I always disliked how BHS worked. Where medkits give temporary hp and most random items heal certain parts. NOW HAS NEW EXPERIMENTAL TARKOV BHS MODE This mod is my attempt at making BHS fun and immersive instead of just "use a if b, use c if d". Look in the description for a list of changes
WITH UPDATE 0.8 ALL NON-MEDICAL ANIMATIONS HAVE BEEN SEPARATED INTO A SISTER MOD
THE MOD WAS PRIMARILY DEVELOPED FOR GAMMA, HOWEVER IT SHOULD WORK FINE FOR ANY ANOMALY INSTALL.
FOR ARTEFACT HEALING TO WORK ON ANYTHING BUT GAMMA YOU NEED TO CHANGE ARTEFACT CLASSNAMES AND HEALING VALUES IN THE ARTEFACT HEALING SCRIPT
REQUIRES DLTX, LIKE ANY NORMAL MOD THESE DAYS.
REQUIRES AND OVERWRITES ORIGINAL BODY HEATH SYSTEM BY GROK.
REQUIRES FDDA(to not crash).
UNSURE BUT MAYBE REQUIRES T.H.A.P
For best effects have Voiced Actor mod installed for psy mechanics to work.
The github link: Github.com - always has the newest version
MOD IS CONSTANTLY BEING DEVELOPED SO EXPECT CHANGES TO HAPPEN FREQUENTLY.
Compatibility mods to different UI mods: Github.com
All new items are sold by medics. Some new items also added to flea market and butcher's shop. As well as a lot of different traders that don't have medics nearby.
Suggestions and ideas related to BHS are appreciated, as i myself am trying to figure out how to balance things out
Keep in mind these values: Legs and Arms have 10HP per limb. Torso and Head have 22HP per limb.
That means total amount of hp is: 84HP
That is double of what basic BHS has to make 1HP matter less in the system making balancing easier.
No, boosting HP does not make limbs survive more damage. Everything is scaled.
Credits:
bvcx for detailed item descriptions mod.
ilrathCXV for campfire and artefact healing scripts.
DokBrok for BHS Evolution mod that inspired this one.
Skyww - for base injector animation. Extended them to all injectors.
EFTMO mod for the new meds.
Teivaz for porting all the used animations from gunslinger
0.87 Update(not the big one)
- Experimental mode bugfix for death prevention(rewrote it)
- on_update to 250ms intervals instead of each update. Lag fix if any, but should do nothing at all.
- Adjustements to painkillers, default suggested values in mcm.
- Localization files update
- Craft recipes redone
- "No old ammo in the wheel" compatibility(Gamma)
(i have so much to do and not much time. Notes keep increasing)
0.86E Update
- Actor damage balancer update to match gamma 0.91. Reinstall using New ADB option
0.86D Update
- Reduced weapon out delay for bandages(Mirror of Enhanced anims - medical)
0.86C Update
- Skinning without a knife out is done with a hunting knife, always. Fix for gamma tomahawk.
0.86B Update
- Crafting recipes added
0.86A Update
- Fomod edited to better convey information
0.86 Update
- New default BHS hud - thanks to chilichocolate
- Fix for painkiller effect not being recalculated after healing
- Dynamic damage threshold adjustement based on damagescale(no visible effect)
- Small fix for torso surgery display
- Fomod installer. Yes, it has finally happened, folks.
0.85A Hotfix
- Fix for leftover variable (gamma users)
0.85 Hotfix
- Rewritten all mechanics on healing, splinting and surgery to match the quality of the latest additions.
- Removed some hard to maintain features.
0.81B(C) Hotfix
- Fix for missing model crash after removing the mod(nowscript will remove akvatabs and other vanilla changed items too)
- Fix for forgotten sounds
0.81 Hotfix
- Included forgotten .ppe file for latest ADB version.
- Updated included FDDA Enhanced Animations mod
0.8 Beta:
Additions and rebalancing:
- New Experimental BHS mode. Tarkov-like limb system. Vanilla HP only acts as a wellness indicator and cannot be healed with medkits. Only vinca and the usual ways of resting, artefacts,etc. Enables below feature automatically.
- Above can be buggy when the system prevents a death, as a callback fires but is cancelled by the script. Depends on installed mods. An alternative way can be used if this proves too buggy.
- Combined with the above change - damage bleedthrugh from destroyed limbs to every other limb. If you take damage in the destroyed limb the damage is split between all the other limbs. Can be turned on/off
- Limb damage multiplier added to MCM menu.
- Small-ish balancing changes to painkillers that are too much to list.
- Added bone breaking sound effect and feedback to notify the player when their limb(s) reach 0 HP.
- Update/reworked the damage system. Changes should not be noticeable unless you go into code.
- Fall damage multiplier added to mcm. Fall damage should be goddamn scary.
