Is it possible to disable out of combat health regen UNLESS your character is a vampire? If not, or if you just don't want to that is fine. I can disable an enable it manually anyway.
I just think it would make sense and give vampires a bit a boost, make them more distinct and make the management more worth it
Wow! The mod I didn't know I needed. Useful even at low levels. (Currently at 15). Just tested it with a mud crab. I actually had to, uh, take care of it or I'd have died quickly. Great great GREAT combat enhancement.
Might be nice to have bleeding only take you down to 1hp, since then any hit will kill you but you wont die from a hit that happened several seconds ago
I have bleed damage more slow, since More Damage is already increasing initial damage taken. HealthPercentPerSecond = 1.0, BleedDuration = 6.0,
Also have health regen pretty slow. local DefaultHealthRegenBase = 0.001 local DefaultPlayerHealthRegenMult = 0.1 local DefaultHealthRegenOutsideCombatMult = 0.05 local DefaultHealthRegenEnduranceMult = 0.01
Feels great, thank you for the amazing work! Endorsed.
Hey, can you explain to me how you turned it off? I only want the bleed effect from weapons and checked the .lua, but didn't understand what I have to do Ok I found it, main.lua is the wrong file, I'm stupid
Sometime ago the bleed/burn affect stopped applying to me and I can't figure out which mod I've added is the culprit, any ideas other than the slow process of removing 1 by 1? Bleeding gets applied, but the "HealthPercentPerSecond" is not accurate; I take like 1-2 damage per second, despite the setting HealthPercentPerSecond = 3 (also tried higher).
I put HealthPercentPerSecond really high too, seems to be working.
If you have a mod that changes the health regen delay or other regen settings, it could be causing the damage to not work right.
Bleed works by hijacking health regen and turning it negative. Here is the equation for reference:
So changing the delay in specific will really mess with how much damage bleed does. That you report bleed stopping from working sometimes suggests to me a conflict may be present.
The main changes beyond the formula are the speed at which bleed applies (it's 5x times faster in the update) and the duration of bleed pausíng during menus (it would count time in menus in previous versions so bleed would stop if you were in a menu too long). And some general housekeeping to make the mod more efficient.
New version is very buggy for me. One bug was the bleed getting stuck on permanently when loading the game after dying. Another was getting another seemingly permanent bleed on me in combat despite not getting any unblocked hits.
Update to 3.1. These aren't issues in the new version. I rewrote the problem area of the code. Specifically, for load screens, all values are reset during them now too. Also note, bleed duration no longer counts time spent in menus (it did beforehand) so if you get hit it after being in a menu, it will refresh the duration.
Additionally, because the bleed is much more responsive now, you may need to adjust the damage and duration. The damage in previous versions was not always doing as much as it said it was. Now it is, so you may need adjust accordingly.
122 comments
I just think it would make sense and give vampires a bit a boost, make them more distinct and make the management more worth it
I have spell burn turned off, instead using the Unique Elemental Spells - Drain Speed effects.
I have bleed damage more slow, since More Damage is already increasing initial damage taken.
HealthPercentPerSecond = 1.0,
BleedDuration = 6.0,
Also have health regen pretty slow.
local DefaultHealthRegenBase = 0.001
local DefaultPlayerHealthRegenMult = 0.1
local DefaultHealthRegenOutsideCombatMult = 0.05
local DefaultHealthRegenEnduranceMult = 0.01
Feels great, thank you for the amazing work! Endorsed.
Hey, can you explain to me how you turned it off? I only want the bleed effect from weapons and checked the .lua, but didn't understand what I have to doOk I found it, main.lua is the wrong file, I'm stupid
Sometime ago the bleed/burn affect stopped applying to me and I can't figure out which mod I've added is the culprit, any ideas other than the slow process of removing 1 by 1?
Bleeding gets applied, but the "HealthPercentPerSecond" is not accurate; I take like 1-2 damage per second, despite the setting HealthPercentPerSecond = 3 (also tried higher).If you have a mod that changes the health regen delay or other regen settings, it could be causing the damage to not work right.
Bleed works by hijacking health regen and turning it negative. Here is the equation for reference:
So changing the delay in specific will really mess with how much damage bleed does.
That you report bleed stopping from working sometimes suggests to me a conflict may be present.
After having played with both, i prefer the previous version as the current one makes combat feel too levelled.
Is there any particular issues with the 1.3 (last endurance based version of this mod)? Would that still be fine to use? Or is it not recommended?
Using an older version is fine.
Specifically, for load screens, all values are reset during them now too.
Also note, bleed duration no longer counts time spent in menus (it did beforehand) so if you get hit it after being in a menu, it will refresh the duration.
Additionally, because the bleed is much more responsive now, you may need to adjust the damage and duration. The damage in previous versions was not always doing as much as it said it was. Now it is, so you may need adjust accordingly.
I also easy mode the new default too,