The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
This is a fork of Grok's Body Health System (BHS). The healing works differently (slow heal over time), artefacts can heal body parts, painkillers have extended functionality (EFT like) and medical items are overhauled specifically for this healing system. Compatible with Anomaly 1.5.1., text is just in english. No russian translation yet.
[1.6.8] Body Health System Evolution
Quick info: Important things first - how do you heal body parts?
- If your arms or legs are broken (HP bar completely gone): you need to use a bandage, survival kit or sleep (1 hour is enough).
- If the body part is not broken, these items will heal (healing is slow, not instant!):
Vinca, chlortetracycline antibiotic, sulfadimethoxine antibiotic, army medkit, scientific medkit, rebirth, pocket nurse
- The body parts will also heal slowly by themselves if they are not broken (default: one tick in 5 min).
This natural regeneration is limited by your health. If you are at half health, your body parts will only heal up to half HP.
Artifacts that reduce bleeding speed up this regeneration, and they stack. The slowest artifact (mama's beads) speeds up regeneration to one tick in 2 min. This can go down to as low as ~30 seconds for several powerful artifacts. You can adjust the speed of this regeneration in the mcm. Regeneration without artifacts can also be disabled.
A quick guide to healing items (cost/benefit analysis):
Always keep bandages on you. Use a bandage when an arm or leg is at zero hp. Bandages heal instantly, but can not heal body parts back to full (only up to 2/5 for arms/legs). Vinca costs less per use than a bandage. Use a bandage first, then if you are still bleeding a vinca. If just one body part is injured, vinca is the cheapest way to heal body parts hp, but also the slowest. Vinca can heal body parts back to full. If more than one body part is injured, chlortetracycline antibiotic is the cheapest, as it heals all at the same time.
For healing your actual health:
Yadulin is the cheapest way to heal (not by much), but also the slowest. 4 uses heal the same amount as a medkit use and cost 13% less. "Pocket nurse" is a new healing item that replaces the large glucose shot. Two uses heal the same as a medkit use and it costs about the same as a medkit for the amount it heals. Pocket nurse heals a bit slower than a medkit, but it also heals body part hp which the standard medkit doesn't. The standard medkit has an integrated painkiller though.
Since one medkit use adds 66% health, the main point of these lower tier healing items is to use them when you are not missing that much health. For example, when you are at 70% health using a medkit would waste half of it. Using a pocket nurse or yadulin is then a lot more economic.
How does this mod change balance compared to vanilla?
Makes the game a bit harder. For example, a pseudogiant ground slam can break your leg, and then you can't run and get away.
Early game economy is roughly unchanged. You probably need to spend more on meds, but water is considerably cheaper. If you have an army kettle and there is water on the map, you can produce unlimited drinkable water for free at a burning campfire.
I do not consider this mod to be perfect or finished. Please give feedback regarding balance, prices of meds, their usefulness etc.
Disclaimer:
This is the first mod I upload. It works fine for me without crashes, but chances are I don't know what I'm doing and something is broken when you play on different settings than mine. Also I'm not 100% sure I put all the needed files in the mod.
This version of BHS is based on the 1.6.7 version from bvcx
(https://www.moddb.com/mods/stalker-anomaly/addons/body-health-system-16x-test).
That in turn is based on Groks Body Health System Redux, whis is based on Favkis_Nexerade's Body Health System. I also included the excellent "Fillable Canteens" mod from HarukaSai, because akvatabs now don't do anything else than that
(https://www.moddb.com/mods/stalker-anomaly/addons/fillable-canteens).
So most of the content here was not done by me, I merely expanded upon their work. If I left anyone out that needs to be aknowledged here, my sincere apologies. Please write in the comments, I will add them to the list of sources.
As for me: you can use my work however you like. It would be nice if you aknowledged me, but I will not be angry if you forget.
-Detailed description-
Major changes:
- Changed how medical items interact with BHS. Healing now takes some time.
- Painkiller functionality expanded (EFT like).
- Added indicator for damage reduction effect.
- Artifacts that stop bleeding also speed up healing of body parts.
- Medical item overhaul, also did a food and drink tweak while I was at it.
