Fixed NPCs becoming frenzied on explosive critical hits.
Version 1.8.5
Fixed melee to check if the target is knocked down or has no fatigue to prevent stun locking
Added Purple Plasma Melt Effect for MPLX Novasurge
Created Blue Plasma Melt Effect for future use
Version 1.8.4
Fixed issue with the Behemoth being knocked down outside GNR - Thanks Hermit
Version 1.8.3
Fixed dart gun effects
Behemoths can only be stunned by explosives again
Removed instant player crippling when hit with a critical as they already do double limb damage, NPC/Creature behavior unchanged.
Version 1.8.2
Fixed Cleansing Flame DoT
Fixed Microwave Emitter DoT
Version 1.8.1
Fixed some small errors that weren't forwarded from release version of TTW, thanks shad0wshayd3
Version 1.8
Updated for TTW 3.3
Version 1.7.6
Fixed issue where effects would be applied to incorrect actors if an actor that was SetUnconscious was hit. (Thanks Xilandro)
Version 1.7.5a
NV version only - Forwarded YUP fixes and fixed Tremble lowering Big Guns skill
Version 1.7.5
Fixed dog head being able to explode
Fixed a couple dart effects
Version 1.7.4
Fixed hit reactions causing bugs in The Frontier
Fixed crashing bugs with melee/unarmed
Removed/Altered some knock down effects from explosions
Script bug fixes
Adjusted some DoT effects
Fixed Players body part data values to be in valid ranges, no more insta cripple
Version 1.7.3
Fixed Fatigue damage to work correctly again
Fixed Explosives Fatigue damage
Version 1.7.2
Made Fatigue damage be dishable by only the player, a companion, or be taken by the player or a companion.
Version 1.7.1
Fixed DoT effects to work again
Changed JIPLN Version check method
Reverted limb crippling to vanilla settings
Fixed Alien giblets to be the correct ones (forwarded from TTW)
Version 1.7
Updated for TTW 3.2
Fixed a few bugs
Added Cryolator Freeze Damage
Added Pyromaniac DoT effect
Nerfed headshot damage throughout and reverted cripple percentages for better balance
Version 1.5.1
Fixed rejection of idles played on actors if they are dead with new JIPLN function.
Requirements are now NVSE 5.1b4 and JIPLN 53.60 minimum.
Version 1.5
Added rejection for no knockdown and not pushable actors
Added checks for knocked state to prevent permanent knockouts
Removed changes to explosions image space swap radius (how'd those get in there?)
Added health checks to prevent havok bugs when trying to play an idle on a dead NPC
Version 1.4
Fixed Bleeding with Ballistic weapons
Fixed Fatigue with explosive weapons
Version 1.3d
Fixed issue with version checking
Fixed animation conflict with explosives
Fixed XP stealing (1.3b)
Fixed effect application (1.3b)
Version 1.3a
Minor Adjustments to Critical Hit Scripts
Added New Vegas version
Resolved crash due to missing Point Lookout shovel
Version 1.3
Added Critical hit effects to all weapons
Added Fatigue damage for blunt weapons
Added Bleed damage for bladed weapons
Critical hits now cripple limbs on enemies and the player
Version 1.2
Adjusted Frag, Pulse and Plasma grenade radius a bit
Added remaining DoT effects from DLC's
Added severe radiation burn for mini nukes
Added proton burn effects for proton weapons from OWB
Version 1.1
Now requires NVSE and Lutana NVSE
Added an Event Handler to enable and enhance the types of DoT Effects
Fixed plasma burning effect (visual)
Name: BLEED Authors: Roy Batty & Puppettron
BLEED is an overhaul of how damage and force is applied.
BLEED is designed to change the way that unarmed, melee, ballistics, energy, explosives, poison, fire, electricity, plasma and shrapnel inflict damage and other effects in a challenging and more deadly way. BLEED provides enhancement to all forms of damage, and also provides more realistic knock down mechanics.
BLEED accomplishes this by changing damage multipliers on specific parts of anatomy or mechanical pieces. It also increases various damage over time effects, and adds a new bleeding mechanic for weapons which create shrapnel. Additionally it has added fatigue effects to blunt weapons and bleeding effects to edged weapons. This is accomplished through scripted events to remain as light as possible on the engine.
BLEED changes the way explosions affect entities. It makes explosions more deadly, changes the force applied, and also changes the radius. BLEED changes multipliers on specific body parts to significantly increase the damage inflicted. BLEED increases damage over time effects of electricity, plasma, fire, and poison. BLEED adds shrapnel and bleeding damage to some explosives. BLEED adds fatigue damage (KO) to blunt weapons, both melee and unarmed. BLEED adds bleeding damage to all edged and bladed weapons. BLEED adds crippling effects to all critical hits.
What type of player is BLEED designed for?
Only you can answer that. However BLEED was designed to enhance the Role Play aspects of some weapons so that ballistic or traditional energy weapons are not the only choice. Playing as a Pyro, Demo or Berzerker and using poisons is now much more feasible. It was also designed to increase the effectiveness of Melee, Unarmed, Ballistic, Explosive and Energy weapons.
Fallout New Vegas and all DLC (sans Couriers Stash)
AND
Tale of Two Wastelands
AND
NVSE+JIPLN
BLEED should be compatible with any mod with the exception of ones which alter Body Part Data, Explosions, or Damage Effects.
Realistic Weapon Damage is incompatible as this mod supersedes it.