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I was testing with both installed so drove myself a little crazy. Maybe now I'll adopt proper best practices for testing....
Update!
Burn damage will only spread externally.
As spreading burns can cause a greater chance of being lit on fire, there is now a new toggle added in the settings do disable burns overflowing entirely.
What if more serious injuries like internal wounds specifically required surgery to try and heal them? Combat with guns would be really scary, because it's no longer just about right-clicking and choosing "Heal" but now you might have to do sudden surgeries to fix internal damage, and if you don't have a great doctor it's not just 'worse tend, who cares' but 'oh shit I % fucked it up I can't save you'
So if you do ever look into making an Enhanced Recovery mod, that's something I wanted to throw in as an idea :) Thanks again for your combat mods, I only just discovered them and I really love the way they make the game feel. Thanks for the great work.
It is likely that it is solely this mod as both of those processes assign damage to pawns "normally". If you turn down squishiness 5%-10% that should help!
It should make for very good companion mod to solve your needs, a great recommendation.
Just a word of advice though, the default settings make everyone effin' tanky, so if you enjoy more lethal combat you need to dial down some of the other settings significantly. However the settings can also be adjusted to make injuries, pain, bleeding and damage even rougher.
In general, it's another good mod for customizing how combat and injuries work.
But with all that said, I'll happily bow to any commentary SirPook has on the matter of mixing this mod and that one.
Core issue is this mod only touches damage.
Maybe there is room for me to look at a health mod (Enhanced Recovery?), but that is not something I'll put into this mod as I'd like to keep each concept modular.
@Aeris Has a valid point as well. If I were to embark on a health related mod or series, I'd need to know I'm doing something different than what is out there. Either in features (new things!), or in value proposition (compatibility first system).
That is actually why I have this combat series, I couldn't find a mod that did the (Grievous Wounds) and the other mods accomplish their tasks in very light weight methods that are compatibility first with a penchant for providing settings so someone can customize their experience.
So, maybe not no, never. But I'd need to put a lot of thought into it.
They reuse damage types (like "Cut").
There is no way to make this damage ignored.
However, it appears that they like doing about 75% damage on body parts as their high end of damage. If squishiness is set to less than 25% then damage shouldn't overflow from their "operations". Other overwhelming damage, bullet to the eye, or cannon to the chest will still cause piercing and/or trauma on high damage blows.
The mod I'm using for shotguns is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2584374906
Hmm... I should probably add rules for fire to only spread externally... Added to my to-dos when I get the doing a rewrite/cleanup.
I could see multiple pellets behaving weird. I do need to get around to doing some more testing surrounding mod edge cases. Also added to the list of to-dos!
Hunting squirrels with pulping level damage can/will lead to less meat. However, not all parts overflow, and overflow chance is not set to 100% for parts that do. As such the shot won't function as a flesh eating bullet.
Not saying you shouldn't have made this, just trying to understand the difference.
I think in VCR the bullet passes through, so a shot to the heart will hit e.g. ribs, torso, maybe lung. Not clear how that's calculated.
Am I right in saying your mod would spread damage more widely, i.e. if a foot comes off, spreads to the leg next, then torso? Is it only one additional part per overflow (until that pops too)?
Collection links have been setup/added.
Also apparently I never bothered to set Harmony as required in steam. Luckily for me everyone has it! That is fixed.
Long Version: Note to self - before saying you will get things done in a couple weeks, ensure you will not be sick, hosting guests, on work trips, or moving houses...
As a result of not having properly checked my calendar, this was very much delayed. However, that allowed me to bundle the 1.6 upgrade into the EBF fix.
It took me a bit to figure out how to build a check that worked properly, but a few hours of faffing about and here we are!
A quick summary of the interactions.
"Remaining health is pulling in properly at least. This prevents trauma damage until old max health is passed in damage.
Piercing could still effect, except bionics do not have sub parts, and internal organs do not overflow damage.
So only damage to external bionics, specifically piercing damage, would overflow to connected parts."
[V1024-EBF] Elite Bionics Framework has detected some mods using the unmodified GetMaxHealth() method, which violates the EBF protocol. The author(s) of the involved mod(s) should adopt the EBF to clarify their intentions.
For now, the unmodified max HP is returned.
The detected mod comes from: GrievousWounds
And everytime damage overflow is triggered, I get an error message.