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tatemo

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tatemo

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About this mod

Patches Wasteland Ballistics to work with Horizon 1.8 Beta 7

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Permissions and credits
As of Version 1.0 the original Wasteland Ballistics esp is no longer required.

Features/Changes:
- Horizon balancing and limb damages (everything from _Balance_ has been removed)
- Bandages can be used in combat (If you get shot and start bleeding again you have to wait until the first bandage is finished to apply another - without this change if you get shot and run away Horizon was still blocking you from using the bandage while in caution so you would bleed out.)
- Fixed the burning mechanic and removed it from laser weaponry (can now be cured on both player and NPCs)
- Fixed the bleeding mechanic so it can be cured on both player (Bandages) and NPCs (Adrenaline Injectors)
- Player bleeding from a bullet is a 10% chance - this can be easily changed in xEdit to suit your preferences
- Player bleeding from a blade or explosion is a 100% chance
- All insta-kills removed in favour of Horizon balancing
- Fixed some misc. bugs in Wasteland Ballistics (some projectiles were using the wrong effect)
- No changes to laser weapons - these are already quite powerful in Horizon
- Added support for all Horizon ammunition types
- Added support for Horizon explosives skill

This mod adds a whole other layer to combat where when you get shot you panic and think "oh shit, I just got shot, am I bleeding?!?!"

Compatibility:
Like the original Wasteland Ballistics changes to vanilla records are kept to a minimum. Mod added weapons that use Horizon ammunition types will "just work" (AFAIK this is most weapon mods patched for Horizon).

Unlike the original Wasteland Ballistics, this patch does not make changes to abLegendaryCreatureItem HOWEVER it does still make changes to PlayerPerk, ImmuneToRadiation, crDamageXX - these changes are required only for the bleeding from bladed weapon attacks and are safe to override if you don't care about losing this functionality.

This mod will conflict 100% with Weapons of Fate or any other mod that changes projectiles to have speed/weight/gravity - this functionality is included in the mod and if requested I could make a version which uses the values from Weapons of Fate (or whatever you want)

Outstanding lameness:
  • Creatures which scratch you or bite you do not cause bleeding
  • Incendiary weapons can feel quite overpowered - might balance better in the future
  • You can cure your own bleeding/burning with adrenaline injectors (this isn't intended!)

Future plans:
  • I'm going to test the idea of "armor weight" being the resistance to bleeding - this is kind of cool as heavy armor is acting like an automatic compress.


If you want to edit yourself to change the balancing:

To edit the bleeding/fear effect on NPCs modify the Enchantment records
To edit the bleeding/fear effect on the player modify the Spell records

To globally edit the bleeding/fear effect:
  • Magic Effects - [ $BulletHit_ConditionBleed, $BulletHit_ConditionBleedingFear, $BulletHit_ArmorDmg, $FireHit_ConditionBurnFear]: These affect NPCs.
  • Magic Effect -$BulletHit_ConditionBleedPlayer: This is the bleeding taken by the player.
  • Magic Effects - [ $ExplosionHit_ConditionBleed, $FireHit_ConditionBurn, $BulletHit_ConditionBleedBlade ]: These affect both the play and NPCs

It's pretty easy (but tedious) to update the magnitude field of all spells/enchantments to modify the damage done (magnitude is damage per second).If you want to change the chance of player bleeding open Magic Effect - $BulletHit_ConditionBleedPlayer scroll to the bottom "Conditions" and edit Condition #1 to be the % value you want (default 10%)
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