Project Zomboid

Project Zomboid

Proper Vehicle Injuries for MP [B41 & B42]
127 条留言
Fluffy89  [作者] 9 月 3 日 上午 5:52 
NonstickSQYD, I cant speak to how that vehicle handles, but by default 30km/h is roughly only enough to trip low severity 'collisions' if you go from 30-0 almost immediately. Cant exactly remember when deepwounds and lacerations come into play, dont remember if deep wounds are allowed for medium severities by default.

As you noted, yes, PVI can be a bit touchy sometimes with extremely sudden changes in speed as this is how it determines a 'collision' has happened.

About hitting a pole and only being scratched, it happens. PVI is entirely random when it comes to what injuries you get. I do intend to make some sort of 'minimum injuries' sandbox option at some point to helo with this though.

You can adjust PVI's sensitivity by lowering the 'interval' sandbox option slightly, this will make PVI check your speed more often and require that your speed change faster to trigger injuries.
NonstickSQYD 9 月 2 日 下午 10:49 
just saw the note about the vehicle acceleration, yeah that would make sense i guess but it was a rather slow military vehicle thing
NonstickSQYD 9 月 2 日 下午 6:55 
this mod is neat but it just gave me a deep wound and a laceration after i hit the breaks in a parking lot going 30, idk if you have ever drove a car or not but that doesn't happen i dint even hit anything. whats funny to me is with this mod turned on me slamming into a pole at 90mph denting the pole , breaking my windshield that gave me a scratch on the hand, but the parking lot where i slowly hit the breaks and hit NOTHING caused a wound worthy of stitches
Fluffy89  [作者] 8 月 23 日 上午 11:57 
I deeply appreciate the high praise, thank you :)
zreaz 8 月 23 日 上午 11:28 
That is very helpful.

We are blessed to have mod developers like you. Actively helping, giving helpful tips and such to fine tune our experience.

I will be sure to reach out if there is additional assistance needed. Again, thank you very much.
Fluffy89  [作者] 8 月 23 日 上午 11:20 
zreaz, you're welcome! :spiffo:

PVI definitely isn't perfect so I try to help people tune it as best as I can to fit their mod setup or preferences.

An interval of 10-15 should fix the majority of those false positives. I'd recommend lowering it slightly, playing for a while to test how it feels, then adjusting as you see fit from there.

If further tuning is needed than just the interval value, you could try slowly raising the 'threshold' sandbox option too, it controls the minimum difference in speed needed between checks to consider a change in speed as a collision.

Don't hesitate to reach out in the comments if you need more help getting things setup to your liking :)
zreaz 8 月 23 日 上午 10:59 
Thank you for such a quick and informative response.

I will be sure to do what you suggested, and we will be sure to tone down our extreme driving, so this doesnt persist.
Fluffy89  [作者] 8 月 23 日 上午 10:45 
zreaz, it might be Proper Vehicle Injuries, and apologies for any frustration it's caused.

In the background, PVI constantly checks how fast you were just going compared to now, and once that difference gets high enough, it determines a collision has happened. Sometimes this causes false positives, especially so with very aggressive braking, drifts/sharp turns, and especially so with modded vehicles with higher braking and acceleration compared to vanilla vehicles. Mixing hard braking and sharp turns/drifts also tends to amplify this behaviour, since together they cause any vehicle to stop or significantly reduce its speed in a very short period of time.

One way to combat this sensitivity of PVI is to lower the 'interval' sandbox option. This will make PVI check your speed more frequently, making this sort of 'whiplash' injury less common.
zreaz 8 月 23 日 上午 6:11 
Hello. I have been using this modification for my self hosted server with my friends.

While driving in a vehicle, turning too hard or "drifting" causes scratches around the groin area and such. This is pretty frustrating, considering I have to manually heal them each time this happens. Would this be an issue on my end or is it something with this mod? Without it, this does not occur.

