Evolution Script Nulled Addons Download

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Rancul Ratha

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Jun 14, 2024, 3:23:30 PM6/14/24
to haysinortemp

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
( -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
( -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.

evolution script nulled addons download


Download File https://t.co/R1ypYMDNTo



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.

- 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.

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.

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.

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?

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.

I accidentally deleted the scripts/addons folder. I don't want to reinstall Blender as I don't want to mess up the installation. Is there a way to just download the add ons? I'm using Blender 2.83 and I'm on a Mac.

Download the Windows Portable .Zip package from the Blender website (instead of the installer). Open the Zip file and extract just the missing folder. The files are all scripts/add-ons so it should be the same for all versions (so shouldn't be a problem for Mac).

Starting with Chrome 120, Manifest V3 extensions can use the User Scripts API to manage the collection of user scripts and determine when and how to inject them on web pages. For a quick start, check out the User Scripts API sample.

We continue to work with other browser vendors to enhance cross-browser compatibility. In response to your feedback in the WECG starting Chrome 121 when you include the background.scripts, background.page, or background.persistent to the manifest in your MV3 extension, it will only trigger a warning instead of an error (see issue 1418934). The tabs.Tab.lastAccessed property was also added to make extensions more compatible with Firefox (see issue 1419613).

This plugin is only available for Pigeonholev0.3 and higher (available for Dovecot v2.1). For Pigeonholev0.4 this plugin is part of the release. This is an evolution of the pipe pluginfor Pigeonhole v0.2 and now provides the filter and execute commands(and corresponding extensions) in addition to the pipe command thatwas provided earlier by the Pipe plugin.

This plugin registers the vnd.dovecot.pipe, vnd.dovecot.filterand vnd.dovecot.execute extensions with the Sieve interpreter.However, these extensions are not enabled by default and thus need to beenabled explicitly. It is recommended to restrict the use of theseextensions to global context by adding these to thesieve_global_extensions setting. If personal user scriptsalso need to directly access external programs, the extensions need to beadded to the sieve_extensions setting.

The commands introduced by the Sieve language extensions in this plugincan directly pipe a message or string data to an external program(typically a shell script) by forking a new process. Alternatively,these can connect to a unix socket behind which a Dovecot script serviceis listening to start the external program, e.g. to execute as adifferent user or for added security.

Directly forked programs are executed with a limited set of environmentvariables: HOME, USER, SENDER, RECIPIENT andORIG_RECIPIENT. Programs executed through the script-pipe socketservice currently have no environment set at all.

If a shell script is expected to read a message or string data, it mustfully read the provided input until the data ends with EOF, otherwisethe Sieve action invoking the program will fail. The action will alsofail when the shell script returns a nonzero exit code. Standard outputis available for returning a message (for the filter command) or stringdata (for the execute command) to the Sieve interpreter. Standard erroris written to the LDA log file.

At the location /usr/lib/dovecot/sieve-execute, create theexecutable script vacationcheck.sh. In this example, thevacationcheck.sh script needs two parameters: the sender address anda time interval specified in seconds. The time interval is used tospecify the minimum amount of time that needs to have passed since thesender was last seen. If the script returns exit code 0, then message isredirected in the Sieve script shown above.

I really liked the database evolution chart and wanted to keep it going, but the format it was in made it very difficult to update. The last version of the chart covered through Chrome 35 and it was already getting pretty crowded. We're at version 72 now, so I definitely needed a different approach for displaying the data. I'm a big fan of visualizations and I've been toying with different ideas for a while.

I settled on using a collapsible indented tree to show all the files and directories that make up each Chrome profile. You can play with it at dfir.blog/chrome-evolution (preview below):

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