- Fixed 16:10 hud as best as I was able, but it's not perfect.
I tried Groks Body Health Systen Redux and really liked the concept of damaged limbs having an effect in game. However, I really did not like the way healing of body parts worked. Healing was too fast, so you rarely saw the effect of damaged limbs. The way healing worked was unintuitive and some items made no sense at all (to heal limbs: take morphine, then akvatabs???).
In the early game it was very expensive to heal, you coulnd't really afford to take damage and needed to reload often.
I started changing the code to improve these things.
The goal:
- Slower healing, so you experience the effects of damaged limbs.
- Don't change the early game healing economy, bandage + medkit should be enough to fix you up.
- More immersion. Since a lot of healing items are based on real world medicine, try to make these items effects closer to their real world counterparts.
Installation:
FOMOD support. If you don't use Mod Organizer, copy "gamedata" folder from "00. Body Health System Evolution" folder into your game directory.
"00. Body Health System Evolution" is the main mod, the other folders contain optional stuff and compatibility patches.
Compatibility:
Does not need a new game. However, some items will disappear from a vendors inventory until the vendor has restocked (All the items where I changed the number of uses. Bandages for example.).
Has about the same compatibility as Groks BHS, but I also edited actor_effects.script and actor_status.script.
Details:
- How the body health system works:
On top of your health, you have HP for your body parts. Arms and legs have 5 hp each, torso and head have 11. When you take damage, your body parts get damaged too.
There are blue and yellow bars for body parts. Blue is actual hp, yellow is bonus because of active painkillers. If a body part is not at full hp (yellow and blue bars are added), your character will experience the effects of injury.
Legs: You limp. If you run with injured legs (below 4 hp, configurable by MCM), you will take some damage. When a leg is broken, you cannot run.
Arms: Your aim will sway more. Unfortunately this effect is inconsistent and depends on what weapon you are using. If you use PIP-scopes, the effect is quite noticable. On the regular overlay scopes, it does not bother you much.
Torso: You die if torso HP is 0. Limits your health. If torso is damaged, your health is capped (down to 65% cap).
Head: You die if head HP is 0. No status effect yet if your head is not at full HP. But you do get a concussion when hit in the head (screen goes white, high piched sound).
- Changes compared to Groks BHS:
First change: Only blue bars count as health. If blue bars on head or torso go to 0, you die. Damage will not reduce yellow bars (painkillers) and painkillers won't keep you alive. Painkiller hp only helps to mitigate effects of damaged limbs.
Second change: Healing is independant of painkillers. Items that heal simply add blue bars back when you take them. No precondition, you don't need to take painkillers first before using a healing item.
- How healing works:
There are three different types of healing items.
1. First aid items (instant heal): Bandage and survivalkit.
If a limb is broken (= at 0 hp), you need to use this. So a bandage fixes your broken leg (acts as a splint). I did not want to add a seperate splint item so that early game healing costs don't change. If you get hit by a mutant in vanilla, you use a bandage and then a medkit. Same here, but you will limp for a while.
A bandage will add 1 hp to one body part only (but has two uses now), survivalkit adds 2 hp. Which body part is healed is selected automatically (the most damaged one, leg before arm if both equal). When you hover over the item it temporarily adds the hp to your paperdoll HUD to show what exactly it will heal (preview function).
First aid items add hp to body parts instantly, but cannot heal to full to balance that. Limit is 2 on limbs and 4 on head/torso. Example - if your leg is at zero, using a bandage will get it up to 1 hp. Another use of the bandage will getit to 2 hp. But then a bandage will not help anymore (besides stop bleeding).
2. "add one" items: Vinca, pocket nurse (replacement item for large glucose shot), army medkit, scientific medkit.
These work similar to first aid items in that they add one hp to the most damaged body part (except scientific medkit, which does it three times). Here however, healing is not instantly but slow. The hp is added at the end of the items listed duration (scientific medkit adds 3 evenly spaced out over the duration).
Example - the army medkit has a duration of 34 seconds. If you use it, one hp will be added after 34 seconds.
Limitation: Can only add hp to body parts that are not at 0. Use first aid items (bandage) first in that case.
