244 lines
12 KiB
Markdown
244 lines
12 KiB
Markdown
I always disliked how BHS worked. Where medkits give temporary hp and most random items heal certain parts.
|
|
|
|
This mod is my attempt at making BHS fun and immersive instead of just "use a if b, use c if d".
|
|
|
|
The github link: <https://github.com/Mirrowel/Mirrowels-BHS-Edits>
|
|
|
|
Currently in active development to balance the items and the system.
|
|
|
|
MORE UP-TO-DATE Description on Moddb page <https://www.moddb.com/mods/stalker-anomaly/addons/bhs-realistic-overhaul>
|
|
|
|
**MOD IS CONSTANTLY BEING DEVELOPED SO EXPECT CHANGES TO HAPPEN FREQUENTLY.**
|
|
|
|
# NOW INCLUDES AN EXPERIMENTL TARKOV-LIKE HP SYSTEM. READ 0.8 CHANGELOG FOR MORE INFO
|
|
|
|
**An overview of the mod and plans below.**
|
|
|
|
# General points:
|
|
|
|
## The goals of the mod:
|
|
|
|
- Make healing limbs take considerably longer.
|
|
- Remove temporary HP.
|
|
- Add painkillers and painkilling properties. Think of tarkov.
|
|
- Make medkits the main source of healing, like they should be.
|
|
- Make the system highly configurable.
|
|
|
|
## **Stuff that this mod already has:**
|
|
|
|
- No temp hp System. Replaced by painkillers instead. Exactly the same purpose as tarkov basically. Allow you to use the destroyed limbs and remove the nasty effects.
|
|
- To complement painkiller system weapon sway mod is integrated. Painkillers reduce weapon sway like if the limb is healed by that amount.
|
|
- Medkits either heal all parts at once OR they heal set amount of HP, going one HP at a time for the lowest HP limb(potentially more efficient, which makes a lot of sense).
|
|
- Broken limb system. If HP of the limb reaches 0 you need to use a surgical kit, then splint with a splint(all configurable and can turn off).
|
|
- Reworked sleep healing to heal more logically(you heal lowest limbs first). Can disable that.
|
|
- Health multiplier to enable more gradual healing. Limb HP by default is 11 torso, head; 5 for the rest - kinda low. - Experimental. Realistically would do nothing but increase the number of HP steps so it looks smoother but makes it hard to see real HP -- UNSUPPORTED - TOO MANY PROBLEMS
|
|
- Weapon sway depending on arms damage and painkiller effect
|
|
- Slower medkit usage and healing rate.
|
|
- Campfire heal for limbs(adapting script)
|
|
- Artefact healing for limbs(same thing)
|
|
|
|
## **Stuff i will add:**
|
|
|
|
- More effects on limb damage. Instead of instadeath increase received damage, stuff like that - need ideas
|
|
- Heal limbs one-by-one only like in EFT(maybe)
|
|
|
|
All new items are sold by medics. Some new items also added to flea market and butcher's shop.
|
|
As well as a lot of different traders that don't have medics nearby.
|
|
|
|
Keep in mind that in the more-or-less finished version **everything will be optional modules**. While in development i wont split it into modules so my workload is more sane.
|
|
|
|
Suggestions and ideas related to BHS are appreciated, as i myself am trying to figure out how to balance things out.
|
|
|
|
# Balancing for meds:
|
|
|
|
- All medkits heal twice as slow. Overall they heal exactly the same amount, just slower. New time is 66.8 seconds.
|
|
- Survival kit modified using same logic as medkits, but with radiation and healing boosted to match heal speed of basic medkit. New time is 90 seconds.
|
|
- Rebirth modded to last twice as long. Same idea as medkits. New time is 14 seconds.
|
|
- Bandages apply their effect instantly instead of over time.
|
|
|
|
## As for limb damage:
|
|
|
|
Keep in mind these values: Legs and Arms have 10HP per limb. Torso and Head have 22HP per limb.
|
|
That is double of what basic BHS has to make 1HP matter less in the system making balancing easier.
|
|
No, boosting HP does not make limbs survive more damage. Everything is scaled.
|
|
|
|
---
|
|
|
|
- ### Heal One System(Healing one HP at a time for one limb):
|
|
|
|
- Basic medkit: 21 HP total over the duration. Can heal two arms/legs to full or torso/head once
|
|
- Army and Cheese: 42 HP total over the duration. Can heal all arms/legs to full or both torso and head to full.
|
|
- Stimpacks: Mirror what medkits heal over their duration, but faster.
|
|
- Survival kit: 63 HP total over 90 seconds.
|
|
- Coagulant(Vinca/Barvinok): Heals 11 HP over 438 seconds. Cant heal over your HP level. (If you are at 50% then it can only heal limbs to 50%)
|
|
- Rebirth: 63 HP total over 17 seconds. Cant heal over your HP level. (If you are at 50% then it can only heal limbs to 50%)
|
|
- Propital: 30 HP total over 180 seconds. Cant heal over your HP level.
|
|
|
|
---
|
|
- ### Heal All System(Healing one HP at a time for all limbs) - LEGACY:
|
|
|
|
- Basic medkit: Head/Torso - 11 HP, Legs/Arms - 5 HP total over the duration. Can heal two arms/legs to full or torso/head once
|
|
- Army and Cheese: Head/Torso - 16 HP, Legs/Arms - 7 HP total over the duration. Can heal all arms/legs to full or both torso and head to full.
|
|
- Stimpacks: Mirror what medkits heal over their duration, but faster.
|
|
- Rebirth: Head/Torso - 22 HP, Legs/Arms - 10 HP over 17 seconds. Cant heal over your HP level. (If you are at 50% then it can only heal limbs to 50%)
|
|
|
|
---
|
|
- ### Surgery system and kits(In order to restore a limb to 1 HP surgical tools are required):
|
|
|
|
- Surgical tools: Slow use, restores one limb to be splinted in 10 seconds. One use and needs a bandage. Will cause damage on use.
|
|
- CMS: Slow use, 5 charges. Restores one limb to be splinted in 10 seconds. Can be configured to restore a limb without a splint required. More weight-efficient
|
|
|
|
---
|
|
|
|
- ### Splints:
|
|
|
|
- Splint: Slow use, restores a limb to full 1HP in 10 seconds. One charge.
|
|
- Aluminium splint: Slow use, restores a limb to full 1HP in 10 seconds. Three charges. More weight-efficient
|
|
|
|
---
|
|
|
|
- ### Painkillers(**Keep in mind that painkiller system doubles the painkiller power for torso and head because they have double the HP over legs and arms**)
|
|
|
|
- Morphine: 9 painkiller power for 305 seconds.
|
|
- Rebirth: 9 painkiller power for 305 seconds.
|
|
- Salicidic acid: 7 painkiller power for 180 seconds.
|
|
- Fentanyl: 4 painkiller power for 202 seconds.
|
|
- Analgetic(Diclofenac Sodium): 5 painkiller power for 305 seconds.
|
|
- SJ6 stimulator: 7 painkiller power for 600 seconds.
|
|
- SJ1 stimulator: 4 painkiller power for 600 seconds.
|
|
- Analgin painkiller: 2 painkiller power for 180 seconds.
|
|
- Ibuprofen: 4 painkiller power for 290 seconds.
|
|
- Yadulin: 4 painkiller power for 505 seconds.
|
|
- Adrenalin(Epinephrine): 2 painkiller power for 2184 seconds.
|
|
- Army Medkit: 4 painkiller power for 128 seconds.
|
|
- Cheese Medkit: 3 painkiller power for 128 seconds.
|
|
- Stimpack: 2 painkiller power for 128 seconds.
|
|
- Army Stimpack: 4 painkiller power for 128 seconds.
|
|
- Sci Stimpack: 3 painkiller power for 128 seconds.
|
|
- Cocaine: 2 painkiller power for 1644 seconds.
|
|
- Joint: 1 painkiller power for 420 seconds.
|
|
- Marijuana: 1 painkiller power for 652 seconds.
|
|
- Bottled vodkas: 1 painkiller power for 300 seconds.
|
|
- Quality vodka: 2 painkiller power for 300 seconds.
|
|
- Zone vodka(bottle_metal): 2 painkiller power for 300 seconds.
|
|
|
|
---
|
|
|
|
**Credits:**
|
|
|
|
- bvcx for detailed description mod.
|
|
- ilrathCXV for campfire and artefact healing scripts.
|
|
- DokBrok for BHS Evolution mod that inspired this one.
|
|
- TheParaziT - for base injector animation. Extended them to all injectors.
|
|
- Uknown person who ported all the animations from gunslinger
|
|
|
|
---
|
|
|
|
# Latest changelog:
|
|
|
|
## 0.86E Update
|
|
|
|
- Actor damage balancer update to match gamma 0.91
|
|
|
|
## 0.86D Update
|
|
|
|
- Reduced weapon out delay for bandages(Mirror of Enhanced anims - medical)
|
|
|
|
## 0.86C Update
|
|
|
|
- Skinning without a knife out is done with a hunting knife, always. Fix for gamma tomahawk.
|
|
|
|
## 0.86B Update
|
|
|
|
- Crafting recipes added
|
|
|
|
## 0.86A Update
|
|
|
|
- Fomod made to better convey information
|
|
|
|
## 0.86 Update
|
|
|
|
- New default BHS hud - thanks to chilichocolate
|
|
- Fix for painkiller effect not being recalculated after healing
|
|
- Dynamic damage threshold adjustement based on damagescale(no visible effect)
|
|
- Small fix for torso surgery display
|
|
- Fomod installer. Yes, it has finally happened, folks.
