XCOM 2
Always Bleed Out
61 Comments
Vale Aug 9 @ 9:24am 
Mod works fine in WOTC (tested 8 would-be deaths).
obama Apr 5 @ 5:58pm 
does this really not work with wotc? i need this, please
a.mcbob Feb 9 @ 4:06pm 
not working for WOTC anymore :(
Funny Ragdoll.mp4™ Jan 30 @ 7:44am 
I know it's been a while, and you probably stopped playing Xcom 2, but do you think you could fix the mod ? I think the last update where they removed their awful 2k launcher may have broken the mod, and this mod is really fun to use, since I care a lot about certain soldiers.
Pete Jan 16 @ 10:36am 
not working
Selmo Nov 19, 2023 @ 1:37pm 
It works perfectly fine with "Rescue Denmother", she has the configured turns (8 by default) before bleeding out.
Torblorone Aug 13, 2023 @ 5:58pm 
@Gumball yes it works perfectly fine with LWOTC
Zaku II (Alias WatcherZigzagoon) Apr 21, 2022 @ 7:13pm 
this may or may not conflict with "Rescue Denmother". I can't be sure, but I think it does
Gumball Jan 16, 2022 @ 6:02am 
Does it work with LWOTC ?
Deacon Ivory Nov 19, 2021 @ 11:38am 
This mod definitely works with WOTC. Can't speak to LW2 or LWOTC.
CptVodka Feb 1, 2021 @ 6:50am 
This doesn't seem to work with the base game either (non-wotc).
However maybe it's colliding with long war 2? I don't think it changes anything about bleed outs, but it's an extensive mod.. So maybe.
KingMob4313 Sep 24, 2020 @ 8:45pm 
Doubling back, the AML (Advanced Mod Launcher) has re enabled this mod.
KingMob4313 Sep 6, 2020 @ 12:38pm 
Okay, not sure why it stopped working. But go to

and change the following lines in XComGameCore.ini in the WOTC folder

BLEEDOUT_BASE=0
BLEEDOUT_ROLL=0
BLEEDOUT_BONUS_ROLL=0
KingMob4313 Sep 5, 2020 @ 7:44pm 
Doesn't work with WOTC all-of-the-sudden.
KingMob4313 Sep 5, 2020 @ 5:43pm 
What is the AML?
Aklyon Sep 5, 2020 @ 9:27am 
Just use the AML instead.
Daddy Takeda Aug 30, 2020 @ 6:16pm 
It doesn't work with the new launcher. It needs to be updated to work now.
Lûte the Goblin Aug 7, 2020 @ 9:23am 
@Mayor Rev
@Prydain
Sadly it does not work with WotC. I've had this installed from the start of my campaign and only 3 out of 7 casualties resulted in a bleed-out timer.
Rev Jul 19, 2020 @ 2:51pm 
Can anyone confirm if this works for WOTC? I'm seeing mixed results in the comments but they're from years ago.
Prydain May 7, 2020 @ 4:43pm 
Assuming this works fine still with WOTC? Love the idea of the mod since you get to play around with wounded soldiers more but would just like confirmation?
Stolas Suzie Mar 26, 2020 @ 8:59am 
k think I found the mod that crashes the game but it worked with a wotc file up until august and then just stopped was XCOM 2 updated again?
|r.τ.α| Somm Sep 27, 2019 @ 6:06pm 
This mod still works with WOTC, I don't know what you are talking about.
Pvt. Pirate Jun 16, 2019 @ 3:49am 
my soldiers somehow always just die and their corpse vanishes. - i got no chance to get them and their equipment. but after the mission is finished, they are shown as captured.
Oats Jun 2, 2019 @ 2:59am 
This mod no longer works with WotC.
vandujr May 31, 2019 @ 4:45pm 
is there a wotc version?
Shavy Feb 17, 2019 @ 8:43am 
is there a way so that it doesn't make mock operatives always bleed out?
Raidey Sep 9, 2017 @ 8:45am 
Works just fine with WoTC so far.
KZFKreation Sep 4, 2017 @ 1:05am 
Is there any confirmation whether or not this is WoTC Friendly or Compatible?
Rarky Aug 31, 2017 @ 2:36pm 
I have no idea what's going on but to begin with this mod worked flawless, I love it. Now i'm getting this really weird issue where if I stabilize a wounded soldier bleeding out he apparently returns back to life.. as a ragdoll? I'm then able to use him as if he's not unconsious and even shoot and get shot by enemies but like, with this really messed out ragdoll instead of the actual animations and hell, the soldier won't even move if I try and perform any movement actions, it just gets stuck and does sometime knock out of it to perform those said actions in a really weird manner.
Doc_Calm Jun 28, 2017 @ 3:01pm 
I recommend using Easy Unit Customizer with the following two lines:
+ModifyUnitAbilities=(UnitTemplateName="Soldier", AddAbilities=("Resilience"))
+ModifyUnitAbilities=(UnitTemplateName="Soldier", AddAbilities=("Sustain"))
This achieves an almost identical effect & it's GREAT! It means you can take a beating, but avoid death & random deaths due to enemy criticals.
Crayon Flux May 28, 2017 @ 11:48am 
It would be greatly appreciated if this mod got up and running again for LW2. Thanks in advance!
Furfante Feb 5, 2017 @ 3:14pm 
Would it be possable to make this compadable with LW2? I need every handycap I can get
Kanario97 Jan 24, 2017 @ 2:42am 
Don't work with LW2 :(
eldadmaster Jul 12, 2016 @ 4:38am 
Hi. I started using this mod, but so far none of my soldiers bleed out, instead they die immediatly...
Invertin Feb 28, 2016 @ 2:57am 
Hm, I'm honestly not sure if they were shaken or not, but it's entirely possible. The next time someone dies outright I'll have to pay closer attention.
sq_paradox Feb 27, 2016 @ 12:17pm 
You may very well be right. My advice was based on the understanding I got from this reddit thread.
Sirbloke  [author] Feb 27, 2016 @ 11:48am 
Hey sq_paradox, I may be mistaken but I was under the impression using +/- is actually what causes the configuration changes to stick around after unsubscribing from a mod. For example I use this mod and my XComGameCore.ini still has:

