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JDBruce

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JacobBruce

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  1. JacobBruce
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    OK I spent several days working on multiple fixes and improvements. All the bandage and chem descriptions have been fixed so they display properly in the Pip-Boy now and I've added a new feature where the bleed damage from wounds is reduced by damage resistance, so having better armor should reduce the damage you receive from bleeding. I also added a stagger affect that occurs when wounded which I feel adds a bit more immersion to the experience of being shot, rather than being an unflinching war machine. I have to give credit to Sorrywerefull for the damage resistance and stagger features, I only thought about adding those features after looking at True Bleed.

    I also realized that I was never getting crippled and after some quick testing I discovered that Stimpaks will still heal limbs even after you remove the limb healing effects from Stimpaks. It turns out this is a common problem that plagues many mods which attempt to remove limb healing effects from Stimpaks. What was supposed to be a simple fix turned into quite a few hours of research and work. It turns out that using the Stimpack archetype for a magic effect will make it alter the targets HP and limb conditions and this behavior is hard-coded into the engine so the only way to fix it is by changing the archetype on the healing effect used by Stimpaks. It appears that the Stimpack archetype is just a renamed "Value and Parts" archetype. The Creation Kit wiki doesn't specify what the "Value and Parts" archetype does but in Skyrim and Fallout 4 it seems to affect HP and limb conditions.

    So I changed the archetype of the magic effect used by Stimpaks and made it a simple HP modifier so that they would restore a constant amount of health rather than being percentage based. I thought that would be enough but then I discovered, as Greslin discovered while making mods that led to Insult To Injury - Survival Limb Damages, that Stimpaks wont work on companions unless they have an effect using the Stimpack archetype, again this behavior seems to be hard-coded into the engine. Greslin was able to solve this in a rather complex manner by recreating the effects of Stimpaks via scripting, but this is not an ideal solution for a few reasons.

    After some thinking I realized a much better solution would be create a new magic effect which uses the Stimpack archetype but has a condition so it only works on companions, and also add a condition so the custom healing effect doesn't work on companions. So basically Stimpaks will use the new healing effect on everyone except your companions, who will just get the vanilla Stimpak effect. This is nice because it means the perks which effect the Stimpak can still easily work without needing to be changed although I did alter the Medic perk so it would work nicely with the custom healing effect. I also made it so the Chemist perk would work with Stimpaks so they can be a very effective way to offset bleeding with the right perks.
    1. jlr1203
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      A must-have mod, but this stimpak change seems to mess with the S.P.E.C.I.A.L content and that makes my game crash(somehow), and 30 hp restore just isn't enough for me. I wonder which version of the mod should I use if I don't like that feature,.. thx
  2. JacobBruce
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    Been working hard on an experimental patch for Agony and the result was worth it. Bleeding mechanics are totally overhauled and more tightly integrated with the wound system in Agony. One of the main problems I feel has always existed with this mod was that bandages are pretty much just healing items which only work when you're bleeding, so you can get by without them if you really try.

    That issue is totally fixed with this experimental version, getting shot/stabbed/etc will cause two effects: an open wound and mild or heavy bleeding depending on the weapon. The open wound can only be healed with a bandage at which point it will become a dressed wound which will partially offset some of the effects caused by the bleeding such as the loss in movement speed.

    The drop in movement speed as well as the HP damage will stack each time you are wounded but each time you turn an open wound into a dressed wound the restoration of your movement speed will also stack onto previous dressed wounds. The bleeding counter-effects of bandages and the fact only bandages can dress your open wounds are both very strong incentives to have bandages handy and use them when you're bleeding.

    All bandages and their effects will still be removed after bleeding stops like in the normal version but any open/dressed wounds should remain. Open wounds will heal own their own without bandages if you wait a while. Dressed wounds will also disappear after a while, at which point you should be fully healed. There's also a few other little fixes and improvements in the experimental version that aren't yet in the normal version.
    1. JacobBruce
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      In response to post #54379868.
       

