Gunner Framework (Chinese update)
A completely new ballistic system and damage system.
Screenshots 8 screenshots
About this mod Machine translation
A completely new ballistic system and damage system.
Frontend: Immersive Animation Framework:
Updated Chinese address on April 21, 24:
Gunslinger Frame is the successor to Survivalist First Aid.
Gunslinger Framework is designed to be the most compatible out-of-the-box gunplay, damage, and healing system.
This system will allow you and NPCs to shoot at walls and hard surfaces using jojosmo's real-time penetration framework (which does not require a download and is included with this mod).
In addition to being able to penetrate walls and objects, the system also features new gameplay mechanics. If you choose not to wear ballistic armor, the bleeding costs are high. Utilizing the original Fallout 4 keyword system, the Gunslinger Frame will apply bleeding effects to NPCs and players. Depending on the damage you take, you'll need to use different healing items to stop the bleeding and restore health. The system is suitable for ballistic weapons, plasma weapons, fire-based weapons and explosions.
Gunfights are now dangerous and will kill you quickly if you are hit or caught in an explosion.
Prerequisites
This mod requires all major DLC,
This mod relies on the Immersive Animation Framework to use healing animations.
Damage system
There are two systems at work in combat. One for the NPC and one for the player.
The NPC system is semi-impact aware. This means that if you shoot an NPC in the arm or leg, a bleed effect will be applied to the hit limb. If you critically hit an NPC, the critical hit bleed effect will be applied to the hit limb.
Recommend Critical hits out of vats (optional module)
The second system, available only to players, is fully impact-aware and applies a unique bleed effect to players when hit by ballistic weapons. When disabled by any object (i.e. melee, falling, laser weapons), various negative effects will be added, requiring players to respond promptly.
How are these two systems different? The NPC system assumes that NPCs have full health and full limb health when fighting players or other NPCs. The player system checks limb health and player health at the start of each battle and does not require the player to be fully healed to compare to the reduced value indicating impact.
After the battle is completed, the limb will not heal on its own, you must sleep or use medical items to restore the limb.
There is also a ready-to-install system to simulate armor-piercing effects. Any armor using keywords such as ArmorBodyPartHead ArmorBodyPartChest ArmorBodyPartHands or power armor keywords will provide damage reduction against the ballistic weapon keywords. and preventing the bleeding effect of small-caliber firearms.
Small caliber bullets like the 10mm.32.38 will be stopped by soft armor and limb based armor.
"Poison rounds" 5.56 762 308 caliber will be stopped by chest armor, helmets and all PA armor. Larger guns like .50 and 2mm Gauss rifle rounds will penetrate most armor and power armor.
Each of the 3 categories has its own bleed rate; larger calibers will have a greater bleed effect.
Some animals such as IE dogs and deathclaws also apply a bleed effect when using melee attacks (assuming they don't have their own hit effects yet)
Ballistic system
Each vanilla projectile now has a small invisible explosion, can have enchantments applied, and will have a bleed effect applied. Bleed effects are compared to NPC or player armor keywords. If the armor value is insufficient, it will apply the bleed effect and the weapon will fully damage normally. If the blocking keyword is found, the bleed effect will not be applied and the player will take less damage.
Healing Items
Bandages are used to stop minor bleeding and restore player health and limb health, as long as the limb is not crippled.
Compression bandages and bandanas are used to stop bleeding from the head and restore the condition of the head.
The chest seal is used to heal the player's chest and prevent severe chest bleedin …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.