Custom mutators for UT2004, including a new reworked Invasion game type (InvasionPro). Most of the mods are designed to work with the Invasion game type (or game types based on Invasion).
|Quake 4 Weapons v2|
|Doom 3 Weapons v1||Gibable Corpses v2|
|Unreal 1 MonsterSwapper v2 Now with Sets!||MonsterSwapper v3 Now with Sets!|
|Necromancy Combo v3||Trials Translocator|
|Team Shuffle v1||Monster Artifact Drop v2|
|Wave Names v1||MeshPreload v6|
|Monster Score Manager||Pikachu Player Skin|
|Rainbow Shock Rifle v3||Invasion Commands v3|
|Weapon Replacement v2||Boss Waves v6|
|InvasionPro Game Type Note: This is a new game type||Monster Mutations v5|
|Deathmatch Everywhere Note: This is a new game type, deathmatch on any map type.||Team Deathmatch Everywhere Note: This is a new game type, team deathmatch on any map type.|
|Monster Kill Sounds||Wire Skin Monsters – v2|
|Preloaders||Invasion Damage Config|
|Wave End Confirmer v2||Invasion Loading Screens|
|Starting Weapons v5||Cow-Launcher|
|Combos||Aerial View Mut|
9 responses to “Mutators for UT2004”
great mods; some good monster packs to choose from. Last night I even dreamed playing invasion pro with friends but using monsters from the game: “Killing Floors”
I forgot to mention , I found a menu bug in the invasion pro mode. The problem is that one cannot pick bot roster or bot team with “pick roster” Option. The problem is that it seems to be stuck on the team death match team roster menu instead of the standard invasion team roster.
WOW this muts are so good! THANKS!
The link for “Preloaders” isn’t working, its giving me a “Page Not Found” error.
Is it supposed to link to “Super Monster Preload v2” ?
Because i downloaded that one from the “related files” under “MeshPreload v6”.
Just letting you know.
Thanks D3l3rium! I think I’ve fixed the link now. And thanks for the nice comments on the monster page.
Hey, how can i change EXP gain from monsters in UT2004RPG invasion??(((
Sorry for the late reply.
If you mean change it via an already existing mod I don’t know!
I think the EXP is based on the damage done/Monster max health*Monster scoring value.
The problem is most custom monsters have the default scoring value of 5 so you would need a mutator to change that.
My InvasionPro game type allows you to change the scoring values as does my Score Manager mutator http://unreal.shaungoeppinger.com/monster-score-manager/.
I don’t remember if they are compatible with RPG tho.
I’m wondering is there any way to cycle quake + doom + unreal weapons in the same time? I mean to change like every 30 seconds the weapons on their spawn location change from quake to doom, from doom to unreal and so on
I’m sure a mutator could handle it, it would just need to change the WeaponType of the weaponbases using a timer.