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Thank you lenmis for posting this report i'll take a look, keep on mind it could take a while but I'll do my best in order to release an update no later than friday
My colonists still get DS on maps with only natural hives(and they are far away from them).
Unless it's some other mod causing it, like Vanilla Expanded Insects or something?
Check change notes and description
No, the "decapitated guy with a completely missing head that's not dead yet" thing is from Death Rattle.
My one pawn reaching a level of Danger Sense where he refuses all orders (to undraft, redraft, move to run and gun, switch weapons, etc), is the Adrenal Overload issue.
Many of my other troopers reached the same Danger Sense level and they had absolutely no issue. This happens extremely consistently to a singe individual male pawn. Will continue to test further. I still have a smallish infestation on my map (8 hives, less than 100 total bugs, easy-peasy). I'll take Hendricks out with the kill-team and see if he freaks out again.
If he doesn't, he gets his Heavy Trooper Trainee role back, and there's a shiny new missile pod, heavy machinegun and plasteel longsword waiting for him.
If he does, he can complete his Federal Service with some sh*t-work that I'll find for him.
And I will find some for him.
The major difference is: Run & Hide affect "flee" only, wich triggers everytime a colonist with the policy "flee away from combat" try to run away to the designated place. (pretty similar to a feature in don't put yourself in danger)
Adrenal override makes colonist to don't colapse and supress colapses at certain ammount of danger sense / combat hediff. Making the combat hediff capable of mantain alive a colonist unable for die for hunger or collapse from low sleep.
LZ is totally intended this concept came to my mind due some exceptional case when people at extreme survival condition managed to keep going. This only should affect the Combat override feature and not the danger sense one, the idea is: if your colonist is about to collapse you have time to "do something" for a couple seconds after combat before he collapses or die for hunger.
– https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2022480344
M4
I saw that one before, but it was with Death Rattle, before I added Adrenal Overload to my load order.
This mod is absolutely exceptional at helping people keep it together during long battles - such as purging a massive bug infestation slowly and carefully, whether in a field battle, or a bug cave sweep-and-clear mission.
Assuming I can resolve this "refuse orders" nonsense when one of those hediffs is high enough, I will use it in all of my mod lists forever and ever.
And it only happened consistently to ONE SINGLE GUY.
He's a guy I got out of an ancient danger, but the other 5 became disciplined troopers that follow orders.
He is the only one to freak out and freeze.
I loaded the save and I labeled him as a Garrison Trooper.
He will lead an expedition party of rookies to staff an artillery outpost (Vanilla Outposts Expanded).
This way, he can still do his part to protect our beloved Fort Audie Murphy and do his term of Federal Service.
600%/Day Death in 4 hours
I tried anesthesizing my guy Gerasim, that had this problem, with Character Editor to see if it worked.
He predictably dropped and didn't do anything. I removed the anesthetic.
I removed the Adrenal Override mod hediffs from his health conditions tab manually.
NOTHING WORKED. He was completely locked in to dying uselessly in barehanded combat.
I couldn't get him to retreat, undraft, pick up his weapons, nothing.
There is a fine line between bravery and stupidity.
Choosing to fist-fight 10 megaspiders when you could run and gun them instead is that line.
For incompetence on the field of battle, Gerasim Hendricks was stripped of his status as a trooper in our Mobile Infantry regiment, and was banished as a wash-out, to join our Civil Outlander allies.
I dearly hope that this is the first and last of such administrative punishments that I have to hand out to one of my own.
This mod is incredible, almost a must have... but for one problem.
I believe that when the Danger Sense rises too high, PAWNS REFUSE DIRECT ORDERS.
They cannot undraft, move, do anything except stay there and fight to the death, NEEDLESSLY. Especially when you have Run and Gun, a commander that knows what he's doing, and a lot of friends with a lot of firepower as backup.
This is the only part that I HATE out of an otherwise exceptional mod.
Please tell me how to prevent the above problem. I'd really like to continue to use this mod, but I NEED my men to follow my every order to the letter.
i had 100% too i removed it today after patch i believe and it still rising.
i can see pop up "dander sense rising
Global hostile baseline: 9
but if i hoover over it i see no marker?
It ticks a little bit slower (to avoid performance issues in big maps) and I added the option to deactivate fire triggers at all!
I can't see anything related to fires in the mod settings.
I play on big maps and had a dry thunderstorm which has little fires far far away and it's putting everyone on edge, which is in-turn making their mental health horrible.
After almost a week of work I finally release mood and metal breaks realistic overhaul! This mod have direct interaction with adrenal override and make your colonist loose mental health the longer you spend with 100% adrenaline / danger sense!
This is not intended to be severely punishing, however everything is fully customizable and you can tryhard it as you wish
Next step is to create the last piece of the complimentary mod and then I'll release a mayor update!
Thank you everyone for your support and positive comments!
great mod! always disliked that pawns could have a mental break during a firefight
keep on mind this mod is part of a big idea split on 3 mods.
Spoilers:
- Adrenal override: danger sense (part 1 - Released)
- Moods and mental breaks realistic overhaul (part 2 - almost finished probably launching no more later than this sunday)
- mental breaks reinvented! (part 3 - This small mod will take less than 1 entire day)
When I release the 3 parts then comes big updates for this mod!
I have planned things like: cooldown for the "adrenal override" and some crazy stuff posted on comments as well. However the most punishing part will come with the second part ;)
Either way this looks like fun and I'm excited to try it!
My pawn's consciousness is 880% with 916% manipulation in usual conditions. Once in combat, the consciousness' purple text became grayed out and my pawn's manipulation dropped significantly.
As of writing this, I discovered anything affected by consciousness over 100% becomes capped as if consciousness becomes 100% once engagement focus is >=20% (focused). If it's not from consciousness, it's not capped.
I use Un-Limited Reborn to remove the vanilla limits for consciousness, manipulation, etc.
I apologize for any ambiguous or unclear wording.
Wouldn't really be a factor, but adrenaline builds with on-map threats like sleeping mechanoids or bug ship parts, which means if you don't attack it right away it gets rather painful really fast every time it's sleepy time for the colonists.