File information
Last updated
Original upload
Created by
BaldursGoonsack and osirisofinternetUploaded by
BaldursGoonsackVirus scan
Activity logs
This page was last updated on 16 April 2025, 1:40AM
- Changelogs
-
-
Version 2.2.3: Mod
- Fix party member option not actually preventing party members from receiving injuries when toggled off.
- Report window is now a toggle.
- Add safeguards to report outputs.
- Fix a potential nil pointer issue.
- Localisation fix for Exhaustion's info tooltip links.
-
Version 2.2.3: Config
- "Injury limit per event" set to 1 for low, through to extreme. Further prevention of over application, if more than one would try to apply in the same event it's first come first served, completely random.
- Slight tweak to random injury severity weights. Moving 5% from high to low.
-
Version 2.2.2: Mod
- Overhauled treasure tables a bit. More hand placed Injury Kits in the early game, support for Gabe's Treasure Goblins, low chance RNG for finding stashes of multiple kits, adjusted numbers.
- Added more robust chest for spells. Custom upcasting entries that don't just use "_1"-"_9" (even though they should), are more likely to be detected and functional with removing injuries. Amulet of Silvanus and Jhannyl's Gloves are now supported too, as well as Raphael's heal; he can remove injuries from Cambions, that's pretty neat.
- Fixed weird error in report.
- Fix config manager when no config is provided.
-
Version 2.2.1: Mod
- Added the appropriate removal conditions for Short-term Madness' Homicidal and Hysterical conditions.
-
Version 2.2.1: Config
- Cleaned up config for parity with changes.
-
Version 2.2.0: Mod
- Cleaned up Madness effects, made suppression of Madness effects exclusive to Long-term Madness. More Madness effects will not be applied if the character is incapacitated at this time.
- Madness effect removal moved to being proprietary in stats instead of housed in the config, for simplicity.
- Adds Per-Event Injury Limit and per-injury NPC Multiplier configs.
- Miscellaneous SE fixes and safeguards.
-
Version 2.1.4: Mod
- Fixes error when upgrading to 2.1.0 on an existing save when characters have triggered the conditions for injuries.
- Removes statuses applied through injuries when that status has been removed from the injury config on tracker reset. (Applying Injuries settings)
-
Version 2.1.3: Mod
- Check to ensure the injury that is recorded on the character exists in the config before processing it.
- The instant death mechanic for Fourth Degree Burns should function as intended, cleaned up the code for it.
-
Version 2.1.3: Config
- Config clean up for all the changes to the mod.
-
Version 2.1.2: Mod
- Frostbitten Foot (and its sub injury Damaged Hamstring) no longer inappropriately share a stack ID with Destroyed Foot.
-
Version 2.1.1: Mod
- Added proper dependency for version 1.19.1.0+ of Mod Configuration Menu (MCM). You will be warned on your main menu if you don't have the appropriate version.
-
Version 2.1.1: Config
- Reduced critical modifier for injury application, pretty sure it was way too high.
-
Version 2.1.0: New Features
- Hard Dependency on MCM 1.19.1.0+ due to adding Keybind for Injury Report (defaults to LSHIFT + LALT + R)
- Adds Extreme Severity
- Adds "Disabled" severity
- Adds ability to count long rests for RemoveOnStatus
- Adds ability to specify number of long rests (including long rest statuses like Angelic Slumber and Astarian's Daisy dream thing) for an injury to be removed (only on full rests)
- Adds config for preventing injuries from being applied outside of combat, decoupling it from the tracker reset config
- Adds configs ("triggers") for running Apply/Remove on status configs when the status is applied and/or removed
- Adds ability to use Status Groups for Remove/Apply on status configs, with all the same options as single statuses and the ability to exclude statuses from a group
- Moves application chance % to common configs, configured per severity
- Adds modifier to count the number of injuries with the same severity that are already applied to the character
- Adds Critical Attack modifer
- Adds downed modifier
-
Version 2.1.0: Misc
- Proper XML comments in loca
- Adds help text to the top of the main menu, controlled by a toggle
- Puts goon's SE stuff in his own corner
- Adds the !Injuries_CleanConfig console command when running in client mode (run client in the SE console before running this)
- Removes empty tables in the config on config load
- Removes difficulty class configs when the save is "No Save"
- Sorts all entries in each customize tab alphabetically
- Prevent any entities with a WPN_* tag from receiving injuries
- Injury kits are no longer as plentiful and common as hammers and ropes etc. they should actually be a valuable find.
