This addon makes mutants more realistic by making them bleed, leave blood trails and in some cases collapse if they are critically wounded. Also different type of ammounition will affect bleeding intensity differently.
Special thanks for Lucy, Grok, Xcvb, RavenAscendant and Jurkonov for supporting me.
Changelog:
HOTFIX 2.0.1
* Fixed a possible crash in case of burers
* Bleeding values for bones are enforced to be numbers when reading them from the config file
Installation:
Extract the "gamedata" folder in the zip file into your Anomaly folder.
NEW GAME IS REQUIRED!
Features:
* Version of 2.0 includes a bleeding mechanism based on the implementation of the engine, fed by the player's bleeding settings. Mutants will bleed more fairly than in Mutant Bleeding 1.0, with less intensity and longer duration.
* Tissue damage value in ammo descriptions shows how much the current amounition affects bleeding. The higher the tissue damage value is, the more bleeding it will result in (This does not affect damage on mutants, it affects bleeding only!).
* Meele weapons cause "high" and "very high" tissue damage, but this won't be written in their description always.
* Wounds on different body parts of mutants will give bonus to bleeding value. Head, neck and the second head of the Chimera receives 50% bonus compared to other body parts.
* Under 10% health, mutants with proper lying animations (Dog, psy dog, pseudodog, cat, boar, flesh, bloodsucker) will lie down, but might attack still if you go too close.
* Mutants will leave blood trails on the ground. The amount and size of blood marks depend on the number of wounds and intesity of their bleeding. Blood marks disappear after 30 seconds. Special thanks for Lucy who made this feature possible!
Some mutants, like poltergeist, zombies won't bleed because of technical reasons.
I allow my work to be used in other addons/mods as long as I receive the necessary credits!
Thank you!
Tired of chasing down that last mutant to finish a "mutant hunt" mission.
Wish more "realistic" mods had this.
Looks like its not work. Or its need NG?
Make sure the script file is in your *anomaly_folder*\gamedata\scripts\ folder. I tested it with this download, it is working for me.
What is NG?
NG Means new game
Sry, my bad, works fine. Just blleding not decrease hp if u play with HP bar on. NG is New Game
Oh.. I play with no user interface. I'll update the description!
Cool! Will make hunting more interesting for sure.
What values did you add/edit to make mutants bleed?
Mutant ltx files contains settings regarding bleeding, but the engine ignores this ones. Maybe unfinished feature for the original game, I suspect.
I wrote a script, to "emulate" bleeding effect. Each shot the target receives adds a bleeding wound on the target. On the top of the script file you can play with the two settings.
Thank you. Do you have any idea if this will work with Call of Pripyat or any of the other games?
This addon will work with Call of Chernobyl, and with every mod, which is based on Call of Chernobyl. It won't work with unmodded Call of Pripyat sadly.
Oof.
Thank you guys, I am glad that you like it! If you have recommendations regarding balance for example, feel free to tell me about it!
Will this scrip work with unused mutants like those from the mutant hordes addon? (bilioteklars, albino pseudogiants etc)
Hope it does. Tnx mate
It works on every mutants. Including ones which are not present in the core Anomaly mod.
If the new mutants have special behaviour connected to their health, like zombies standing up several times, that behaviour might not trigger. I filter zombies for the word "zombie", additional checks can be added easily into my mod.
Bled a pseudogiant to death, was reloading when he keeled over. Very nice.
Did get a crash later, though:
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly1.5v8\gamedata\scripts\arszi_mutant_bleeding.script:39: attempt to call method 'alive' (a nil value)
It was while helping Gatekeeper.
EDIT: Still enjoying the campfire cooking mod:)
I am glad, that you like that one :) More immersive stuff is on the way!
And whoops, I fixed it! Sorry about the inconvenience.
Please download it again, upon loading your saved game, it will do the trick.
Thanks, will do!
This is good stuff, thank you very much for this idea! Finally running around chasing mutants makes sense
I made an important update regarding a crash, please download the updated version! It is saved game compatible.
I'll try this, thanks, it is a good idea...
Do mutants leave blood trail or do they have a visual effect indicating they are bleeding?
Sadly not at the moment. Visuals are engine-controlled in this case, I think. I will look into it in the future.
Wolfster made a nice mod for "Stalker - Dead Air" which has exactly that feature. He even provided new textures for the bleedmarks. As far as I can tell most of the bloodspread(size/freq/etc) is controlled through the system.ltx at least in Dead Air it is, don't quite know about Anomaly. I'll have to say that Wolfster snuck in carryweight tweak that I think does not belong there but that's prolly unintentional. Link: Moddb.com
Nice! I will try to integrate it into my mod, and if it works, I will contact Wolfsterr if can I release it for my mod, with the credits of course.