Thanks.
kArMaFPS 7 月 15 日 下午 7:14 
I'll test PVI against Working Seabelts. Working Seabelts is more invasive, as it adds mechanics that don't exist with seatbelts and airbags, which could completely break vehicle physics. I'll run the tests in debug mode and send a report. I didn't mean to sound rude, I apologize.
Fluffy89  [作者] 7 月 14 日 下午 10:23 
Comment 2/2

Also, as an aside, I'd appreciate it if you kept things civil and avoid just throwing blame at me when reporting a potential issue. I can't help if you don't provide me information about what is going wrong, or even tell you whether its an issue caused by PVI or not. The first comment being 'interferes with physics and collisions ... update your mod and fix your code' comes off as incredibly rude when I have literally no idea what is causing the issue you're experiencing, or whether its actually an issue with PVI or not.
Fluffy89  [作者] 7 月 14 日 下午 10:23 
Comment 1/2

kArMaFPS, I haven't gotten any reports of PVI in specific being broken as of late, doesn't mean its perfect though. PVI doesn't have mod conflicts with any of KI5 or Filibuster's mods, so they shouldn't be an issue. If a vehicle is overly touchy/powerful then that can cause injuries, but that's not an incompatibility with either mod.

Do some testing, debug mode will be helpful as it lets you get a stacktrace when things crash. If you get a stacktrace, open a discussion page on whichever mods page that the stacktrace says is causing the crash, and provide that stacktrace.
kArMaFPS 7 月 14 日 下午 7:56 
Something isn't working quite right, I can't tell you exactly what.
kArMaFPS 7 月 14 日 下午 7:55 
Maybe it's some conflict, I can't say exactly, but I had a problem once where I suffered bruises just by passing over bushes and now with the latest updates from TIS and KI15 vehicles I've had a black screen with the mod active... Without the mod everything works fine, but I'll do more tests.
Fluffy89  [作者] 7 月 14 日 下午 6:37 
kArMaFPS, can you elaborate?

PVI doesn't do anything in regards to vehicle physics. If PVI is causing issues and crashing, I cannot help you without an error log.
kArMaFPS 7 月 14 日 下午 6:04 
ProperVehicleInjuriesMP — interfering with vehicle physics and breaking collisions. Have crashing out to main menu with KI15 vehicles and Filibuster vehicles only, update your mod and optimize your code.
Fluffy89  [作者] 6 月 21 日 上午 7:36 
Kagrine, as far as I know, it works in B42 *as of right now*. I'm not on B42 yet as things are still being updated and B42 is still on the unstable branch of things, but if PVI works in singleplayer, it *should* work the same in multiplayer. Whether that assumltion is true or not though, we'll only know when mp drops.
Kagarine 6 月 20 日 下午 10:04 
I'm genuinely curious to how we know this functions on B42 while MP isn't even out yet x))
Fluffy89  [作者] 4 月 15 日 上午 7:28 
(And yes, thats the issue that was patched)
Fluffy89  [作者] 4 月 15 日 上午 7:28 
Marshmallow justice, you're welcome! :spiffo:

I was actually playing the other night since my term at uni just ended, so I had a bit of time, knew how to fix it, so figured I'd push out that update. Glad its working well and not erroring out anymore!
marshmallow justice 4 月 15 日 上午 2:23 
(the interaction between PVI and motorcycles w/no airbags causing the stack trace that is I assume) I'd gotten just completely used to it and my brain started to ignore the error in my B41 world after we discussed it before XD
marshmallow justice 4 月 15 日 上午 2:22 
Thank you for fixing that motorcycle airbag bug!
Fluffy89  [作者] 3 月 25 日 上午 9:39 
Anothername, its more or less 'whats the difference in your current speed, and when PVI last checked', then if you're going fast enough and slow down hard enough, you get injuries based on that speed difference.

BB's bicycle redux is safe to use, I haven't gotten a single injury from crashing while riding a bike. I don't think thry're able to go faster than PVI's default minimum speed for injuries.
Anothername 3 月 25 日 上午 3:12 
Not exactly sure how the math is done for injuries, but are Braven's Bicycles safe to use alongside this? Wouldn't want an instant gameover because I crashed a bike in a way that would probably just bruise
Fluffy89  [作者] 3 月 3 日 下午 11:39 
Joaquingarciasevilla, it would take an incredibly high braking power to die from braking alone on default settings.