-
Version 2.1.0: Config
- Extreme severity not currently in use
- Being put to sleep by poison or magic can cause exhaustion
- Mostly back end changes and cleanup this time, 10% application chance still feels like the sweet spot from testing
-
Version 2.1.0: Bug Fixes
- Injury kits will no longer steal actions prior to being cast
- Weak Persona healing removal is now functional
- Short-term Madness: Stunned will properly incapacitate the character
- The Horrible Scar sub-injury of Horrible Disfigurement will not be inappropriately removed on application
- Fixes Damage + Status round counters compounding on injuries eligible for stack elevation
- Fixes injury report breaking when processing injuries that no longer exist
- Fixes injury report by clearing entities that no longer exist or are dead (may add a specific button for this in the future to allow inspecting defeated enemies?)
- Ensures counters are reset on long rests
- Exhaustion stacks appropriately in combat
-
Version 2.0.6: Mod
- Fixed a critical issue with Short-term and Long-term Madness injuries going in an infinite loop and not being removed. Config updated required too!
- If you've been experiencing frame drops, memory links, interaction delays, or the injury just isn't being removed properly, this update fixes it.
-
Version 2.0.6: Config
- Added appropriate removal conditions to Long and Short-term Madness injuries.
- If you've edited your config and don't wish to wipe it with the 2.0.6 release, add the following statuses to the removal list. GOON_GRIT_GLORY_LONGTERM_MADNESS_REMOVAL to Long-term Madness' config, and GOON_GRIT_GLORY_SHORTTERM_MADNESS_REMOVAL to Short-term Madness' config respectively.
-
Version 2.0.5: Mod
- I broke the Exhaustion sleeping mechanic before uploading 2.0.4, it's definitely functioning as intended now.
- Injury Kits can no longer attempt to be learned like scrolls when Wizards (or anyone who can scribe) bring up the context menu.
-
Version 2.0.4: Optional
- Added a patch file for JWL Discordant Instruments, overhauling the Triage Kit trinket to work with this mod.
-
Version 2.0.4: Mod
- Removed animation priority from a bunch of injuries so origin characters aren't constantly swapping between camp idles and injury animations in a janky way. They still do it, but they generally finish the camp idle animation before hunching over etc.
- Handful of loca fixes and tweaks.
- Exhaustion's sleeping mechanic has been entirely overhauled to have both duration and frequency of the application get worse the higher your level. It's semi-randomised through Script Extender, e.g. Exhaustion level 1 can have you roll the saving throw every 1-25 rounds, on a failed save you will get the sleeping status for 1-5 rounds.
- Injury kits won't steal your actions without being used, they also heal for 1 HP on a success and cost a bonus action in addition to an action.
- Couldn't get the conditionals to work properly for using Charisma or Constitution for Exhaustion saving throws, so it's just Constitution for now.
- The Phantom Pain injury no longer ticks on corpses.
- Removed animation priority from a bunch of injuries so origin characters aren't constantly swapping between camp idles and injury animations in a janky way. They still do it, but they generally finish the camp idle animation before hunching over etc.
- Handful of loca fixes and tweaks.
- Exhaustion's sleeping mechanic has been entirely overhauled to have both duration and frequency of the application get worse the higher your level. It's semi-randomised through Script Extender, e.g. Exhaustion level 1 can have you roll the saving throw every 1-25 rounds, on a failed save you will get the sleeping status for 1-5 rounds.
- Injury kits won't steal your actions without being used, they also heal for 1 HP on a success and cost a bonus action in addition to an action.
- Couldn't get the conditionals to work properly for using Charisma or Constitution for Exhaustion saving throws, so it's just Constitution for now.
- The Phantom Pain injury no longer ticks on corpses.
-
Version 2.0.4: Config
- Reduced injury application chance by a further 5%, this should be the sweet spot to keep injury application novel and interesting, instead of expected and cumbersome.
- Put Exhaustion back up to 50% as it should have been, primarily being applied when injuries are accumulated.
-
Version 2.0.3: Mod
- Added a print so if there's certain SE errors relating to specific injury configs it will be identifiable.
- Actually included 2.0.2 change properly.
- Adjusted StatusPropertyFlags for multiple shared custom conditions so they are not removed/kept inappropriately.
-
Version 2.0.2: Mod
- The custom poisoned condition applied by Liver Damage and Kidney Failure will be removed appropriately when the corresponding injuries are removed.
-
Version 2.0.1: Mod
- Fixed exhaustion guaranteeing critical hits, it now functions as stated in the tooltips.
- Removed SG_Condition from some custom statuses that don't need it, causes innapropriate removal.
- Added the SG_Exhaustion status to exhaustion statuses for immunities and stuff to work as was intended by vanilla, for whatever that is worth.
-
Version 2.0.1: Config
- All injury damage thresholds increased by 5% (40% for low severity, 60% for medium severity, and 80% for high severity) Note: The above thresholds can vary a bit due to different injuries having multipliers for different damage types, though, none go above 100%
- All injury application chances reduced by 5% (15% chance for injury application when thresholds are met)
- "How many different injuries can be removed at once?" Set to one instead of all, this is more the intended use of this system. The most severe injuries are removed first.
- Healing removes 100% of "injury damage" instead of 69%. Kinda verbose and off the cuff explanation for what/why below.
- Because the tracking all takes place within short rest windows If we're talking about injuries applied due to damage thresholds specifically, healing will reduce the "injury damage" by 69% currently So if an injury would be applied at 55% of total HP being removed from its associated damage types, and for simplicity we say your HP is 20 (and that the damage types are 100% for their individual modifiers). If you took 10 damage you wouldn't roll the 1/5 chance for application, if you were then healed to full HP you still retain some injury damage, so 3. If you took the same 10 damage again, it's considered 13 for the injury application. So short resting is huge, and long fights are rough. Tracking injury damage via a status could get insane, something to be looked at in the future to make this above mechanic more user friendly.
-
Version 2.0.0: Mod
- Initial release.
-
- Author's activity
-
April 2025
-
16 Apr 2025, 1:40AM | Action by: osirisofinternet
Attribute change
'Summary changed.'
March 2025
-
24 Mar 2025, 8:23PM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.3: Config'
-
24 Mar 2025, 8:21PM | Action by: BaldursGoonsack
File added
'Injuries - config [version 2.2.3]'
-
24 Mar 2025, 8:18PM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.3: Mod'
-
24 Mar 2025, 8:16PM | Action by: BaldursGoonsack
File added
'Injuries [version 2.2.3]'
-
19 Mar 2025, 1:02AM | Action by: BaldursGoonsack
Mod image added
-
11 Mar 2025, 4:30AM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.2: Mod'
-
11 Mar 2025, 4:29AM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.2'
-
11 Mar 2025, 4:25AM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.2: Mod'
-
11 Mar 2025, 4:23AM | Action by: BaldursGoonsack
File added
'Injuries [version 2.2.2]'
-
07 Mar 2025, 12:26AM | Action by: osirisofinternet
Changelog added
'Change log added for version 2.2.0: Mod'
-
06 Mar 2025, 11:22AM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.1: Config'
-
06 Mar 2025, 11:22AM | Action by: BaldursGoonsack
File added
'Injuries - config [version 2.2.1]'
-
06 Mar 2025, 11:20AM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.1: Mod'
-
06 Mar 2025, 11:19AM | Action by: BaldursGoonsack
File added
'Injuries [version 2.2.1]'
-
06 Mar 2025, 11:12AM | Action by: BaldursGoonsack
Changelog added
'Change log added for version 2.2.0: Mod'
-
06 Mar 2025, 11:10AM | Action by: BaldursGoonsack
File added
'Injuries [version 2.2.0]'
-
05 Mar 2025, 7:41PM | Action by: osirisofinternet
Changelog added
'Change log added for version 2.1.4: Mod'
-
05 Mar 2025, 7:40PM | Action by: osirisofinternet
Changelog added
'Change log added for version 2.1.4'
-
05 Mar 2025, 7:38PM | Action by: osirisofinternet
File added
'Injuries [version 2.1.4]'
-
- Mod page activity
-
May 2025
-
14 May 2025, 9:24PM | Action by: LadyRedfingers
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
14 May 2025, 3:30PM | Action by: Passe2142
Endorsed
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
14 May 2025, 1:24PM | Action by: Tidega
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
13 May 2025, 7:26PM | Action by: coolhandluke305
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
13 May 2025, 1:04AM | Action by: shadowkra1612
Endorsed
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
13 May 2025, 12:18AM | Action by: PTinsley
Untracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
12 May 2025, 9:14PM | Action by: AoE5
Endorsed
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
11 May 2025, 3:43PM | Action by: omarmansourm
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
11 May 2025, 6:36AM | Action by: Reviriem
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
11 May 2025, 4:03AM | Action by: Antien
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
09 May 2025, 7:07PM | Action by: DemonicN7
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
09 May 2025, 6:05AM | Action by: Zheero
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
08 May 2025, 6:56PM | Action by: shadowkra1612
Tracked
Grit and Glory - Injuries Exhaustion and Madness - MCM
-
07 May 2025, 10:00AM | Action by: FinemVitae
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
06 May 2025, 8:36AM | Action by: wake777
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
05 May 2025, 5:18PM | Action by: HollowedPaladin
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
05 May 2025, 3:19PM | Action by: Neferata13
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
05 May 2025, 8:13AM | Action by: NubaaaSina
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
05 May 2025, 6:21AM | Action by: rkspark
Tracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-
05 May 2025, 12:27AM | Action by: Shadow1474
Untracked
'Grit and Glory - Injuries Exhaustion and Madness - MCM'
-