- Explosives are VERY scary and do damage to all limbs. You really dont want to experience it.
- Update hit detection to more accurately tell what limb was hit.
- Removed legacy features.
- Grok's Actor Damage Balancer and Progressive Rad Damages compatibility patches.(Gamma requires both)
- Non-medical enhanced animations separated into a sister mod. FDDA enhanced animations.
Fixes:
- Fixed FDDA anims crash. Mod is fully DLTX now.
- Fixed arm/legs minimal hp settings to correctly apply.
- General bugfixing of everything not touched by changes, which is not much.
Update 0.63 Beta:
- Dynamic item spawns,item rewards,new game loadouts DLTX item injection
- Safe deletion utility to safely delete all new items
- Loot injection for new items. Now they can be looted from bodies.
Hotfix 0.6A:
- Fixed mutant harvest animation
- Added FDDA MCM unlocker for gamma and vanilla users.
Update 0.6 Beta:
Additions and rebalancing:
- Bandages and tourniquets now work instantly instead of over time.
- Vodka's are now painkillers of different power.
- To be able to sprint with broken legs you now need painkiller power 3 and above. Vodkas provide up to 2.
- Psy mechanics for SJ stims. Now they lower your max psy health but increase resistance and regeneration the lower your psy health is. (EXPERIMENTAL)
- A lot more traders sell new items now, and old ones should be fixed, hopefully.
- Compatibility patch for Coffee if the zone to use better anims.
- Damage to limbs increased by 25%. Hopefully losing limbs will be more frequent.
Fixes:
- Painkillers active time is now tracked a lot better, so level transitions wont extend their duration. Nor saving/loading will extend/decrease it. Deviation will be very small % wise.
- Detailed description compatibility now has fixed encoding for dot symbols
- Default detailed description script fixes(included by default, not compat)
- Artefact healing now wont work if you dont have PBA mod installed. Meaning if you want to use it in base anomaly you need to patch it. I would do that if i had vanilla classnames and values for them - it is not hard at all.
- General bugfixing for main script
- DLTX bugfixing to make sure included mods are not overwritten by standalone versions of same mods.
- Animation files bugfixing to change as little as possible compared to base FDDA + asnen's. Now should be 100% compatible as no old anims are overwritten or deleted.
- Damage threshold lowered back to 3% like default. Now consumable items are tracked and wont deal damage to limbs
- Renamed Enchaned UI compat to "Enhanced GUI". Got confused about names
Update 0.42
- Hotfix for a couple of bugs. Like setting splint charges to 1 because apparently i need to specify that item can only be used once.
Update 0.41:
- Hotfix for a retard dev commenting out an "end" breaking everything and only noticing 5 hours later
Update 0.4:
- Campfire and artefact limb healing update(GAMMA ARTEFACTS ONLY)
(scripts from ilrathCXV)
- fixes for description override mod to not delete footers
- Sprinting now uses HP of the lowest limb for calculations
- If limb HP reaches 0 for any leg run speed becomes minimal(counter with painkillers)
Update 0.35H:
- Hotfix for cocaine damaging your limbs(too real). Will fix any item that damages you <=6% of your HP
Update 0.35:
- Fix for grok_radiation_damage script. Now should theoretically actually work for any anomaly install.
- Fixed typo in language files for alu_splint.
- Fixed dynahud compat crashing for some people(still idk why i dont).
- Renamed compats for easier understanding.
- Fix for grok_radiation_damage script. Now should theoretically actually work for any anomaly install.
- Fixed typo in language files for alu_splint.
- Fixed dynahud compat crashing for some people(still idk why i dont).
- Renamed compats for easier understanding.
Average
9.636 votes submitted.
Will be fun to try once artifact healing gets added! We will watch your mod with great interest!
I agree with you, I also want to try healing with artifacts, because it's unpleasant when you have 3 out of 5 artifacts that give +6 health, and this does not affect the health of the limbs...
Artefacts have health_restore_speed
Medkits and other medicine stuff has boost_health_restore
You need to add the same amount of boost_health_restore to the artefacts which can heal actor.
I am currently working on that. As well as campfire healing. Should be done in some hours and uploaded
And its done. However if you are not using GAMMA you would need to fill the classnames and values yourself in the appropriate script.
If you do that you can send me the file and i will add it as a compat for your setup.
It's quite interesting, because it's strange to be treated with some kind of anti-chemical pills.)
КАК ЭТО ВСЕ СООТНОСИТЬСЯ С СИСТЕМОЙ ХОЛОДА/ЗАМЕРЗАНИЯ? ЕСТЬ ВЗАИМОВЛИЯНИЕ?
Нет. Я не пока не играл с этой системой
Wouldn't that be cheating? GAMMA has first aid kits like garbage...