But yes, braking very hard can cause injury, and left untreated, death.
Joco 3 月 3 日 下午 8:11 
I died for braking too hard
Fluffy89  [作者] 3 月 2 日 上午 7:51 
Mang, you're welcome!
Mang 3 月 2 日 上午 6:00 
oki doki thank u
Fluffy89  [作者] 3 月 1 日 上午 8:52 
Mang, those vehicles are incredibly touchy if just the brakes are slowing you down from 110+ km/h to 0km/h in between a few game ticks.

You'll have to adjust PVI's options to reflect how touchy your vehicles are, theres tooltips for everything in-game, and a discussion page here with longer descriptions for almost every sandbox option PVI has to offer. If you need more help let me know.

I had only tested PVI with vanilla sports vehicles with a character that had Speed Demon to make vanilla as aggressive as possible, so the default settings should be fine for most modded vehicles that are in line with vanilla vehicles acceleration/brake power wise.
Mang 3 月 1 日 上午 7:03 
hitting the brakes or even slowing down quickly will give me lethal injuries in singleplayer with Ki5 vehicles with the default speed limit configs
Fluffy89  [作者] 2 月 28 日 下午 9:07 
Ullatec, I feel that lol, I got flung out the windshield, lacerated several times, and knocked out on the road. Not a pretty end to that character.

Thanks! Glad you like it! :spiffo:
Ullatec 2 月 28 日 下午 5:06 
I wanted to say that seatbelt mod was updated for b42, and thank god. My last character died of a deep wound to the groin when i did a slide into a telephone pole, lol.

This is a nice mod btw.
Fluffy89  [作者] 1 月 6 日 下午 4:06 
(Comment 3/3)

What game version are you on, which vehicle from what mod were you using, what do you mean by "just by walking inside the vehicle"?
Fluffy89  [作者] 1 月 6 日 下午 3:38 
(Comment 1/2)

kArMaFPS, by 'maximum', are your meaning you changed the 'upper bound' option for one of the severities? There is no explicit 'maximum' speed for low, medium, high, or fatal severities.

There's the option for "minSpeedForInjury" which is the minimum speed the vehicle must be traveling for any injury to occur, I'm assuming this is the "minimum" speed value you're referring to.
Fluffy89  [作者] 1 月 6 日 下午 3:37 
(Comment 2/2)

Injuries can **only** occur when:
(Note: Collision refers to ANY significant slow down where the vehicle slows at a rate faster than the threshold, not just physical impacts)

[list]
[*] The difference in speed pre and post collision is greater than the "threshold" sandbox option (defaults to 30km/h).
[*] Your pre collision speed is greater than the "minSpeedForInjury" value.
[*] A collission hasn't happened in the last 40 game ticks (fraction of a second)
[/list]

If and only if these three conditions are met, can PVI cause any injuries. This is the best information I can give you with what I have on hand from what you have told me.
kArMaFPS 1 月 6 日 下午 2:12 
@Fluffy89 I only changed the sandbox configuration of the minimum and maximum speed and nothing else... The vehicle that caused the injury was a modified vehicle (In which the creators are even creating different physics), I have 1500 hours of play, I didn't get scratched by a bush (don't get me wrong)...The injury happened when riding in a specific vehicle, I ruined my rescue and that was last night, if it happens again I'll remember to take a print and send it to you, but it was something VERY SPECIFIC and I don't know say why it happened. I also work with some mods but I don't dare to launch them, some I do my own editing, this wasn't the case with PVI, in your mod I just changed the sanbox, but I didn't change any .lua files
Fluffy89  [作者] 1 月 6 日 上午 10:32 
(Comment 1/2)

kARmAFPS, walking through bushes will scratch the player, same for walking barefoot. This is intended and is a vanilla feature. This mod *only* functions when in a vehicle, either driver or as a passenger, and when the vehicle comes to a hard or sudden and immediate stop (hits something solid or a group of zombies). Walking around will not allow PVI to deal injuries.