      Ok guys I had some time to test out the experimental Agony patch a bit more and I quickly found several issues. One of the major problems was that the debuff to movement speed would stack far too quickly and you'd become immobile after a few wounds. I've reduced the reduction to movement speed a lot so that now you'll need to receive 20 wounds from a big caliber weapon before movement speed reaches -100%.

      Another problem was that the immunodeficiency effect is quite buggy; it will display the immunodeficiency tutorial message when you get an open wound after only a few minutes of showing it before, the ImmunodeficiencyEffectToggle() function in HC_ManagerScript is how immunodeficiency gets enabled but it also increases sleepiness every time it is called. Even worse, the change in how tired you are will increase the risk of VATS freezing because if you enter VATS right after being shot, a sleep disease potion could be equipped.

      On top of that the immunodeficiency effect its self will make it more likely for a disease to occur and a potion to be equipped while in VATS. I could have simply removed the immunodeficiency effect from the Open Wound but I really like how realistic it is and didn't want to create my own wound infection probability script, it just felt very unnecessary when what I needed was already there. So I reluctantly decided to alter the HC_ManagerScript and add a working toggle function for immunodeficiency.

      Since I was already modifying HC_ManagerScript to fix immunodeficiency I decided to try fixing the VATS freezing bug entirely since cdante is taking a while with it and immunodeficiency makes it more likely to occur. I managed to fix the VATS freezing bug and released a separate mod for the fix (credit to cdante for the tip about using OnMenuOpenCloseEvent), however the fix is also included in this mod so don't worry about that mod if you're using this one.

      I also greatly reduced the healing effects of bandages so that their healing effects aren't so easy to abuse and the amount of bandages required to stop bleed damage is more realistic, it should be more of a struggle to stop the bleed damage now. There's also some other fixes and balance improvements included in the latest experimental release which I cannot remember off the top of my head. Any suggestions related to balance improvements are always welcome because I don't have a whole lot of time to play Fallout right now.
  3. LandoCummando
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    Just wanted to inform you that I ported your mod over to Bethesda.net for XBone users. Credits given where due : https://bethesda.net/en/mods/fallout4/mod-detail/4157461
    1. Litespeed111
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      Hello I'm on console and I can't get this mod to work, I don't know much about mods or LO but I'm trying to learn! I put the Mod very low as an attempt to fix the issue but no luck, is lower not always the way to fix these things because I thought it was? Does this require a new save maybe?... is there a holotape or maybe any known conflictors??? Thank you and sorry but I can't seem to figure this out!
  4. lounorris
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    I don't know if the mod author JDBruce is still around, or if he is willing to help me out, but I figured this community is very helpful and I would try. I really like this mod, but the problem is I also like Greslin's mod insult to injury that updates the limb damage system. I would like to ask, more like begging, for someone to help me make a patch that combines the bandages and effects from both mods. I am at the very least looking for a patch with this mod and ITI by Greslin. I have asked in his discord for help with no luck. I think these mods would be easy enough to patch with all bandages having the stop bleed effect and splints having a limb heal effect. If anyone would mind helping me or if the mod author is still around I would be more than appreciative of any help with mod patching, however, I have no idea how to do this but would be willing to give it a shot. Thank you to anyone who reads this and is willing to help. 
  5. maximusthalos
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    How do I add a weapon to this mod for bleeding in Fo4Edit. I thought I saw a post or some such around here but I cant find it.
    1. Guido500
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      In case anybody's still looking for this: the instructions are found a few pages down in this comment section (currently on page four).
  6. DangerCloseFifty
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    What this mod ultimately needs is for there to be a MCM menu where you can set the bleed rate for different wounds, and the heal rate from bandages/stimpacks etc. (and it would still needs weapon patches for it too work properly with non-vanilla weapons, so that you can apply bleeds to npcs etc) That being said still love this mod, it tends to play better with other mods (compared to Agony) and Ive been using it on and off for years.
  7. mattesp89
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    will NPCs use bandages if I supply them with some for ex. Warriors in the Sim Settlements conquer mod?
  8. SeraKitsune
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    Is there any way to staunch bleeding other than waiting it out? i cant tell if im being dumb and missing something or i just have to wait
  9. Badbonez
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    Hello - thanks for making this mod, it's nearly what I want from a bleed system.   
     
