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I've just done several tests, and throwing various types of bombs never gives me any negative hearing traits unless I'm so close to the explosion, or my hearing is already severely compromised from too much gunfire.
If you get those traits as soon as you throw a bomb, it means you're using other mods that conflict, or your character is already at the limit of getting a hearing trait.
As you've read in the "hearing loss" description, the hearing system works with counters, so if you give your hearing a rest every now and then, you won't have any problems; it's all very realistic.
Make another mod version would be a huge work to obtain a less immersive version, sorry but i'm not doing this just because you're having issues with your modlist. I've been asked in the past to make simpler versions of this mod, without dependencies, but I've never found a way to create a mod as complete without them.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3465727755
The ear protection is currently working, and there's a chance you'll be able to recover your hearing. There's no need to "fix" the mod; this mechanic is obviously something carefully thought out, calibrated, and intentional.
As stated in the description, the hearing mechanic is almost identical to the single mod linked above. You really just need to read the mod description to know everything you need to know.
Thanks for your feedback
I will warn you guys before to update, it should require a week or two.
¡Muchas gracias!
¡Agrégame como amigo para que podamos intercambiar archivos fácilmente!
También quería hacer una traducción al español, pero no soy hablante nativo y no me sentía lo suficientemente seguro.
¡Muchas gracias por el informe y la traducción!
They are not the same, if description is duplicated it is an issue, i will solve it soon
Just one question: Are the Hard of Hearing and Keen Hearing traits the same effects? im making a spanish translation of this mod and both got the same description ^^
if naked-renew is not toggled:
do naked removal script on world load
remove naked trait.
then never apply naked trait if naked. This way the intended feature (delete all items on start), does not conflict with gameplay where someone might get naked due to other mod features.
The issue which you haven't been able to reproduce (as stated twice in this comment section at least), is that if you load a save, where you are naked but have items (I haven't checked with items in inventory, only with items equipped, namely a watch and glasses), the items get deleted on load.
This is an issue when using bathing mods like lifestyle: hobbies, or usable bathubs if you quit the game (or the game crashes), any items you were wearing (and most likely had on you) will get deleted on load, because the naked script triggers on world load.
if you're naked (i.e; after mods like lifestyle hobbies) and save/load in, any items on you (watch, glasses, etc) will get deleted.
Mod/run was going pretty well until then