|
|
|
|
## 0.85A Hotfix
|
|
|
|
- Fix for leftover variable (gamma users)
|
|
|
|
## 0.85 Hotfix
|
|
|
|
- Rewritten all mechanics on healing, splinting and surgery to match the quality of the latest additions.
|
|
- Removed some hard to maintain features.
|
|
|
|
## 0.81B(C) Hotfix
|
|
|
|
- Fix for missing model crash after removing the mod(nowscript will remove akvatabs and other vanilla changed items too)
|
|
- Fix for forgotten sounds
|
|
|
|
## 0.81 Hotfix
|
|
|
|
- Included forgotten .ppe file for latest ADB version.
|
|
- Updated included FDDA Enhanced Animations mod
|
|
|
|
## 0.8 Beta:
|
|
|
|
### Additions and rebalancing:
|
|
|
|
- **New Experimental BHS mode. Tarkov-like limb system. Vanilla HP only acts as a wellness indicator and cannot be healed with medkits. Only vinca and the usual ways of resting, artefacts,etc. Enables below feature automatically.**
|
|
- Above can be buggy when the system prevents a death, as a callback fires but is cancelled by the script. Depends on installed mods. An alternative way can be used if this proves too buggy.
|
|
- **Combined with the above change - damage bleedthrugh from destroyed limbs to every other limb. If you take damage in the destroyed limb the damage is split between all the other limbs. Can be turned on/off**
|
|
- Limb damage multiplier added to MCM menu.
|
|
- Small-ish balancing changes to painkillers that are too much to list.
|
|
- Added bone breaking sound effect and feedback to notify the player when their limb(s) reach 0 HP.
|
|
- Update/reworked the damage system. Changes should not be noticeable unless you go into code.
|
|
- Fall damage multiplier added to mcm. Fall damage should be goddamn scary.
|
|
- Explosives are **VERY** scary and do damage to all limbs. You really dont want to experience it.
|
|
- Update hit detection to more accurately tell what limb was hit.
|
|
- Removed legacy features.
|
|
- Grok's Actor Damage Balancer and Progressive Rad Damages compatibility patches.(Gamma requires both)
|
|
- Non-medical enhanced animations separated into a sister mod. FDDA enhanced animations.
|
|
|
|
### Fixes:
|
|
|
|
- Fixed FDDA anims crash. Mod is fully DLTX now.
|
|
- Fixed arm/legs minimal hp settings to correctly apply.
|
|
- General bugfixing of everything not touched by changes, which is not much.
|
|
|
|
## 0.63 Beta:
|
|
|
|
- Dynamic item spawns,item rewards,new game loadouts DLTX item injection
|
|
- Safe deletion utility to safely delete all new items
|
|
- Loot injection for new items. Now they can be looted from bodies.
|
|
|
|
## Hotfix 0.6A:
|
|
|
|
- Fixed mutant harvest animation
|
|
- Added FDDA MCM unlocker for gamma users
|
|
|
|
## 0.6 Beta:
|
|
|
|
### Additions and rebalancing:
|
|
|
|
- Bandages and tourniquets now work instantly instead of over time.
|
|
- Vodka's are now painkillers of different power.
|
|
- To be able to sprint with broken legs you now need painkiller power 3 and above. Vodkas provide up to 2.
|
|
- Psy mechanics for SJ stims. Now they lower your max psy health but increase resistance and regeneration the lower your psy health is. (EXPERIMENTAL)
|
|
- A lot more traders sell new items now, and old ones should be fixed, hopefully.
|
|
- Compatibility patch for Coffee if the zone to use better anims.
|
|
- Damage to limbs increased by 25%. Hopefully losing limbs will be more frequent.
|
|
|
|
### Fixes:
|
|
|
|
- Painkillers active time is now tracked a lot better, so level transitions wont extend their duration. Nor saving/loading will extend/decrease it. Deviation will be very small % wise.
|
|
- Detailed description compatibility now has fixed encoding for dot symbols
|
|
- Default detailed description script fixes(included by default, not compat)
|
|
- Artefact healing now wont work if you dont have PBA mod installed. Meaning if you want to use it in base anomaly you need to patch it. I would do that if i had vanilla classnames and values for them - it is not hard at all.
|
|
- General bugfixing for main script
|
|
- DLTX bugfixing to make sure included mods are not overwritten by standalone versions of same mods.
|
|
- Animation files bugfixing to change as little as possible compared to base FDDA + asnen's. Now should be 100% compatible as no old anims are overwritten or deleted.
|
|
- Damage threshold lowered back to 3% like default. Now consumable items are tracked and wont deal damage to limbs
|
|
- Renamed Enchaned UI compat to "Enhanced GUI". Got confused about names
|