BLEEDINGOUT_TURNS=4
BLEEDOUT_BASE=50
BLEEDOUT_SIGHT_RADIUS=3
BLEEDOUT_ROLL=100
BLEEDOUT_BONUS_ROLL=50

Also if I switch my mod off soldiers start dying again without any need for fixing the config or verifying game cache, which seems to be a good sign that not using +/- doesn't cause the changes to stick around.
sq_paradox Feb 27, 2016 @ 11:35am 
Disregard that theory. Can't duplicate with a simple test. Clearly I'm wrong.

As for mod conflicts, I may have been running Second Wave Reborn's Red fog, which was very buggy at the time (it was causing permanent solder stat loss).

The mod was definitely on. Some soldiers bleed out (rookies, who would otherwise have 0 chance of bleeding out) and others died out right. The only thing I noticed was that the soldiers who died outright had all bled out on previous missions but been rescued and recovered. I'll let you know if it happens again and if I can pull out any trends. This happened on an Ironman game so I have no saves to check.

Also, you probably want XComGameCore.ini to be:
[XComGame.X2StatusEffects]
-BLEEDOUT_BASE=50
+BLEEDOUT_BASE=-200
-BLEEDOUT_ROLL=100
+BLEEDOUT_ROLL=0
-BLEEDOUT_BONUS_ROLL=50
+BLEEDOUT_BONUS_ROLL=0

As it is the values might stick around in even after the mod has been turned off, just like ModClassOverrides stick around in XComEngine.ini.
Sirbloke  [author] Feb 27, 2016 @ 7:53am 
Hey Fiesbert, no I've not experimented with this. Its an interesting idea but not the goal of this mod, as I said to MigPost - "As far as this mod is concerned, I won't be making a change to the bleed out chance as the purpose of the mod is simply to make soldiers always bleed out, thus the name. :D"

Hey invertin and sq_paradox, can you confirm if the soldiers had will <= 0? As far as I am aware this shouldn't be an issue - I'm not aware of any bugs in uc with comparing 0 values but could be wrong. Are you sure you had the mod active and were not running any conflicting mods? I've not had any other reports of this happening and haven't seen it myself.
sq_paradox Feb 23, 2016 @ 5:31pm 
@invertin Were the soldiers shaken? If not then disregard the below, I'm probably talking out of my ass.