Body part healing fully stacks. You can take a vinca and army medkit at the same time to get +2 hp in total. If you take two army medkits back to back, the first hp will be added after 34 seconds, the second hp after 68 seconds. Taking the same item twice behaves like if you took the second after the effects of the first item ended (only for body part hp, not regular healing). Different items (vinca and army medkit for example) work side by side.
3. "to all" items: Chlortetracycline antibiotic and Sulfadimethoxine antibiotic.
These heal all body parts at the same time. Chlortetracycline adds 2 hp over 88 seconds (1 hp to all after 44 sec, another after 88 sec), Sulfadimethoxine 3 over 90 sec. Again, these only heal body parts that are not broken. They also stack.
Rebirth also falls into this category. It heals all body parts completely in under 10 sec.
- Painkillers functionality expanded (EFT like).
Your vision is slightly different when a painkiller is active (I used the same film grain effect as for radiation). When any painkiller is active, taking a lot of damage won't make you drop your weapon. The concussion effect you get when you head takes damage is greatly reduced. Taking a painkiller when you already have a concussion greatly improves recovery time. I also tried to reduce/eliminate the screen blurring/going dark when you get hit, but I didn't fully succeed. I don't really understand how these effects work, maybe someone with more knowledge can expand my code.
Unhealthy painkillers like morphine damage your torso when their duration ends.
- Damage resistance indicator.
When you take a med that gives damage resistance (like morphine), there is now a symbol in your hud to indicate that this effect is active. So that you know when the duration is over.
- Artifacts that stop bleeding also speed up healing of body parts.
I felt the need to include artifacts into the BHS. In another mod I found the code to see which items are in your belt slots. (Outfit attachment overhaul from artifax, Moddb.com)
So... yeah, artifacts now help with body part healing. I used the bleeding reduction artifacts instead of the healing artifacts, because I felt the bleeding reduction artifacts were not that useful and could need a boost. And the healing artifacts are already really good, didn't want to make them even more powerful. Healing artifacts still help, as body part healing by artifact counts as natural regeneration, and that is capped to you health. If you are at half health, artifacts can only heal your body parts up to half hp.
The speed of the natural regeneration is 1 hp in 5 min, configurable by MCM. Lowest tier artifact reduces that to 2 min. Artifacts stack, regeneration can be as fast as 1 hp in ~35 sec. MCM slider for natural regeneration also affects artifact regeneration speed.
Broken limbs (= at 0 hp) do not heal like this. You need to bandage or sleep first, then they heal.
What is missing here is outfit bleeding upgrades working in the same way. I do not know yet how to code that, maybe with some help in the next version.
- Medical item overhaul.
I found the vanilla medical system a bit of a mess. A lot of the drugs are based on real life counterparts, but the effecs were often totally different. So I tried to improve that, for more immersion. For example the tetanus vaccine now gives damage protection from mutant bites and nothing else. Etperazine gives psy protection. Akvatabs don't have any effect, except they purify water (I included the "Fillable Canteens" mod from HarukaSai). The standard medkit is renamed to "AI-2 Aptechka" and removes a bit of radiation, since the real world one does contain radiation meds. It also acts as a painkiller, since that is what the injector needle actually contains.
I reworked the glucose shots to something else, because I found the idea to take your food as a shot too out of place. The small glucose is now an antirad called "stretch", the large glucose actually still has glucose in it but is now the healing item called "pocket nurse".
Diclofenac is now a medium strength painkiller, and I swapped it's icon with psyblock. Reason for that is, I wanted a medium strength painkiller that is pills, and did not want to make another icon. Besides, psyblock beeing a shot feels right when you follow the logic that pills are usually weaker meds and shots stronger meds. So psyblock is now a shot, and diclofenac is pills. Like the stronger painkillers morphine and metamizole, diclofenac gives damage resistance.
For those that use the "Food drugs and drinks animations" mod, I tweaked the animations a bit. Morphine and metamizole use a very fast animation (better for combat use), psy block uses the more professional looking metal injector, the new "stretch" and "pocket nurse" the basic syringe. These animation swaps are an optional addon.
