 Jul @ 10:30pm 
My guy wants Masochist back. 😂
Not that i don't. 😈
MrBean 25 Jul @ 5:59pm 
WOW, what a nice mod
76561198207556544 25 Jul @ 6:58am 
Ho do i enable these?
Astro_Rider  [author] 24 Jul @ 12:07pm 
Hey, thanks for the comment.
Regarding the return, I was thinking of adding a separate mutator which would drain health from the player slowly, forcing you to complete the level faster. I'll think about implementing it some time in the future.
Regarding the proposal, that is honestly a great idea, although that is something that people in the modding community been trying to figure out how to implement for some time. When we finally do, I'll see if I can add this sort of zombie mutator.
Skyfe 24 Jul @ 10:41am 
Very cool, this is a very good implementation in the game.
I have played with the majority with your mutators and I got not bugs nor crashes.

It is a godamn good implementation to this game and I have to you 1 return and 1 proposal :

The return : Sometimes, the "vampires mod" in others games contains a small decrease of life forcing the player to attack to maintain his character alive. I think an additional modificator with this option would be a good completion for a more aggressive gameplay.

The proposal : I saw you can modify the reaction of enemies. Would it be possible to have a modificator where every enemy is disarmed and attack hand to hand the player ? If possible, could you, with this same mod delete the amnutions on the maps ? With this, we could have a good zombie mod that could be completed with "speed demon enemies".

I know this is a lot of work but with your work, I think that it would be good completion.

In every case, I Love your work !