Long story short, a 0 is being misinterpreted as a a false statement and therefore the game thinks your unit should not bleed out.

Shaken soldiers have a will of 0. The bleed out function is a boolean function that compares a soldier's will to a random number (which the mod has set to 0). Even though 0 <=0 is true, 0 in a boolean statement generally means false.

I think this is an edge-case glitch in the game progrmming that the mod is triggering due to the way this mod is trying to guarantee the bleedout effect.
Invertin Feb 23, 2016 @ 5:53am 
Uh, at some point this mod stopped working. People are dying now, just from taking regular damage.
Fiesbert Feb 20, 2016 @ 5:09am 
@Berlew Did you experiment with the overkill stuff? I'd like bleedout to be more consinstent. The 100% bleedout seems to be too surefire. I just can wait for my 1 health soldier to bleed out and health him up later. I'd much rather have some kind of "bleed out health" which influences the bleedout-timer. For example: 10 HP, 4 turn-bleedout. So 14 dmg would instakill him while 13 would leave him with 1 bleedout-turn.
x2ruff4u Feb 19, 2016 @ 6:22pm 
@kanaiko this mod is perfect for early/mid game. Late game it's so so
Jain Zar Feb 16, 2016 @ 10:52pm 
I hate the steam commet system....you are not allowed to use more than 1000 letters in one post...meh.. so i was forced to split my post..sorry for the wall of the text, but i felt it is needed.
Jain Zar Feb 16, 2016 @ 10:50pm 
Review Part -1-

I first thought it would feel like cheating to have such a mod and play it with ironman. But i gave it a try. The experience was shocking. Without this mod, you play your game and give a shit if soldiers die during your mission, you just try to finish it with the ones you have left.... by just being a bit pissed that your loved ones are dead. With this mod, i had a totally different experience which was like this:
Jain Zar Feb 16, 2016 @ 10:50pm 
Review Part -1-

As i tryed the mod for the first time, i got a mission with a timer running. Three of my soldiers got hit and started to bleed out. I just had one med kit on a sniper, and my specialist who act as my medic was one of the bleeding soldiers. So i had the option, to try to end the mission by let two of them bleed out ad stabilize one, by knowing i would need to carry him with him to the extraction zone after hacking into the mission objective or to save all and doing an emergency evac. the decion would be much easier of they were allrdy dead.... but having those three around me fo such a long time, i wasn't up to let them bleed out. so i decided to abort the mission and do an emergency evac. Getting to the soldiers and get them out and killing the surrounding hostiles made it impossible to reach the objective in time befor the timer was running out.
Jain Zar Feb 16, 2016 @ 10:49pm 
Revie Part -2-

I liked this and played a bit more mission with using this mod. the outcome was, that i noticed i fail more mission due to emergency evacs to keep my soldiers alive than i did with out the mod.
Which makes this mod even more hardcore than just playing vanilla ironman, where they just die on a mission mostly and you give shit and keep going for the mission objective and finish the mission. Due to the long recovery time the soldiers need you have to buy new recruits/vets anyway, to keep and active team running for the next mission. so the from out of spending money and time for training new ones it is nearly the same like with vanilla. you just have a totally different experience that forces you to make hard decisions. Keep in mind, for a soldier who is bleeding out, you need one to stabilze it, as well, you need to get him to the evac zone as well. so you are forced to take him with you, which means, that the one carring him is not able to fight......
Jain Zar Feb 16, 2016 @ 10:48pm 
Review Part -3-

Anyway. On the first view, this mod might sound OP or like cheating, like me thought in the first place. But it IS NOT, give it a try, like me did and decide for your self.
Sirbloke  [author] Feb 14, 2016 @ 3:12pm 
Hey MigPost, I believe there is another mod on the workshop that increases the bleed out chance without making it 100%, so you might want to check that out.

Interestingly the code suggests that Firaxis actually considered using the overkill damage as part of the bleed out chance formula, as the GetBleedOutChance function takes OverkillDamage as an input variable, but as you can see they decided not to use it.

static function int GetBleedOutChance(XComGameState_Unit UnitState, int OverkillDamage)
{
return UnitState.GetCurrentStat(eStat_Will) - default.BLEEDOUT_BASE;
}

As far as this mod is concerned, I won't be making a change to the bleed out chance as the purpose of the mod is simply to make soldiers always bleed out, thus the name. :D