Another change to the medical system is that bandages were reduced in power a bit (-20%), and their power was split up into two uses. The point here is that bandages were a bit too good, you never bothered with the tourniquet. Now maybe you will.
I also paid attention to the effect strength/duration and the fact that effects cancel each other. In vanilla, taking a vinca for the bleeding reduction made little sense, as using a bandage canceled that effect. On it's own it was too weak to be useful. Now vinca is just 60 sec, but a bit stronger bleeding reduction (no damage reduction anymore). It's a lot cheaper than a bandage, so the recommanded procedure is to first use a bandage, and if you are still bleeding a little then a vinca instead of another bandage.
I did not mention all the changes to the medical items here, as there are just too many.
- Crafting of medical items.
Changed that to reflect the changes made to the medical items. Removed a lot of the recipies that I found to be too far fetched.
- Food and drink tweaks.
Changed some not very logical values to make more sense. Canned corn gives a bit of hydration, beer as well, these kind of things. The biggest change is that water is just water now. It does not give calories. It only removes a tiny bit of radiation, much less than before. It is also a lot cheaper. This was necessary because of the included "Fillable canteen" mod, where you can get the basic water by filling up an empty bottle with swamp water and then boil it. It was just too immersion breaking for me if boiled swamp water could remove that much radiation from your body, and also feed you. Description text adjusted accordingly.
And since I am editing food and drinks, I might as well edit cooking. Made the cooking devices lighter, and they are permanent now (don't get used up). The army kettle is now light enough that I don't mind to carry it around all the time.
I was also tired of looking at the food options and calculating which offered the best value for the money. I adjusted the prices based on a simple formula: price is calories x2. A bit cheaper if the food is unhealthy or weighs a lot for it's calories (bread, canned tomatoes). More expensive if it is light (MRE) or otherwise special (chocolate). This change is not about immersion but about balance. Cheap food is heavy, expensive food is light. Prices don't vary *that* much, buy what you feel like.
I also changed the protein bar to a three use item in an effort to balance it's use in crafting. Overhaul of crafting is not finished yet though.
ToDo list. Things that I wanted to do but did not have the knowledge or time for yet.
- Update to Grok's BHS 2.0 as base. Took me long enough to get this out, will do it when I find the time.
- Consumables that cause damage on consumption randomly damage a body part (morphine for example). If they damage the head and the damage is high enough, this will trigger a concussion, which makes no sense. This needs to be redirected to always damage the body. Since I could not fix that, I reduced the damages to below default concussion trigger level. If you lower the concussion trigger level in mcm, beware of the consequences.
- Improve influence of painkillers on actor effects. I barely know anything about how actor effects work. Someone with more knowledge could do a lot here. The code already has a variable to test if a painkiller is active. I tried to do something like that in actor_effects.script in "function Update_Impact(actor)", using this variable. It does not do what I had hoped, but I tried.
- Add effect that outfit bleed upgrades speed up body part healing like bleed artifacts do.
- Russian translation. I don't speak any russian, so I would need help with that.
CHANGELOG
1.0.0 : first upload
1.1.0 : Removed Ultimate BHS Patch modification of healing items (conflicts + bugs + very minor changes to eat health decrease so I removed it).
Medical Bags can now be unpacked.
Newscript to move the PDA notification icon based on RavenAscendant's code.
HUD is now above gas masks overlays (Grok's Masks, Nav's Masks).
1.3.0 : Toxic and Heat are redirected to head or torso randomly
Radiation should damage - rarely - head or torso
Unknown bones hit (fingers most likely) hit one arm or torso (failsafe).
Fixed Etperazine healing
Fixed Vinca description
Added Survival Kit description
New extended HUD (PDA messages might overlap a bit, you can still use the previous UI).
1.4.0: Changed HUD position for the healing items.
UI is not overlapping with PDA messages anymore.
HUD is now a bit more transparent.
Fixed a healing items pack content description.
Added a Respawn Mode compatibility Patch
Added Grok's Mask Patch (helmets are kept on for the various actions)
Added Navs's Mask Patch (helmets are kept on for the various actions)
1.5.0:
Added a Patch to remove quickslots and it's associated box.