That's for you to decide, nobody is forcing you to download anything.
What do you think would be good then?
"Stuff i will add:
<..>
Heal limbs one-by-one only like in EFT(maybe)"
Looking forward to it! Right now I'm running the "EFT Medic Item Overhaul" mod with my custom values, but I'm still bummed how you literally can heal all the damaged limbs just with one use of Surv12.
Хей бро, не мог бы сделать fomod для MO2 чтоб было проще устанавливать патчи идущие к моду с мини превью внутри? Заранее благодарю
Is there compatibility with EFT meds overhaul? Still sounds interesting
No, this mod adds some eft meds itself. The ones that can have animations done
Does this have some fixes for the times that original BHS would stop working in certain maps?
Not familiar with that bug
by transitioning or fast-traveling to certain areas, it will freeze BHS
If i can replicate or encounter such a bug i can try fixing it but until then - no. No fix for that(if grok didnt fix it i dont think i can)
welcome to busy hand hell
I like the BHS healing system, but will definitely try this out when I've played through this. (416 hours and haven't gotten into the second third of the map.
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Будет ли патч на western goods? Заметил что есть поломанные анимации при питье зарубежных напитков.
Так же не работают анимации Asnen's Better Cigarettes Animation
И возможно ли скрестить анимации от gunslinger с FDDA Complements And More (анимация бинта от FDDA, а шина от gunslinger)?
Поломанные анимации скорее всего из-за того, что они берут анимации с других напитков. Нужно отдельно их фиксить. Что касательно сигарет - эти анимации включены.
Скрестить анимации можно.
Я кстати не знал что есть анимация шины. Я поищу ее и добавлю в мод если найду.
Western goods больше не должен конфликтовать. Я не тестировал, но 0.6 обновление оставляет стандартные анимации не тронутыми.
I did a mod once that had similar intent as yours. Sadly, I did not have the time and energy to keep it up to date. If you need inspiration, you might want to take a look. Also, feel free to copy any bits of code that you like.
It is this one:
Moddb.com
Your mod helped me develop mine. Inspired even.
I rewrote almost all of the code but you can see the traces in the script.
Yours was sadly buggy but you can think of this as a continuation
Campfire heal limbs it's too much
Not implemented yet but once I do you can toggle it off like anything else in the mod
Got a bit hurt and tried to run:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CPostprocessAnimator::Load
[error]File : F:\ANOMALY BUILDS\xray-1.5.2\xray-monolith\src\xrGame\PostprocessAnimator.cpp
[error]Line : 80
[error]Description : fatal error
[error]Arguments : Can't find motion file 'blur_bhs.ppe'.
stack trace:
You need to install the original grok's body health system. This overwrites it
Moddb.com
I’ve stayed away from eft medical items mod because it broke immersion when using certain heals and the animation didn’t match up. Is this still the same with this mod?
I only added some items. Then ones that i can add plausible animations for.
That will continue to be the case as the main aim of the mod is immersion/realism
Looks great, looking forward to using it. One question, though.
Using the Dynahud compatch, is there any way to make the regular left bottom corner body health icon be the regular BHS one (https://i.imgur.com/umTyNm9.png), instead of this: (https://i.imgur.com/Hx6H3P2.png)?
Apart from that, great job!
Dynahud changes the texture file(the ui you are talking about) for body health system. So it aint my mod that does this. I only edit the texture to include my changes.
Changing that requires editing like 4 different .xml files and is a pain in the ***.
I understand, thank you. It's a niche request but it would be great if there could be a dynahud patch for the GAMMA BHS hud, since if you install it that way, it gets kinda buggy.
Apart from that thanks for clearing it up again. Last thing is, is it safe to uninstall mid save?
The new items would be a problem when uninstalling and crash the game. Think that could be solved with a deletion script before uninstalling. Probably should add that
Will you make non-GAMMA version this addon?
It works for base anomaly too. Artefact healing mostly won't work(but can be fixed) but other that that it's fine
Just more conflicts with addons (fdda, gunslinger exo amins etc)
Depends on what you mean by FDDA. I replace fdda anims with nicer ones with this. Exo anims are from gunslinger so that is included.
I need to update the mod to make this optional module
Fdda by feel_fried, this is what i mean.
As i said my mod overwrites FDDA with some new animations. So it is all fine.
Sorry, I think the link is already fixed
Mate i just had the crash for the cigarettes, you say in the initial description that you need asneen cigarette mod but the link is dead and i can't find that mod anywhere here, any help with that? i really want to try the mod cuz it looks awesome on concept
idk why the link wont work. Fixed it so it works again.
Moddb.com
ASNEN'S BETTER CIGARETTES ANIMATION link is not working, could you share the new one?
Moddb.com
Nice mod! Hoping to see this being integrated to GAMAA!