Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, I use game settings slider on start "Enemy death on downed" and set to 0%.
@Gerewoatle Yes, and it can be restored in game with the various vanilla methods of restoring body parts.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2860414285
that's perfectly ok! I'm really glad you've considered it before, but it's completely fine if you wanna leave them separated because honestly it is probably easier to leave them separated. not too sure though hehe. thank you for the response! and thank you for working on these mods, they're awesome!
- Disabled overflow damage for vacuum damage.
- Tweaked minimum damage to overflow from 1 to 2 (less small wounds overflowing)
- Tweaked default squishiness to 40% (less overflowing damage from trauma)
For now, I'll continue leaving the collection as the way to get the mods. I'll need to revisit this in the future at some point as I never really intended to build more than one mod...
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://gtm.steamproxy.vip/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)?