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Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.
Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent."
i guess one of those million wounds made more than 50% damage and spread to the torso causing just barley enough damage to instantly kill my pawn lol
so the re-rolling was just vanilla MH behaviour with a painless + warcasket with base movility
i think i will lower squishiness probably lmao
usually it causes a few cuts in the torso, barely any damage, then if that does not make the pawn unconcious it tries to make it incapacitated with injuries to the legs (what rolls is injuries enough to incapacitate the pawn that had the metalhorror emerge from it)
the "soft uncompatibility" was that my pawn had a warcasket, warcasket feel no pain, and it also gives them a base movility buff, so the game kept trying to down my pawn until there where no more injuries possible without killing the pawn (basically all his bodyparts exploded and left at 1%)
My understanding of how MHs work is that they just suffer a series of "normal" cuts and wounds.
I've never seen it reroll, and because this just processes the damage, that bug should be unrelated.
You may be suffering from some of my latent sadism though. For a while after release the squishiness slider was defaulted a bit too high for certain trauma type events (MH, transport pods, etc...)
I lowered the default squishiness to 40%, which helped, but...
- This would not reset any defaults for people who already had the mod.
- I like the gameplay of these events being grave threats to personal heath.
- If you want them less so, a setting around 25% or 30% should greatly improve things.
Is there any way to check if the damage is meant to be lethal or nah?
when metalhorror emerges from a body it causes multiple injuries across bodyparts, never killing the host ofc, but the spread causes the multiple wounds across all bodyparts to also spread to the torso killing in fact the host, same when the game rolls injuries for pawns that are falling from drop pods for events
i don't know any fix since you just patch the damage events lol but damn that kinda sucks
However, I use game settings slider on start "Enemy death on downed" and set to 0%.
@Gerewoatle Yes, and it can be restored in game with the various vanilla methods of restoring body parts.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2860414285
that's perfectly ok! I'm really glad you've considered it before, but it's completely fine if you wanna leave them separated because honestly it is probably easier to leave them separated. not too sure though hehe. thank you for the response! and thank you for working on these mods, they're awesome!
- Disabled overflow damage for vacuum damage.
- Tweaked minimum damage to overflow from 1 to 2 (less small wounds overflowing)
- Tweaked default squishiness to 40% (less overflowing damage from trauma)
For now, I'll continue leaving the collection as the way to get the mods. I'll need to revisit this in the future at some point as I never really intended to build more than one mod...
I was testing with both installed so drove myself a little crazy. Maybe now I'll adopt proper best practices for testing....
Update!
Burn damage will only spread externally.
As spreading burns can cause a greater chance of being lit on fire, there is now a new toggle added in the settings do disable burns overflowing entirely.
What if more serious injuries like internal wounds specifically required surgery to try and heal them? Combat with guns would be really scary, because it's no longer just about right-clicking and choosing "Heal" but now you might have to do sudden surgeries to fix internal damage, and if you don't have a great doctor it's not just 'worse tend, who cares' but 'oh shit I % fucked it up I can't save you'
So if you do ever look into making an Enhanced Recovery mod, that's something I wanted to throw in as an idea :) Thanks again for your combat mods, I only just discovered them and I really love the way they make the game feel. Thanks for the great work.
It is likely that it is solely this mod as both of those processes assign damage to pawns "normally". If you turn down squishiness 5%-10% that should help!
It should make for very good companion mod to solve your needs, a great recommendation.
Just a word of advice though, the default settings make everyone effin' tanky, so if you enjoy more lethal combat you need to dial down some of the other settings significantly. However the settings can also be adjusted to make injuries, pain, bleeding and damage even rougher.
In general, it's another good mod for customizing how combat and injuries work.
But with all that said, I'll happily bow to any commentary SirPook has on the matter of mixing this mod and that one.
Core issue is this mod only touches damage.
Maybe there is room for me to look at a health mod (Enhanced Recovery?), but that is not something I'll put into this mod as I'd like to keep each concept modular.
@Aeris Has a valid point as well. If I were to embark on a health related mod or series, I'd need to know I'm doing something different than what is out there. Either in features (new things!), or in value proposition (compatibility first system).
That is actually why I have this combat series, I couldn't find a mod that did the (Grievous Wounds) and the other mods accomplish their tasks in very light weight methods that are compatibility first with a penchant for providing settings so someone can customize their experience.
So, maybe not no, never. But I'd need to put a lot of thought into it.
They reuse damage types (like "Cut").
There is no way to make this damage ignored.
However, it appears that they like doing about 75% damage on body parts as their high end of damage. If squishiness is set to less than 25% then damage shouldn't overflow from their "operations". Other overwhelming damage, bullet to the eye, or cannon to the chest will still cause piercing and/or trauma on high damage blows.