    I am using this mod with Agony, my mod order is:
    Spoiler:  
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    Fallout4.esm
    DLCRobot.esm

    DLCworkshop01.esm

    DLCCoast.esm

    DLCworkshop02.esm

    DLCworkshop03.esm

    DLCNukaWorld.esm

    ArmorKeywords.esm

    MK_Agony.esp

    wastelandwoundcare.esl

    ESPExplorerFO4.esp

    StopTheBleeding.esp

    Agony_STB.esp

     


     
     
    A couple of issues I am having:
     
    1) The amount of damage wounds do changed dramatically from 1.6 to 2.0.  A moderate wound went from .15 to 1 and a serious wound went from .25 damage to 1.4!  However, bandage effects did not change (.15 and .3).  That's an enormous difference.  As a beginning character, if you get one serious wound you need 5 Clean Bandages for just that one wound. Any reason for the change?  As a new character, with very limited resources, I am dying a lot due to bleeding because I can't patch up the holes fast enough.  Immersive, sure.  But not fun gameplay. 
     
     
    2) I am not getting the Dressed Wound I expect from Agony, I mean, it doesn't say Dressed Wound - but it does show the bandage effect. Is that WAD?
     
     
    Thanks again for the mod, it's great immersion, but for  now I'm sticking to 1.6.
     
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    ipSCUb9.png

  10. rwallicekruger
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    Any idea how well this plays with Better Locational Damage? : https://www.nexusmods.com/fallout4/mods/3815.

    Edit: Will need a patch to use properly it seems
    1. Neydzz
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      I'm pretty sure Better Locational Damage has it's own bleeding and bandage system so using both together would be pretty pointless.
  11. illuminaughty78
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    First, I love this mod. It keeps me from collecting hundreds of stimpacks, makes me rely on purified water due to frequent stimpack use (I play survival), and makes cloth and antiseptic, plants needed to craft antibiotics, etc. finally useful and more valuable. However, I play with mortal settlers, and I've seen them die from bleeding with me standing right beside them well after a fight is over. Is there a way to add a patch for mortal settlers mods (such as Better Settlers, Simple Settlers, and the one I use, Unique NPCS) where we could apply bandages to settlers, junkyard dogs, etc.?

    Endorsed btw.
    1. illuminaughty78
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      Uninstalled for now. Still endorsed. One little nick to any mortal settler and they die well after combat is over. I'd even be okay if there was a version that only worked on the player and left NPCs immune, but losing half a settlement to a fairly minor attack from bleeding when I could have bandaged them (or they could have bandaged themselves) becomes bothersome. Great mod for my next hardcore survival-focused play through when I'll be less interested in settlements.
  12. Sonofmother
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    I was wondering if anyone have any suggestions for survival mods that compliment this one? Do people use this with fooddontheal? Im already using loot overhaul so im afraid that might make it a bit too difficult.
    1. illuminaughty78
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      I use realistic survival damage, arbitration, and search and destroy. These mods together with no more bleeding make enemies rough and trips into the commonwealth short before retreating back home to rest and recuperate. I'd like to use Pack Attack NPC edition again as it really ramped up the NPC AI (flanking, retreating, rallying into groups, seeking higher ground, and so much more), but it is super script heavy especially alongside Sim Settlements and Conqueror and my machine couldn't handle it very well. I was also using Agony (fantastic mod, btw), but I was getting the bug where I couldn't heal Dogmeat or robots (including Codsworth), so I decided to uninstall it.

      I used to use no food on heal, mods that make purified water harder to make and pumps producing dirty water, along with Loot Overhaul, yet when push came to shove and I needed mod space (I'm not yet ready to learn about merging mods), these all lost out.