I added a compatibility patch for it, download my mod again, and it will contain the compatibility patch. See readme for further instructions!
thank you! great and immersive addon. tried to do this myself a while ago but editing the ltx files didnt seem to change anything. your script, however, works great. no crashes so far :)
Thanks :) Yes, there are option for bleeding in the ltx files, but it is ignored by the engine. I hope this will change in the future.
"Enemy health bar and some user interface mods might not show health loss from bleeding properly, but it is definitely there!"
hmm, I don't see any reason to turn on enemy health bar and afaik there is no interface mod that has something to do with enemy health
There is an option in the Anomaly settings to turn them on.
Awesome! Thanks.
A great, great addon mate. I love immersion addons like this. As someone earlier in the comments suggested, a "blood trail" or something would be really cool! But still, even without it, your addon makes the game more "realistic". Good stuff.
UPDATE: I added a compatibility option for Wolfster's Blood Mod, as requested. It is savegame compatible, no new game is required!
To use Wolfster's Blood Mod with this addon:
1, Download Wolfster's Blood Mod from Moddb: Moddb.com
2, Extract the "gamedata" folder in it to the Anomaly folder.
3, Copy the "gamedata" folder in my compressed file from the "WolfstersBloodModCompatibility" into the Anomaly folder.
The compatibility patch of mine contains one file, called system.ltx in gamedata/configs.
This file contains Wolfster's settings, in a compatible form with Anomaly. I use his settings as they are, did not modify anything.
I did not have much time to test it for a playthrough, but seems to be fine. Using it is optional, and if you experience any issues with it, it can be removed by deleting the system.ltx and texture files. No savegame will be affected by it.
I'm unclear about the process of including Wolfsters mod.
Do we need to apply Wolfster + Compatability AFTER installing your mod gamedata, or SKIP your gamedata and just do Wolfster + Compatability?
1, Install my gamedata.
2, Install Wolfer's.
3, Install the pacth, overwrite when it asks for it.
Is this still current? I cannot see a patch in the files downloaded...
seems realy cool!
Hey Arszi, thank you for the addon! It runs fine on my game.
I'm using version 1.5, with hotfix 8 and the 1.4 update.
I'm a big fan os Stalker, and rediscovered the game after so many years. And I keep finding these gems, like Call of Chernobyl before and now, Anomaly and its addons. Yours, it helps with the immersion, at least for me. So thanks again!
Hey i was wondering if theres a way to make npcs bleed too or if there already is a mod for that.
Hey! They can not "officially", but there are game mechanics implemented already, which try to simulate it to some degree. If they are low on health they might surrender, or fall on the ground into wounded position. If I would add bleeding to them, it will break these core game mechanics. In case of mutants, I did not have restrictions like this.
Alright, but since they never really "surrender" it would be nice if they just bleed out after a while or if they just straight up collapse on the spot,you could make it like an optional patch maybye.
There is an addon, which makes them surrender:
Moddb.com
I use the 50% surrender chance settings, that one is perfect for me. On the other hand, making them collapse more is a good idea! At the moment they can collapse under 10% of health with very minimal chance.
In the future I will investigate the topic. NPC s have complex behaviour, also the AI can not handle bleeding at all, I have to modify things, which will bring their own issues with them.
I won't forget the topic, but it will require an immense amount of time. When I finished with my primary projects, I will do something about it! It was bugging me too for a while...
Thanks its just an idea, since im not a modder i really have no concept of how complicated these things can be, but i did see the mechanic in dead air on all npcs too maybye its an asset you could borrow.
When Anomaly 1.5 is out, I will revise things definitely. I want to avoid using other bigger mods assets, because who knows how deeply is the feature integrated. (Also intellectual property stuff.) When the time comes, I'll make my own version probably.
I uploaded a new version!
No new game is required, save-game compatible!
oh man, downloading faster than light!
plz help
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ... galaxy/games/anomaly\gamedata\scripts\xr_wounded.script:395: bad argument #1 to 'pairs' (table expected, got nil)
stack trace:
Jesus, how did you achieve this one? OO
Edit: This script has nothing to do with my addon. Are you really sure, that mine caused this? This one seems to be made for NPCs.
Question. Is the bleeding damage 1/200th of the bullet damage per second, or 1/200 of the damage over 360 seconds? Just making sure for my own tweaking purposes.
The initial damage is 1/200th of bullet damage / in-game seconds, which will last for 360 in-game seconds, and with every in-game second, it will get weaker, until it stops completely.