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jojosmo

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12 comments

  1. vantud
    vantud
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    Doesn't work.
  2. Kinjalk
    Kinjalk
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    This patch is obsolete as of the latest version of wasteland woundcare. all the bleed cure features has been implemented in the latest version of wasteland woundcare so you dont need to download this patch
  3. Ditrit
    Ditrit
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    Together with Immersive Animation Framework does not work. Is it possible to fix it somehow? Sorry for the broken English, I use a translator.
  4. Vodzimir
    Vodzimir
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    You're a hero! (\o/) I thought I had messed something up on my end with my load order somehow with the two mods, and couldn't figure out what for the life of me, despite looking around in fo4edit for a conflict.
    1. jojosmo
      jojosmo
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      Thank you!
  5. Myrdo
    Myrdo
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    ...had a similar idea...since WB looks for a stimpac effect to stop that terrible bleeding, I decided to add a dummy stimpac effect
    (magnitude 0 and duration 30) to the bandage and the medikit of wasteland medic...and this worked well...
    1. jojosmo
      jojosmo
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      That's what I tried initially, but it breaks balance once you take points in the medic perk as that functions additively rather than multiplicatively (perk description notwithstanding). You can verify this in FO4Edit, or simply ingame. I believe Paddy's since-removed 2.3.2 version was taken down for this very reason.
    2. Myrdo
      Myrdo
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      yeah, I was aware of that,  as far as i can remember, I solved it by creating a new effect which ticked for about 30 seconds and did nothing else and let WB check if this effect is active and thus stopped the bleeding...but I dont know exactly...I am fully immersed into a TTW run atm and started modding/scripting this beatiful game...
    3. jojosmo
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      Interesting idea! Do you mean adding a new effect and making the bleeding/burning effect check for it alongside (rather than in place of) the Stimpak effect? I did consider and try that, but wasn't sure how to make it work properly with the existing conditions. How did you set it up to check for the effect in alternative to the Stimpak effect? I couldn't get it to work right, it would either require both effects or be singularly sufficient (and ignore the limb condition requirements).
  6. jojosmo
    jojosmo
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    If anyone knows how to pause Magic Effects, do let me know. I also could not make the dispel effect conditional on limb condition for some reason (I tried adding conditions to the application of the dispel effect based on "Greater than or equal to" each limb being over 90% condition (basically an inverse of WB's bleed application conditions) but the game basically just ignored it and dispelled the bleed regardless). This patch is the best I could do with my current ability.
  7. teddongers
    teddongers
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    Pog! I'll try it out, I thought they were compatible out of the box
    1. jojosmo
      jojosmo
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      Let me know whether it works for you!

      WWC was originally compatible (or so the comments tell me) until earlier this year, when WB released an update changing the way the bleed mechanic works. As far as I can tell, the bleed stops if a Stimpak effect is applied, so WWC's Stimpak variants are automatically compatible. Unfortunately, this made the bandages incompatible (you can find more details in the comments of WWC).

      Hopefully this patch fixes that, it's been working for me