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Yeah I'm not dumb, that can be an entire mod standing by itself.
Just didn't find enough motivation to figure out how to start building that mod.
It would technically be possible with scripting considering you can re-use the same entity for a survivor's dead body that is defibbable, the only issue is Bill's body is a static prop baked into the bsp and there's no easy way to remove it so the body will still be there even if Bill gets revived.
@Reversepolius
Bill was never intended to be defibbable, so I followed suit, neither can any of the L4D1 survivors be brought back. They stay dead.
It's a bit nonsensical to be able to use defibs on what are intended to be story-related deaths.
@Reversepolius
There is another addon that alters how The Sacrifice plays out to allow everyone to live.
This mod doesn't do anything with The Sacrifice and keeps it as is, so you always have to sacrifice someone by default. Editing The Sacrifice is out-of-scope of this mod which should only deal with the continuity link between both Sacrifice and Passing.
If only it were as simple as 'remove his corpse from the map'.
It's baked in as a static non-changing prop for the map, no amount of scripting can remove it.
The only way this can be done is editing the model file itself which does not take effect for other people in multiplayer.
The Sacrifice Rebirth mod made by waxeton puts a modified settings.cfg file of this mod in itself that overrides the main EMS file and folder.
It forces the sacrificial poses to always be used.
I haven't tried if manually creating the settings file will work, but since addons have priority over system files I don't think it'll work.
Your progress is saved as permanent info any time you complete (or fail) The Sacrifice finale, so it doesn't matter how you load into The Passing.
Any time The Passing is loaded, the mod will take effect.
Ok... that I did not know. My apologies for inadvertently reopening an old wound.
That is done with the use of another Sacrifice mod changing the ending.
Altering the ending is out of the scope of this mod.
Since me and the author had a fallout I don't have it linked in the description out of wanting to distance myself from the events, but I'll still link it in comments for people asking.
@Box-Chan
The ID numbers of custom models bones is not the most consistent thing, but the way the mod spawns the bodies is via static unmoving ragdolls which also come with another skeleton of bones for handling physics, which adds yet another layer of incompatibility of custom models.
And then with L4D2 being L4D2, these custom models and their ragdolls often won't properly load or unload after a game session without restarts, causing more issues.
It's not fixable since I can't access bone data from VScript.
https://steamhost.cn/steamcommunity_com/id/PolishDingus/screenshot/2506892212149001948/