Mod Request - Removing / Replacing Mutators in Challenge Dungeons

As the title says, I would appreciate it if anyone could direct me to where the mutators linked to the Challenge Dungeon are located and if there’s a way for a player / modder to either remove them entirely or make it so they’re not random. Random mutators are fine for Crucible and Shattered Realms, but to have them for regular dungeons seems ridiculous to me.

Ideally, I’d like to have set mutators for each dungeon, such as having Bastion of Chaos enemies have the Ignited mutator, or any Poison dungeon to have the Poisonous Mutator. If I know how to access the dungeon mutators and make it so that the same mutators happen at the same dungeon, no matter how many resets you do, I’ll be glad to pitch in for the rest.

Has anyone else decided to look into or mess with the mutators? Having them in Main Campaign has been a big turn-off for me.

Mutators are in gdx2\database\records\game\mutators
You can create a base mutator “empty” with mutatorpak.tpl then point each other mutators (mutatorpak_monster_01->17) and (mutatorpak_player_01->10) to this empty mutator.
If it doesn’t work you can instead remove all values from all mutators.

How do Challenge Dungeons play into this? Does each challenge area point to these mutator files somehow? If you want to look into a Rogue Dungeon, for example, since they have 3 mutators, does it have anywhere in the area code that says “pick three random mutators and use that for this session?”

Removing the mutators is nice and a good fallback in case I can’t edit the challenge dungeons themselves, but I’d like to learn more about the world editing parts of the modding tools.