Fixed the issue of weird symbols in the top left corner.
Renamed Patches to be more descriptive.
1.5.0b:
Hotfix for Text based UI Patch (aa to zzz script name to match main script name).
1.6.1:
Food Drugs and Animations + Grok's or Nav's Masks Patch (HUD is not hidden while drinking / etc with FDDA).
Introduction of a new rework of debuffs based on limb health, courtesy of xcvb, real big brain, and balanced by yours trully.
- When Arms loose a certain amount of HP, your view while aiming down sight starts to sway. The heavier the weapon and the less health your arms have, the bigger the sway.
- When your Legs are damaged below a certain threshold, you start limping. You can still run. However running and sprinting speeds are reduced. Moreover, running will occasionnaly cause extreme pain and health loss (sounds from Desman voice pack included).
Reorganisation of the archive folder.
Removal of the damaging property of most healing items (stims notably). Cocain is still hurting you, don't do drugs.
Drugs post-heals rebalance.
Drugs description update, removing some misleading debuffs and updating the new post-heals values.
1.6.2:
Used the correct limb effects script (uploaded the wrong old one in 1.6.1): better limping animations blending and more progressive limping, stronger aim drift when arms are damaged.
Fixed HUD Stretch for DX8 and DX9.
Improved Akvatabs healing.
Further fixed and improved drugs description. Dizziness follows 4 categories : slight, moderate, severe and extreme dizziness.
1.6.3:
Reworked limb effects so that limping starts later (only when legs are damaged enough).
Added limb effects in the base mod.
Added an optional patch to remove limb effects.
Updated FDDA patch for 0.8.5 version.
Fixed healing of some post-healing items (Vinca).
Introduced a new UI patch for Square DOV addon.
Fixed items healing properties for Text-Based UI.
1.6.4:
Anims and sounds hotfix for 1.6.3.
1.6.5:
Added speed modifiers compatible with Powered Exos and Outfits Affect Movement Speed addons.
Removed a wrong file in the PATCH FDDA + Masks.
1.6.6:
Fixed Text Based HUD Patch
Introduced a new version of the Text Based HUD for VODIS and co, don't forget to untick "auto-hide stamina bar" in the options.
1.6.7:
FOMOD Support for installation through MO2.
Medic now heals your limbs. Thanks to ForeverButthurt.
New universal patch for FDDA + Masks by FeelFried.
BHS evolution 1.00:
Changed how medical items work in BHS.
Added artefacts speeding up body part healing process.
Added medical item overhaul and food/drink tweaks.
Added indicator for damage reduction effect of drugs (morphine).
Optional patch to match FDDA animations to overhauled medical items.
BHS evolution 1.01:
Fixed crash on DX10, DX9 and DX8
BHS evolution 1.02:
Fixed a bug where heal one items gave first hp instantly.
BHS evolution 1.03:
Fixed the next crash, happened when morphine duration ended.
BHS evolution 1.04:
Added MCM option to turn off painkiller effect grain shader.
Added MCM option to make the bandage not act as a splint and not heal body parts. Instead, the tourniquet acts as a splint and fixes broken limbs. NOTICE: If you change this option, you need to exit the game and reload for this to take effect. Also, the item text does not change, as this is a quick and dirty implementation.
Average
9.127 votes submitted.
The amount of work done is admirable, especially in a BHS script which I'm even scared to read, let alone change it xd
Thanks a lot :-)
Hello, this addon is compatible with ARTEFACT OVERHAUL 1.0.4?
Здравствуйте, этот аддон совместим с ARTEFACT OVERHAUL 1.0.4?
There are no conflicts. However, currently artifact healing of body parts only activates for those artifacts that have bleeding reduction in vanilla.
I can easily add a compatability patch in the next version.
If you don't want to wait for that, the artifact entries are in zzz_player_injuries.script starting at line 185. There you can add entries for artifacts that should help heal body parts.
This sounds like a good addon, but amount of conflicts I might have scares me.
Can you make so that torniquet fix your broken leg and bandages actually only fix the bleeding? i can't think about a bandages that can fix your leg.