If those groin injuries are happening when outside of a vehicle, its not an injury caused by PVI.

About Knockoutd and Seatbelts, PVI works without them and still allows you to configure the severities of collisions, the injuries you may get, and their relative chances of happening, even if the other mods are not installed.
Fluffy89  [作者] 1 月 6 日 上午 10:32 
(Comment 2/2)

Can you link a screenshot showing exactly which settings you changed and which 'tab' its in? PVI's sandbox options pages all start with 'PVI'. There is a minimum speed option, but nothing labeled 'maximum speed'.

I'd advise reading the tooltips for each sandbox option, as well as referring to the discussion page here for longer descriptions if needed.
kArMaFPS 1 月 6 日 上午 9:47 
About the seat belt mod and the knockout mod, they are not updated for the B42, so it doesn't make sense to use the PVI for now, I think... Even so, I await your response if it is a configuration problem that I did wrong or if the mod has some problem causing injuries even without crashing the vehicle, just by walking inside the vehicle (The injury occurred 3 times in a row in the groin, even though the groin was already bandaged, it caused new injuries in the groin)
kArMaFPS 1 月 6 日 上午 9:45 
@Fluffy89 I only modified the values ​​I mentioned, I didn't have any collisions... He causes injuries just by walking freely around the map, without colliding with absolutely anything (Maybe colliding with a bush, which has no collision)
Fluffy89  [作者] 1 月 6 日 上午 6:34 
drshahramanvariazar, no. PVI will pick up your seatbelt status if and only if you have Working Seatbelts also installed and enabled.If you have both mods installed and enabled, seatbelts will reduce injuries caused by PVI. Same thing goes for the same authors Real Knockouts mod, if its installed and enabled with PVI knockouts can be triggered by PVI.
drshahramanvariazar 1 月 6 日 上午 1:19 
it already came with seatbelt system?
Fluffy89  [作者] 1 月 5 日 下午 6:26 
kArMaFPS, which settings specifically have you changed? PVI deals injuries to random body locations, so if its happening exclusively to the groin, it may be a different mod, you are very unlucky and its hitting the same spot, or something else.
kArMaFPS 1 月 5 日 下午 6:09 
@Fluffy89 I need help, I don't know if I'm using the wrong mod, but after installing it, I set the minimum speed to 40 and the maximum to 50, driving the vehicle in a straight line without hitting anything I get a scratch on my groin all the time, is it a bug or do I not know how to use the mod?
Fluffy89  [作者] 1 月 2 日 下午 2:42 
Morgan, nothing has changed with the B42 compatibility update, the code for it and the last proper update for PVI is identical. As far as I know, potholes are just cosmetic sprites overlaid on the road.

Rachel L, will take a look and reply in your report.
Rachel L 1 月 1 日 下午 8:39 
There is something weird happening. Whenever something makes the vehicles move more than normal, i get a black screen flicker. I made a more detailed report in the bugs & issues discussion
Morgan 1 月 1 日 下午 6:31 
We are getting fractures from potholes in the road. We never had this issue before. Was something updated to cause this?
Fluffy89  [作者] 2024 年 12 月 3 日 下午 4:30 
Cerro de los Siete Colores, you're welcome, and thanks for confirming that! I'll add that to the FAQ shortly incase it comes up in the future.

Hope the injuries are plentiful, take care!
Cerro de los Siete Colores 2024 年 12 月 3 日 下午 3:33 
Thank you for the answer!
I was playing with
.PVI
.WK
.RK
And everything was working as intended. So I guess you are right, those three mods could be in any order.

Stay well!
Fluffy89  [作者] 2024 年 12 月 3 日 下午 2:10 
Cerro de los Siete Colores, first off, thank you! Always nice to hear people are enjoying the mod! :spiffo: