About this mod
ESLs flagged as ESPs. Two subpatches here. One for Horizon and WB only and another for all three at once.
- Requirements
- Permissions and credits
- Donations
Modifies bleed chance based on three tiers of Player Damage Resistance values. Made a bleed kit for gameplay feel and to make bleed curing a bit more difficult and "realistic". Mild changes to some explosions (this is just my play style, it's nothing too dramatic but it's already there). Changes to 'chance to bleed' when hitting NPCs.
This is for myself and anyone who finds the bleeding to be too much but still wants that element present. This was commented on the WB Hz page and someone requested this as well.
I've done many hours of playing and dialed in the various components, some minor changes more recently. Let me know how it plays for you.
Details
Player chance to bleed:
1-30 Damage Resist = 5% chance to bleed
31-99 = 2%
100 plus = 1%
I know these percentages seem small from one tier to the next but I found it still makes a difference. Maybe it's in my head, maybe there's a game engine thing that makes the percentages feel wonky. 5% max should be decent enough.
I also heavily diminished bleed chance and effect from .22LR and .38. This makes early game more manageable and I was getting really annoyed with little taps from a .22 and .38 doing no damage but now I'm bleeding, especially when I'm fully armored.
Bleed kits:
Three tiers
Bleed kit, dirty = 90% chance for infection
Bleed kit, clean = 20% chance for infection
Bleed kit, sterile = 1% chance for infection
I removed the 'cure bleeding' from the bandages and created the bleed kit to more simulate having a real trauma intervention for bullet wounds and major bleeding. The Adrenaline injector can simulate local application of norepinephrine for hemostatic effect. This creates a little more inventory management but I found it better to do this and save my bandages for healing HP. It also gave a use to the abundance of Adrenaline injectors I had stockpiling. Now you really want those injectors and may end up having to make and buy some, which I rarely have in my history of playing Horizon.
NOT added to leveled lists at this time.
Explosions
Frag mines, frag grenades, and Fatman explosives are more deadly
Frag mines have a smaller radius
Baseball explosions are a little weaker
NPCs
Removes 'chance to cause bleeding' to Super Mutant Behemoth and Mirelurks
Lowers 'chance to cause bleeding' to all other NPCs. Chance is based on caliber bullet, ranging from 2% (.22) to 100% (.50). It was too easy to just tap everyone and wait for them to bleed out.
Insult to Injury and Wasteland Ballistics
Harmonized bandages, bandage effects, adrenaline injectors, and stimpack healing effect. Simple but necessary. Requires the original Horizon patch, this is a subpatch.
Invite link to Greslin Games Discord for Insult to Injury and the Horizon patch https://discord.gg/jMUnXDV
For those not familiar with ITI. It adds more advanced broken limb mechanics to the game. It touches on some other components as well, all related to the name of the mod.
YouTube video here
Big appreciation to everyone involved in the making of these mods
My other mods:
Horizon and PANPC (Hz 1.9)
Horizon and Children of Atom (1.9 in progress)
Horizon and Feral Ghouls (1.8 and 1.9)
Horizon, Wasteland Ballistics, (and Insult to Injury) subpatch
Horizon and Automatron Rebooted patch (V 1.8 and 1.9)
Horizon and A Forest patch (V1.8 and V1.9)
Horizon - Wasteland Machete patch (V 1.8 and 1.9)
Horizon - The Steampunk Revolver and Armor patch
Horizon - Perk Switch - Demo Expert (V 1.8 and 1.9)
Horizon - Tactical Flashlight (V1.9)
Horizon - JSRS Sounds patches (V1.9)
Institute EXO suit Default Footstep sound
JSRS - Weapons of Fate - Better Explosives - BE Redux patches
Feral Ghoul Disease Risk Removal