Also, i think many people will exploit the sleep to fix legs feature, if you can remove or just deselect that feature in mcm would be great (or let us sleep 12 hours instead of 1 that's unreasonable)
the overall is great tho
I can add an option for that.
My decision for the bandage to fix a broken leg is based on my gameplay experience. Early game, one cat bite is enough to break your leg. I did not want to change the early game healing economy, which is that bandage + medkit fixes you up.
As for how a bandage can fix a broken leg: In DayZ you can craft a splint from a bandage and some sticks. So just imagine you take some sticks from the nearest bush. That is what I had in mind.
wow just one cat bite can broke your leg? are you playing with some other addons that edits damages or maybe you're playing with protection set to poor? have you considered to lower the bhs script damage values a bit?
Anyway should be fair enough if the cat is biting you early game (with poor equipment), is not that fair if that's with some SEVA suit or similar equip.....
I play on hard difficulty, with standard settings.
A cat bite takes about half your health when you are wearing just your rookie leather jacket. A broken leg for half your health gone seems about right.
I did not edit that part of BHS, Groks BHS does exactly the same thing.
Added as an MCM option in the latest update.
It's a quick and dirty implementation though. The functionality is there, but the text of the items is not changed.
Also, if you change that option you need to exit the game and reload your save for this to take effect.
New game needed ( even if I have GBHS already ), ain't it?
I´d try if I were you, probably gonna crash on load with all the changes but if it doesn´t crash you´re golden
No new game needed. Should be fine to just overwrite the GBHS files. Only side effect is that traders will not have some items until the next restock.
is it compatible with weapon sway?
Weapon sway is from bvcx, and the code that handles weapon sway in this mod is also by him. I would guess it is compatible.
Not really ;p It's a more complex version of BHS sway and since both addons use camera animations it's unfortunately necessary to merge, will need a patch ;[
So seems this addon is only for dx11 r? with dx11 I got no problem, but I play on dx10 cause on some story quest (the final one) game just crash if I am on dx11 but no with dx10 xD
FATAL ERROR
[error]Expression : D3DX10GetImageInfoFromMemory(S->pointer(),S->length(), 0, &IMG;, 0)
[error]Function : CRender::texture_load
[error]File : ..\xrRenderDX10\dx10Texture.cpp
[error]Line : 405
[error]Description : Unspecified error
[error]Arguments : d:/soporte/stalker anomaly\gamedata\textures\ui\ui_actor_hint_wnd.dds
I can reproduce the error. I must have saved ui_actor_hint_wnd.dds in the wrong format after editing it.
Fixed, I uploaded the new version.
For the record: the right way to save .dds is with the DXT5 algorithm. At least when you want maximum compatibility.
Thanks :D
The BHS changes are some interesting stuff, also the way painkillers work now. I will try it in my next game. One request, could you make "Damage resistance indicator." also as a standalone? That would be a useful fix for everybody to have
Yes, I can make that a standalone mod, no problem.
is compatible with this mod? Moddb.com
Edit: nope is not compatible causes crash with this:
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: d:/juegos/anomaly\gamedata\scripts\actor_effects.script:1049: bad argument #2 to 'pow' (number expected, got nil)
stack trace:
My changes to the actor_effects.script are not integral to the mod working. It's just some effects of the painkillers. The main thing that is in there is active painkillers preventing you from dropping your weapon.
As a temporary fix, you can simply not use my modded actor_effects.script and use a standalone mod to disable weapon dropping if that annoys you. At least I hope that fixes it.
i actually have this mod installed Moddb.com which basically prevents to drop your weapon too so i might give it a test
Edit: works just fine with EFT medical interface for Groks bhs by removing actor_effects file
but actor_effects.script does not conflict with EFT medical interface for Groks bhs...
i give it a try without this mod but tbh i really like EFT medical interface health sistem in the inventory instead of the one in the hud, is more immersion friendly and way better than having it on the hud, i really hope you make a patch for this addon
This sounds really cool, but how does it differ from FAMINE: Moddb.com and TRAUMA: Moddb.com. I use a combination of the 2 but given the amount of work you've done, I'm considering a switch.
