So, it seems I didn't test enough. All the effects will be present in the middle of combat, and once bleeding. But if you bandage after to stop bleeding, the expectation was you would still be injured and effects would still apply. Doesn't seem to be working like that.
InjuryLowThreshold - limb is considered healthy if below this treshold
This is the parameter I set to 0.25 or 25% for injuries to kick in. From WH documentation, the idea would be anything above this value would have an injured debuff...but doesn't seem to be acting that way. Perhaps it's buggy; since both this parameter and InjuryHighThreshold (when you start bleeding) are the same or close enough in vanilla, nobody noticed?
Looking into it...
UPDATE: It seems InjuryLowThreshold is just being used as an indicator of when to show the debuff to the player. That's it. When Henry starts bleeding is when the injury debuff actually kicks in. /sigh.
I'm going to reword the mod description, but still looking into if the original intention of this mod is doable.
I think it would be per individual preference, so it may be better if you edited the values in the XML.
You can open the pak file with WinRAR/7zip. Extract contents to your preferred location, and navigate to "Libs\Tables\rpg\buff__enowai_critical_injuries.xml". Should see the following:
The highlighted is what is changed or added. I included a reference for each parameter, as you can see. The buff_name is pretty self explanatory, though the first one controls the how much more Henry bleeds than NPCs.
Can also edit the baseline bleed (InjuryBleedingInterval) and/or bleed body part damage threshold (InjuryHighThreshold) parameters in the "Libs\Tables\rpg\rpg_param__enowai_critical_injuries.xml" file.
Once you're done, use KCD PAK Builder to put it back into a PAK file, and replace the original PAK file!
i love the idea of the ghosting effect. However, in practice, its a bit too much. Is there a way to reduce it? Maybe by 50 %? Basically its current stage is henry when he's completely drunk, but i think it would work better at a lower threshold, like when your vision just starts to get blurry, but not all the way. My opinion.
I did try, but the value within the XML labeled "ImageGhosting_Amount" doesn't seem to be doing anything. It's default value was 0.92 and the mod value is 0.1. I even changed it to 0, along with some other adjustments. Nada.
I'm glad you figured out how to make bleed different for each body part. This is really cool. I'll be using your mod for my HC play-through. Although, I might play around with it a bit to lower the overall threshold for bleeding.
Thanks. Yeah I may end up doing that anyway, as the original intention of separating bleed trigger from injury is kind of falling through. Probably offer like what you did; multiple files for different bleed thresholds.
Update looks great. I understand why you made bleed more severe on Henry than NPCs. I reluctantly agree, insomuch as Henry, unlike his opponents, has access to healing potions and bandages. I don't think NPCs even use bandages as an inventory item, I think 'bandage wound' is just an 'ability' some NPCs have, under special circumstances.
I'm still pondering if it's possible to mod a viable solution to enemies surviving bleed. As it stands, once bleeding starts, for enemies, it's basically death.
NPC behaviors are controlled via their "Souls" and LUA scripts right? I haven't been able to find anything relevant for bleed in LUA, and Soul design I've just been finding "IsBleeding" status, but I haven't messed with it.
I would probably make it once NPCs hit a certain health threshold, perhaps they stop taking offensive actions completely, retreat a little and attempt to bandage. Would work well in group fights. But yeah, how to do this is stumping me.
I long for redscript or witcherscript from CDPR :D
Honestly, I read the word "script" and my brain shuts off. I haven't touched any of the "soul" files, except for the archetype stuff in "rpg" folder. I'm still relatively new'ish at modding.
I spent awhile testing out some stuff for one of my mods and had your 25% version on, and wow, it's brutally hard to keep from bleeding out. Once the injured state begins, it's very easy to start bleeding. I ended up changing the injury threshold to 25% and bleed at 35%, I felt like that was a happy medium since 50% felt like I had to work for it too much and I'm lazy.
What was great was the effect your mod had on enemies. During a skirmish with several NPCs in Opatowitz, it was really useful having enemies get injured, moving slower or unable to run, unable to attack for sustained periods, giving me brief respite to bandage myself. I really dig the extra injury effects. Did you ever figure out a way to simulate drunkenness for concussion? I recall there was that forced player drunkenness (buff_params="fpd+1") Although, I think "1" will cause a blackout.
Yeah it was the buff parameter you mentioned, but for some reason it applied as soon as I loaded a save, instead of only on head injury (where I configured it). I really do want that effect though, especially for it to gradually build over time. Taking another stab at it, if it can be tackled in another way.
Awesome to hear on the debuffs working out in more intense fights. I am slow dripping this game quite a bit, so I am still on the first map just fighting bandits.
Nice work on the head injury update. I just started my HC play-through so can't wait to see this "ghosting effect" ... Fist fights are gonna be pretty intense!
Nice, i tried to do mod for KCD1, where when you use bandage, bleeding would continue after using bandage, to avoid situations where you are bleeding and finally have 1 health left, then use bandage and then you're alright. But unfortunately couldn't make it work.
Hi, friend. Where in your files setting apart for Henry and NPS? I looked at all your files. There is no such setup. There is only a total 1HP/ 6sec - <rpg_param rpg_param_key="InjuryLowThreshold" rpg_param_value="0.10" /> <rpg_param rpg_param_key="InjuryHighThreshold" rpg_param_value="0.25" /> <rpg_param rpg_param_key="InjuryBleedingInterval" rpg_param_value="6" />
You write that for NPS and Henry are different in fashion, even for parts of the body. wtf chuvak?
