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I was actually playing the other night since my term at uni just ended, so I had a bit of time, knew how to fix it, so figured I'd push out that update. Glad its working well and not erroring out anymore!
BB's bicycle redux is safe to use, I haven't gotten a single injury from crashing while riding a bike. I don't think thry're able to go faster than PVI's default minimum speed for injuries.
But yes, braking very hard can cause injury, and left untreated, death.
You'll have to adjust PVI's options to reflect how touchy your vehicles are, theres tooltips for everything in-game, and a discussion page here with longer descriptions for almost every sandbox option PVI has to offer. If you need more help let me know.
I had only tested PVI with vanilla sports vehicles with a character that had Speed Demon to make vanilla as aggressive as possible, so the default settings should be fine for most modded vehicles that are in line with vanilla vehicles acceleration/brake power wise.
Thanks! Glad you like it!
This is a nice mod btw.
What game version are you on, which vehicle from what mod were you using, what do you mean by "just by walking inside the vehicle"?
kArMaFPS, by 'maximum', are your meaning you changed the 'upper bound' option for one of the severities? There is no explicit 'maximum' speed for low, medium, high, or fatal severities.
There's the option for "minSpeedForInjury" which is the minimum speed the vehicle must be traveling for any injury to occur, I'm assuming this is the "minimum" speed value you're referring to.
Injuries can **only** occur when:
(Note: Collision refers to ANY significant slow down where the vehicle slows at a rate faster than the threshold, not just physical impacts)
[list]
[*] The difference in speed pre and post collision is greater than the "threshold" sandbox option (defaults to 30km/h).
[*] Your pre collision speed is greater than the "minSpeedForInjury" value.
[*] A collission hasn't happened in the last 40 game ticks (fraction of a second)
[/list]
If and only if these three conditions are met, can PVI cause any injuries. This is the best information I can give you with what I have on hand from what you have told me.
kARmAFPS, walking through bushes will scratch the player, same for walking barefoot. This is intended and is a vanilla feature. This mod *only* functions when in a vehicle, either driver or as a passenger, and when the vehicle comes to a hard or sudden and immediate stop (hits something solid or a group of zombies). Walking around will not allow PVI to deal injuries.
If those groin injuries are happening when outside of a vehicle, its not an injury caused by PVI.
About Knockoutd and Seatbelts, PVI works without them and still allows you to configure the severities of collisions, the injuries you may get, and their relative chances of happening, even if the other mods are not installed.
Can you link a screenshot showing exactly which settings you changed and which 'tab' its in? PVI's sandbox options pages all start with 'PVI'. There is a minimum speed option, but nothing labeled 'maximum speed'.
I'd advise reading the tooltips for each sandbox option, as well as referring to the discussion page here for longer descriptions if needed.
Rachel L, will take a look and reply in your report.
Hope the injuries are plentiful, take care!
I was playing with
.PVI
.WK
.RK
And everything was working as intended. So I guess you are right, those three mods could be in any order.
Stay well!
Logic wise, PVI only cares if it can see the sandbox options of the other two mods, and if it see's they're installed, which I'm not sure load order matters for.
Not sure about the order I have the workshopID's of the three mods for my current save, but the modID's load like this:
First: Real Knockouts
Second: PVI
Third: Working Seatbelts
And everything appears to be working fine on my end, so I doubt load order matters for PVI.
Hope this helps!
Now let me ask you. Does the Mod Load Order between your mod, Working Seatbelts, and Real Knockouts matter?
From when I was first writing the logic for crash detection, it appeared to use metric, so if you were going at 30mph, thats be about 48km/h, which is very close to the upper bound of low severity crashes by default. Its likely you were going slightly faster and actually triggered a medium severity injury, as lacerations caused by PVI are impossible at the default options.
Hope this helps!
PVI - Main [gyazo.com]
PVI - Debug [gyazo.com]
PVI - Low [gyazo.com]
PVI - Medium [gyazo.com]
PVI - High [gyazo.com]
PVI - Fatal [gyazo.com]
For the numbers you see in these screenshots, do the following to get the injury min and max times in hours:
Scratch time = (Scratch Min or Max) * 0.934
Laceration time = (Laceration Min or Max) * 0.34
Fracture time = (Fracture Min or Max) * 1.943
The injury times scale really weirdly and don't heal at the same rates but over different durations. I'm uploading an update now so you just need to put the actual injury time in hours into the respective sandbox option, as writing a tooltip that makes sense for each of these was a pain.
I recommend users of PVI revisit their sandbox options and adjust their sandbox options accordingly.[/b]
I did a good bit of testing, both by myself and with the help of a friend for this update. It's good to hear that PVI's working as expected, especially after a fairly large update like v3.3.
If you do run into any bugs/issues/crashes, do let me know either in a discussion thread or in a comment.