I have not used FAMINE and TRAUMA myself, just had a quick read of the description. Those two mods aim to make the game harder. My mod is basically Grok BHS made a bit easier.
Compared to Grok BHS with FAMINE and TRAUMA, my mod will definately be easier.
I really appreciate your work, this time I will pass
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so after trying this mod I saw some problems at the moment just two but who knows could be much more so when ni was in Cordone location-neutral soldier who give me jobs had a problem choosing his short AK weapon after when I killed him and took his short AK and tried to choose it I couldn't AK was still in my back bag
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: ...lker anomaly\gamedata\scripts\zzz_player_injuries.script:1692: attempt to compare number with nil
This error started popping up intermittently.
Thanks for the report, should be fixed in the new version I just uploaded (1.03).
Sorry about that, apparently I didn't playtest enough.
Work with 'Modern UI'?
Code for UI was not changed. Anything that works with Groks BHS should be compatible.
Expression : SG
Function : CRender::model_CreateParticles
File : r4.cpp
Line : 683
Description : Particle effect or group doesn't exist
Arguments : damage_fx\mod_cig_smoke
stack trace:
I believe this is being triggered by this mod, it only started happening once I updated to version 1.03. Prior to the morphine/cocaine fix I was able to smoke without issues. Now the game crashes when my character attempts to exhale the smoke that triggers on the smoking animation.
May be an incompatibility that didn't exist previously, not sure. I'm not able to troubleshoot any further than the crash logs on this particular issue.
Thanks for the report. Unfortunately, I can't reproduce the crash. I tried with latest FDDA, smoking works just fine for me.
What renderer are you using? DX11 or something else?
Something you can try:
Install FDDA after my mod, don't apply the patch for FDDA from my mod. The only interaction between my mod and FDDA is anims_list.ltx. If your game still crashen when using the anims_list.ltx from FDDA, then my mod should have nothing to do with the crash.
Yeah, DX11 renderer.
I'll try messing around the load order as you say, and I'll post again if I manage to have any positive results.
Thanks for the reply!
Compatibility patch for Artifax's Outfit Attachments Overhaul ( Latest Github Version: Something like "Anomaly Armor Attachments Master" ), please.
I just started using that mod myself. It didn't crash yet. Do you know what exactly needs a compatibility patch? I had a quick look, and so far I've seen nothing that needs patching.
Do you pretend to give this mod more updates?
Yes, slowly. :-)
Modding takes time, and I don't have much at the moment :-/
Ibb.co
I get this error when trying to start the game
Sorry for the late reply. This seems to be a conflict with other mods you are using. Specifically, this is a conflict caused by Haruka's fillable canteens. I think you can fix it by deleting "items_fillable.ltx" from my mod. The error message suggest that these entries already exist in another file.
I noticed with Grok's mod, that the BHS UI disappears when nightvision levels 1 & 2 are used. When using Nightvision level 3 the UI goes more transparent but remains somewhat visible. Are you able to alter the UI with your mod to remain visible with the nightvision modes?
There is a workaround. If you de-activate then activate the hud(default key h) while in NV it should work fine.
All of my body-parts heal instantly when I change level or load a save. No idea what the issue might be. I have several other mods installed but BHSE wins all the conflicts except:
items_cooking.ltx
craft.ltx
maingame_16.xml
Limbs stay broken if they are but putting on a bandage saving and loading cures that limb instantly.
This part of the code was not changed by me. When I have time I will update to BHS 2.0 as base, maybe that will fix it.
Sorry to say I don't have much spare time right now, so probably won't happen soon.
Edit: On second thought, mybe my changes are responsible. Could be the natural regeneration is the issue. You can try and disable that in the MCM options, see if that fixes it.
Unfortunately, I cannot reproduce the bug. Everything works as intended for me. Though from time to time I do see weird behaviour like one body health bar beeing yellow when it should be blue. Strange.
after using epinephrine, you have a noise effect on the screen for 15+ minutes, how to remove it?
The noise effect happens because of an active painkiller. Epinephrine is also a painkiller, that is why you have the effect.
I added an MCM option to turn this off if it bothers you.