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Everybody Bleeds

Everybody Bleeds
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Downloads Everybody Bleeds  Download - 17.19 KB




Fallout 3  Fallout 3



Views  Views: 466


Downloaded  Downloaded: 68



Version  1.0


Author  Kryth


This started out as me playing around and just wanting to make the game more fun for me, after playing thru the game 4 times. Now I've released it unto you fine people.

Mostly full breakdown of damage rates at bottom of this page.

********************WIPz************************************
Correct some balance issues due latest patch see below under updates.

Working on Merging with Weapon Mod Kits:
http://www.fallout3nexus.com/downloads/file.php?id=3388

*******************UPDATE 4-5*******************************
Newest Version:
This version works much much better with newest patch. With newest patch, damage was stacking on the PC, but not the NPC/Bad dudes. SO the PC ended up after a fight taking huge amounts off damage per second for a minute or so. While this may be 'realist', it's not fun in my book.

This new version balances things out to be more fun for the PC. The PC now takes a lot less bleeding damage, but it's fun and quite challenging.

Added two new perks.
Bloodier Mess- Requires Blood Mess and level 12. You cause quite a bit more bleeding. 1HP/sec more stacked on top of normal bleeding damage. Doesn't effect robots, duh.

Bloodiest Mess-Requires Blood Mess, Bloodier Mess, and level 18. You cause an addition 1Hp/sec blooding on top of normal bleeding and Bloodier Mess. Doesn't effect robots, duh.

BloodMess-now adds a very small additional bleeding effect.

P.S. Don't step on your our grenades if you have these two perk. You'll have a bad day. Really, don't do it if you have the explosives perks max'ed then your just end up as chunky salsa.

Most animals cause some kinda bleeding damage, but not all. I was going to add knock down to death claws, but I'm not going to be that evil.

Modified visual effect of blades/knifes.

Newest Bandage mod: Bandages give some benefit if used in combat, but for best effect use out of combat.

************************************************************
Are you sick and tired of shooting some wasteland asshole full of lead, and seeing blood fly all over the place, and yet his wounds instantly close and he stop bleeding? Well then this mod is for you!

Are you a blood thirsty manic? Is your name butcher Pete?
Well then this mod is for you!

I guarantee this mod or your money back!

Details-
1. All guns cause people to bleed after getting hit that includes you. Organic targets continue to bleed and lose HP after taking fire arm damage. The worst bleeding happens for 30 seconds after a hit, then slows down to 1 HP second for 30 seconds for most small arms. A missle to your head will make you bleed much longer.

Oh yeah, Robots don't bleed.

2. Limb damage is now greatly increased without increasing overall damage to HP. Therefor, you'll cripple someone long before you kill them. Laugh at those fools limping across the wasteland.

3. Nades, mines, and missile will now knock you down sometimes and cause slight bleeding. Mines will always knock you down and cripple your legs or your enemy.

4. All energy weapons cause extra damage to robots. The effect is similar to bleeding effect on people. Energy weapons do cause very slight fire damage to human flesh, but no bleeding.

5. Most larger firearms have a changes that cause knockdown. Especially the unique weapons. Getting knocked down sucks. If you get knocked down while surrounded by a mob you're probably dead. This is my favorite change. Knocking a punkass raider on their ass and watching them bleed to death is great.

6. Sniper rifles are nasty. Between the knockdown and bleeding most things aren't getting backup.

7. Melee weapons. Blades cause some bleeding. Some blunt weapons cause knockdown or headache. Mown down that supermuntant with the super sleg, before he smacks your head. He will mess your day up. If he does hit you I hope your follower with save your ass. You have a follower right?

I play with an increased spawn mod, and on hard. Playing any other way may make with mod overpowered.



Bleeding types-Explained

Min:
2Hp/sec for 30, then 1Hp for 30.
Bleed time:60 secs Total damage: 90

Mod:
3Hp/sec for 30, then 2Hp for 10, then 1Hp.
Bleed time: 60 secs Total Damage: 130

Major:
4Hp/sec for 20, then 3Hp for 20, then 2Hp for 20, then 1Hp for 20.
Bleed time: 80 secs Total Damage: 200

Massive:
5Hp/sec for 30, 3Hp/sec for 30, 1Hp/sec for 30.
Bleed Time: 90 sec Total Damage: 330

Weapons that do Min Bleeding:
Pistols
Knifes
Nades
Mines

Mod Bleeding:
Swords
Submachine guns
Rifles
Shotguns

Major:
Minigun
Some uniques

Massive:
Missiles
Magnum
Sniper
Some uniques.






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