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try this site, if can't get ingame hugslib logs uploaded.
{LINK REMOVED}https://pastebin.com/
To be clear, I rather like the mod even without that option!
Thank you very much. Both for the replay and this must have mod.
Increase the amount of pain.
Pain, loss of consciousness and loss of mobility is what causes pawns to get downed.
What do I need to adjust to make them get downed from having their torso being critical injured?
https://gist.github.com/HugsLibRecordKeeper/48010b54e6961faf8b8d940c60f767fb
I don't know what exactly the bug does but the error code appears everytime i load my game or when some factions are visiting me.
Yes, it's compatible with CE. Totally works.
This mod doesn't change anything about how armor works.
It might just be that pawns survive more often and thus you see live pawns with internal damage that would've killed the pawns without the mod.
Just A Flesh Wound just uses a postfix to multiply pain, so if Live With The Pain does the same, you would be correct.
If I used this mod with Live With The Pain , is the pain of a old scar calculate by multiplication?
For like, a scar lasted 60days, which reached pain, old scar in this mod and third stage in Live With The Pain . Assume the pain of wound is 20, which hasn't turned into old scar yet. So the old scar end up cause 20 * 20% * 25% = 1 pain?
One-shot protection disabled.
All the part break resiliences to 100% (i left player slider a bit higher)
Part break threshold to 0-3 (i set it to 0 while killing fungis, then set it to 3)
You will need something with high upfront dmg not high firerate,
and i suspect melee is better at dismembering than anything shooting bullets.
It do is a bit hard to figure out with the sheer amount
of options paired with often similar sounding things ^^
Good to hear.
Given the general complexity of the settings, I may end up putting together some presets per major group of settings.
Still took forever but managed to behead them.
I can't kill them, they basically only die if you remove their heads and I can't get any of their limbs to detach, only destroyed a kidney and jaw with minutes of uninterrupted shooting at it while its down.
They have gene buffs for resilience
damage mod: x0.85/0.75/0.65 (increases over time, fungal armor)
injury heal factor: 150%/250%/500% (fungal regeneration)
Can you maybe help me figure out how to tune the settings so they die, without making all other pawns made of paper? Theres so many sliders I haven't been able to get it to work.
Or is this a soft incompatibility and i need to delete fungoids mod? Any help appreciated!
Only in the sense that you can alter the amount of fatal damage needed for pawns, animals and mechanoids individually.
Fatal damage, base hp
Fatal damage, threshold
Increase those two to max, this will effectively remove the fatal damage mechanic.
Reworked scarring formula, now the base chance of scarring is considerably lower to offset the removal of tend reduction.
- prosthetics and mutations get a base bonus as well as an additional bonus for part efficiency over 100%. By default, this means that a bionic limb with 135% efficiency gets a total bonus of 33% (base bonus for prosthetics) + 70% (200% of 35%)
Also, quick clarification, resilience bonuses for fatal damage are scaled based on how large the implanted/replaced part is. Brain and eye implants and replacements don't affect the amount of fatal damage a pawn can take much, while torso and limb implants and replacements have a significant effect. Torso implants in particular, like armor glands, give the full(20%) implant resilience bonus for fatal damage calcs.
Part break calculation doesn't care for implants/replacements/mutations that aren't for that part directly, but do apply 100% of the resilience bonuses.
This means toughskin glands will boost overall fatal damage resilience and torso part break reslience in particular.
Good point, I hadn't considered that VTA changes the base market value calc. I'll try and find an alternative. I originally abandoned tech level because it's inconsistent as well. I'll probably go for a mix of part efficiency bonus and a base bonus.
As for the armor boosting implants, that one is a bit iffy for two reasons.
1. The bonus armor already reduces incoming damage, and thus, the effective part health is already increased.
2. Armor boosting implants are applied to the whole body of pawns and aren't really tied to any specific body parts (eg toughskin). This makes it difficult to find the implant efficiently from the perspective of injuries,
So, while I don't dislike the idea itself, implementation is too iffy for my liking.
Another idea, implants that add some kind of armor could be slighly more harder to destroy/kill plus the normal values too
This is not a discussion.
If you don't like it, you can change the settings for yourself.
If you want to make a mod with different default settings, do that.
@Cosmo Corban
Good to hear, the scars are supposed to be a bit of a balancing mechanic that prevents you using your pawns as meat shields to be fully "repaired" after combat, but I can see it growing out of control if your combat style has pawns taking lots of wounds.
I chose the current default settings because I feel that they suit the largest amount of players.
I don’t really believe that most people might like it when your person develops three infections at once after a shootout
It is, but things with enough wounds to kill them in vanilla, but not with this mod active will die.