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Actalo

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38 comments

  1. jigglyscruff
    jigglyscruff
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    Do normal perks that reduce bleeding amount still effect this modded version of bleeding?
    1. Actalo
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      I believe so, yes.
  2. gyrofalcon
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    After finishing the game twice, I was looking for mods to spice it up, even more.
    I really like the "Realish"-series :)

    Could it be possible that some injuries (at random?) are so severe that Henry need to sleep for at least 6 hours, or constantly have to apply bandages to stop the bleeding?
    1. Actalo
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      I'm not sure. Someone already made a pretty in-depth injuries mod Critical Injuries.
    2. gyrofalcon
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      Thank you for the tip.
      I hadn't got that far down the rabbit hole yet.

      I was checking out the more established and popular mods first. :)
      In my mind, Henry need to slow down a bit. In late game, he can use some bandages, pop some potions, repair his kit, and run into next battle. Almost endlessly. I think I had him run around for a week without any rest, while clearing bandit-camps left and right.
  3. maffaxxx
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    How come the file version i have on Vortex is 1.1 and it says i can update it, and the ones in nexus are 1.0?
    1. Actalo
      Actalo
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      I changed the file version number back to 1.0 on Nexus.
    2. maffaxxx
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      Should I update? or is it the same file? Thx for your time
    3. Actalo
      Actalo
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      Same file.
  4. GaBoX17
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    kinda cheesy that you can just hit enemies once and they automatically die
    1. Actalo
      Actalo
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      Well, not quite.
  5. enowai
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    You've got some excellent mods. With this one, I was thinking about doing it a little differently instead of concentrating on the bleed stat. Correct me if I'm wrong about any of the below though.

    Instead of increasing bleed frequency, maybe associate other impacts to the player depending on body part injury?

    • Head injury could introduce a similar effect to alcohol intoxication, imitating a difficulty in concentration due to concussion, head bleed, etc.
    • Arm injury could introduce an increase in stamina use per weapon use. If ambitious enough, differentiate left and right arms depending on the weapon being used.
    • Leg injury could introduce a stamina cost to movement during combat, imitating the difficulty of walking with a wound.
    • Torso injury could introduce a steady decrease to max stamina only, imitating a complication with respiration.
    I have looked into KCD2 modding and just...well it's not really clicking with me yet. I imagine the above would probably involve LUA scripting.

    Anyway, just an alternate idea I wanted to toss out there. Thanks for all your efforts!
    1. Actalo
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      With KCD2 modding, almost everything is governed by layered tables of associating xml files that can be modified through Notepad, Notpade++. The trick is to have an idea, say about injuries, and then figure out which table governs injuries. rpg_param governs injury parameters, as in, numerical values that determine how quickly a body part is injured, and how long it takes to recover.

      If you want to change the effects associated with injury, like to simulate 'concussion' or 'stamina regen' or 'no running', then you need to find the table that controls which effects are associated with injuries. And there are definitely more effects than just bleed. For instance, in the body_part.xml, the head:

      injury_buff_id="c48e48e2-ae85-4429-9dd6-4fb94c388001" --- It has an injury buff ID, which means you can locate that ID and start adding all sorts of effects to it, to which the game will then associate with the head. Again, the trick is finding 'injury_buff' table, and most buffs are in the rpg folder, but I didn't see it there. There's also the "storm" (hidden?)folder/resource that mods have association with, but I've yet to delve that deep into modding.

      https://warhorse.youtrack.cloud/articles/KM-A-20/RPG-Constants-Params

      Above is a database that has a bunch of 3-letter abbreviations for status effects or constants that can be applied to perks, or other stuff, needs testing. It may take some experimenting, for instance:

       fpd ---- which is DerivStat_ForcedPlayerDrunkenness  ---- makes the player drunk

      There's also status effects associated with potions/poisons

      LimitRun ---- prevents running and Bane uses it.

      You've modded with Cyberpunk, something I never did - in fact, I have one of your mods "second heart fix", so I think you'll figure it out and you've definitely got great ideas. Best of luck!
    2. enowai
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      I see now. Well, I found and edited buff.xml that has the injury debuffs in it but still doesn't seem to work. Head injury seemed to be the most frequent, so I tested multiple parameters referenced here; fov, ams, fpd by either increasing the value by a percentage or disabling. Like ams=0 doesn't disable masterstrike at all with a head injury.

      Oh well, gave it a shot.

      EDIT: OK scratch that. I recreated the XML and it is working now. See how this goes.
  6. mark4020
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    can confirm it makes combat easier unfortunate i really like this idea, if theres a way to only apply to Henry in the future would be commended! 
    1. Actalo
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      "a way to only apply to Henry"

      Unfortunately, I don't know.
    2. mark4020
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      so sadge:(( really want this to work such a underused mechanic in the game. 
    3. 12almish
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      +1
    4. Actalo
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      You could make it only affect Henry through modding it into a perk. But that's not the intention of this mod so I won't be trying to do that.
  7. xos88
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    I don't know if it's within your ability or the scope/intent of the mod but it would be cool if you added more wounds or alternative ways to heals wounds e.g. gunpowder to cauterise wounds, spirits like Moonshine or Schnapps to stop infection, if you don't treat the wound for infection you get a fever and have to use a Fever Tonicum etc. The fever could lower stats, severely effect stamina for example. 
    1. Actalo
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      Nah, there's only one kind of wound, it appears, with one threshold for being wounded, and a second for bleed.

  8. Zeitkrieg420
    Zeitkrieg420
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    Definitely gonna give this a go. Just finished the first game and I literally never had to use a bandage. Not once. Not sure I was ever even wounded, granted my armor usually handled any hits I took.
    1. Actalo
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      I had a similar first run, which is what gave me the idea for this mod.
  9. FabFubar
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    Good job on all the mods so far, I am sold on them. 

    Can you please add the vanilla bleed DPS to the description? Because I can’t find anywhere whether the mod doubles it, or triples it, or… vs. vanilla KCD2.

    i like the added challenge that you need to use bandages more often, and it can help decide fights in a realistic way. 

    what I am afraid of is that in group fights, my enemies would bleed out from full health to death after nicking them once. Hence my request to compare it with vanilla. 

    I’m wondering if there are other parameters to play with.
    - E.g. would it be possible to have 2 levels of bleed? (E.g. Light bleed at 30% limb dmg, heavy bleed at 60%)
    - E.g. would a bleed ‘cap’ exist for NPCs or Henry? E.g. wounds automatically haemorrhage in combat after 50-60 health damage?
    1. Actalo
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      So bleed starts at an overall threshold percentage injury/wound to a body part, there doesn't seem to be a different scale for each body part. I think Vanilla bleed is 1HP per 6 seconds.
  10. nsmorenz
    nsmorenz
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    I'm using a 100 mods but this is the first one where i actually have to run from bandits at level 6.  A few good hits and i'm in trouble and that's exactly what i wanted, thanks