Look at the other files. rpg_param.xml is there for setting bleed baseline. Bleeding differences for body parts and Henry is controlled via buff.xml changes via the "ibi" buff parameter.
I made this mod as an alternate way to handle injuries. His mod was inspiration for this one. You need to ask yourself what you prefer:
Do you want Henry and NPCs to bleed at the same rate? Some feedback for that was that a higher bleed rate may make combat a little easier. That was my rationale for finding a way to separate bleeding rates for Henry vs NPCs. This mod also has different bleed rates for different body parts.
Do you want a lower body part damage percentage for bleeding to occur? I am going to be making different versions for this mod for this anyway; bleeding beginning at 25%, 50%, or 75% body part damage.
This mod also has slightly elevated debuffs for injury. Honestly, I think I will be drastically upping the levels of debuff, as they still feel too negligible for impact (except for head injury as that is stripping master strike, which has a pretty big impact).
If you don't care for any of the above, Actalo's mod is probably your best bet.
It shouldn't. Mod only makes changes to injury debuffs and makes percentage changes on stats based on current value (when the injury is inflicted, and body part damage hits 25%).
26 comments
- Added ghosting effect optional file for head injuries.
Update 0.6Looking into it...
UPDATE: It seems InjuryLowThreshold is just being used as an indicator of when to show the debuff to the player. That's it. When Henry starts bleeding is when the injury debuff actually kicks in. /sigh.
I'm going to reword the mod description, but still looking into if the original intention of this mod is doable.
You can open the pak file with WinRAR/7zip. Extract contents to your preferred location, and navigate to "Libs\Tables\rpg\buff__enowai_critical_injuries.xml".
Should see the following:
The highlighted is what is changed or added. I included a reference for each parameter, as you can see. The buff_name is pretty self explanatory, though the first one controls the how much more Henry bleeds than NPCs.
Can also edit the baseline bleed (InjuryBleedingInterval) and/or bleed body part damage threshold (InjuryHighThreshold) parameters in the "Libs\Tables\rpg\rpg_param__enowai_critical_injuries.xml" file.
Once you're done, use KCD PAK Builder to put it back into a PAK file, and replace the original PAK file!
Thanks for making this!
I'm still pondering if it's possible to mod a viable solution to enemies surviving bleed. As it stands, once bleeding starts, for enemies, it's basically death.
I would probably make it once NPCs hit a certain health threshold, perhaps they stop taking offensive actions completely, retreat a little and attempt to bandage. Would work well in group fights. But yeah, how to do this is stumping me.
I long for redscript or witcherscript from CDPR :D
I spent awhile testing out some stuff for one of my mods and had your 25% version on, and wow, it's brutally hard to keep from bleeding out. Once the injured state begins, it's very easy to start bleeding. I ended up changing the injury threshold to 25% and bleed at 35%, I felt like that was a happy medium since 50% felt like I had to work for it too much and I'm lazy.
What was great was the effect your mod had on enemies. During a skirmish with several NPCs in Opatowitz, it was really useful having enemies get injured, moving slower or unable to run, unable to attack for sustained periods, giving me brief respite to bandage myself. I really dig the extra injury effects. Did you ever figure out a way to simulate drunkenness for concussion? I recall there was that forced player drunkenness (buff_params="fpd+1") Although, I think "1" will cause a blackout.
Awesome to hear on the debuffs working out in more intense fights. I am slow dripping this game quite a bit, so I am still on the first map just fighting bandits.
ibi*0,5 = 1hp for 20 sec realtime for Henry... hm
For NPC default 1HP for 6 sec. Not reality(
You're wrong.
<rpg_param rpg_param_key="InjuryHighThreshold" rpg_param_value="0.25" />
<rpg_param rpg_param_key="InjuryBleedingInterval" rpg_param_value="6" />
You write that for NPS and Henry are different in fashion, even for parts of the body. wtf chuvak?
Q:
1) " NPCs bleed 1HP/3 seconds"----Where is this parameter indicated? ( If "<rpg_param rpg_param_key="InjuryBleedingInterval" rpg_param_value="6")2) "buff_name="injured_head" buff_params="ams=0,ibi%0.5"" .... ibi%0.5 = Henry bleeds 1HP/2 seconds? Really?
NPC
1HP/6 seconds = InjuryBleedInterval
1HP/3 seconds = ibi%0.5
Henry
1HP/4 seconds = ibi*0.67 (invisible perk/buff I added to Henry)
1HP/2 seconds = ibi%0.5
The ibi parameter for each body part applies to both Henry and NPCs.
EDIT: I see why you may be confused. % does not mean divide. Reference this link.
Do you want Henry and NPCs to bleed at the same rate? Some feedback for that was that a higher bleed rate may make combat a little easier. That was my rationale for finding a way to separate bleeding rates for Henry vs NPCs. This mod also has different bleed rates for different body parts.
Do you want a lower body part damage percentage for bleeding to occur? I am going to be making different versions for this mod for this anyway; bleeding beginning at 25%, 50%, or 75% body part damage.
This mod also has slightly elevated debuffs for injury. Honestly, I think I will be drastically upping the levels of debuff, as they still feel too negligible for impact (except for head injury as that is stripping master strike, which has a pretty big impact).
If you don't care for any of the above, Actalo's mod is probably your best bet.
Are you considering bringing the mod to steam at some point?