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- Fixed an issue with Critical Bleeding and Bleeding Out not working as intended. - NPCs will now use any bandages found in the BandageList formlist, instead of just the default. This allows them to make use of TTW's Alien Coagulant, for example.
Version 1.4.1
- [TTW] Fixed issue where 'bleeding immunity' was not being removed correctly upon leaving Tranquility Lane or Operation Anchorage - Added support for ySI Sorting Icons.
Version 1.4
- Minor Bleeding: Damage threshold raised from 3% to 5%. Duration raised from 10 seconds to 15. - Increased volume of bandage use sound effect. - Bandage hotkey now tries to find bandages from a formlist, allowing for mods/patches to easily add/change the detected bandages. - Pressing the bandage hotkey will no longer trigger the "out of bandages" message when in menus. - Pressing the bandage hotkey while out of bandages will now play an error sound.
Tale of Two Wastelands: - Tranquility Lane and Operation Anchorage are now handled in a way to prevent issues with future TTW updates, alongside fixing current issues. - Alien Coagulant and Adapted Alien Coagulant no longer return bandages if not bleeding. - Alien Coagulant is now affected by the bandage hotkey if you don't have any regular bandages.
Aid Addon: - Added script to attempt to purge Aid Addon bandages/military bandages from leveled lists. - Aid Addon's bandages and military bandages now return the correct type of bandages when used while not bleeding. They are now affected by the bandage hotkey.
Version 1.3.2
Added safety check for when OnHit event is triggered on a non-Actor reference.
Version 1.3.1
Updated BLEED FNV patch to work with the latest version. It will now install correctly as well.
Version 1.3
- Fixed issue with HUD element temporarily resetting between game sessions. - Ranged weapons that deal fire, EMP, and electric type damage can no longer inflict bleeding. - Optimized bandage distribution script. - Added BLEED FNV patch.
- Added MCM options for saving all of your in-game settings as a preset, which you can then load on other save files. - Fixed issue with NPCs and creatures receiving extra bandages when attempting to heal their own bleeding status. - Using bandages will no longer trigger the hit blur and pain voicelines.
Version 1.1
- Bleed damage and duration can now be customized via the MCM. - Added an option to enable scaled bleeding damage, where damage taken is in proportion to the victim's maximum health, rather than a fixed amount. - Fixed an issue with the HUD icon not hiding with menus open. - Aid Addon's bandages have now been completely removed from loot lists. Recipe ingredients have been replaced with Bleedout's built in bandages.
Version 1.0.2
Fixed an issue with the HUD icon not appearing correctly.
Version 1.0.1
- Reduced default minor bleeding threshold from 5% to 3%. - Added patch for Aid Addon, allowing its standalone bandages to heal Bleedout's bleeding effects. - Added a patch for BLEED, disabling its standalone bleeding effect.
Version 1.0
Initial release.
OVERVIEW As a big fan of the S.T.A.L.K.E.R. games, I always felt that bleeding and bandaging added a little extra flavor to combat. Not just difficulty, but more engagement from the player's end, so why not bring it to Fallout?
DETAILS When taking damage, depending on how much the initial damage is, you (or NPCs) will be struck with a Minor, Severe, or Critical bleed effect. While Minor and Severe bleeds will go away on their own, if a Critical Bleed continues for too long, it will progress into a Bleeding Out state. Bleeding Out won't stop until it's healed, or the victim dies.
Bandages are used to reduce your bleed by one stage. Bleeding out will be reduced to a critical bleed, critical will reduce to a severe bleed, and so on. You can find bandages on humanoids you've killed, in containers, craft them, or buy them in bulk from vendors.
You also have Trauma Kits, which will outright remove all bleed effects. These are very rare to find, mildly hard to craft, and expensive to purchase.
NPCs suffering from bleeding will attempt to reduce their bleeding by one stage every 5 seconds. If they have bandages in their inventory, they will use them, but if they don't, they have a 30% chance at succeeding.
REQUIREMENTS
Dead Money
Honest Hearts
Old World Blues
xNVSE (6.2.5+)
JIP LN NVSE (56.47+)
UI Organizer (optional)
Mod Configuration Menu (optional)
COMPATIBILITY The base mod (Bleedout.esp) is compatible with everything. I make no guarantee that patches will be compatible with everything, as quest/location mods that restrict your access to bandages may need minor tweaking (Tranquility Lane, Operation Anchorage, Mothership Zeta, etc).
If a patch doesn't exist, you can temporarily uncheck the "Enabled" option within the gameplay section of the Mod Configuration Menu.
The installer provides patches for the following mods: