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