Better Beginnings
Mod Features
Virtual Health and Counterattack Recovery
- Taking damage grants virtual health, displayed on the HUD health bar.
- Virtual health remains full for a configurable period and then gradually decays.
- Attacking hostile creatures while virtual health is active restores virtual health according to the weapon type.
- Normal healing reduces virtual health first.
- Virtual health cannot exceed the missing amount between current health and maximum health.
Adrenaline Gain Adjustments
- Configure the adrenaline gain multiplier for hits from different weapon types.
- Configure adrenaline gain multipliers for weapon blocks, weapon parries, shield blocks, and shield parries.
Weapon Switching Animation
- Skips the equip and unequip delay for weapons and shields.
- Skips the hand hide and show animations when pressing R to sheathe or draw a weapon.
- Suppresses equip effects when equipping or unequipping weapons and shields.
Stamina and Movement Adjustments
- Running, normal jumping, and rolling do not consume stamina when out of combat and lightly encumbered.
- Under the applicable conditions, running, normal jumping, and rolling can be performed even at zero stamina.
- Harpoon jumping continues to use the vanilla stamina rules.
- Stamina can regenerate while standing still on the ground when over-encumbered.
- An attack can start as long as some stamina remains; the attack's actual stamina cost is unchanged.
HUD Layout
- The stamina bar uses the health bar style and remains yellow.
- The stamina bar is displayed to the right of the health bar.
- The virtual health area is displayed on the health bar.
- The HUD layout remains stable during gameplay.
Inventory and Dedicated Equipment Slots
- Adds 8 dedicated equipment slots to the inventory.
- 4 dedicated slots are for clothing, and 4 are for accessories.
- Normal inventory slots continue to be provided by the game's native inventory upgrades.
- Supports additional normal slots provided by Wider Pockets and Deeper Pockets.
- Additional normal slots do not overlap the dedicated equipment slots after an inventory upgrade.
- Placing clothing or accessories in a dedicated slot immediately updates the equipment state and player appearance.
- Clothing and accessories in existing saves are automatically organized into their corresponding dedicated slots.
- Dedicated slot labels follow the selected game language, using Chinese labels for Chinese and English labels for other languages.
Configuration
BepInEx generates the configuration file after the first game launch:
BepInEx/config/com.wangma.betterbeginnings.cfg
Restart the game after changing configuration values.
Virtual Health Window
| Parameter |
Default |
Range |
Description |
FullWindow |
4 |
0-30 |
Time in seconds that virtual health remains full after taking damage. |
DecayWindow |
1 |
0-30 |
Time in seconds required for virtual health to decay linearly from full to zero. |
Virtual Health Multipliers
| Parameter |
Default |
Range |
Description |
Dagger |
0.60 |
0-1 |
Ratio of dagger damage converted to virtual health recovery. |
Sword |
0.80 |
0-1 |
Ratio of sword damage converted to virtual health recovery. |
Spear |
0.60 |
0-1 |
Ratio of spear damage converted to virtual health recovery. |
OneHandedAxe |
0.80 |
0-1 |
Ratio of one-handed axe damage converted to virtual health recovery. |
Club |
0.80 |
0-1 |
Ratio of club, mace, and porcupine damage converted to virtual health recovery. |
Polearm |
0.95 |
0-1 |
Ratio of polearm damage converted to virtual health recovery. |
HeavyTwoHanded |
1.00 |
0-1 |
Ratio of heavy two-handed weapon damage converted to virtual health recovery. |
Adrenaline Multipliers
| Parameter |
Default |
Range |
Description |
DaggerHit |
2 |
0-10 |
Adrenaline gain multiplier for dagger hits. |
FastOneHandedHit |
2.5 |
0-10 |
Adrenaline gain multiplier for fast one-handed weapon hits, including swords and spears. |
StandardOneHandedHit |
3 |
0-10 |
Adrenaline gain multiplier for standard one-handed weapon hits, including one-handed axes and clubs. |
PolearmHit |
3.5 |
0-10 |
Adrenaline gain multiplier for polearm hits. |
HeavyTwoHandedHit |
4 |
0-10 |
Adrenaline gain multiplier for two-handed weapon hits. |
WeaponBlockAndParry |
1 |
0-10 |
Adrenaline gain multiplier from blocking or parrying with weapons. |
ShieldBlockAndParry |
2 |
0-10 |
Adrenaline gain multiplier from blocking or parrying with shields. |
中文说明
Mod 功能
虚血与反击恢复
- 受到伤害后获得虚血,虚血显示在 HUD 血条上。
- 虚血会在可配置的时间内保持完整,随后逐渐衰减。
- 虚血生效期间攻击敌对生物,可以根据武器类型恢复虚血。
- 普通治疗会优先减少虚血。
- 虚血不会超过当前生命与最大生命之间的空缺。
血怒获取调整
- 可以分别配置不同武器命中时获得的血怒倍率。
- 可以分别配置武器格挡、武器招架、盾牌格挡和盾牌招架获得的血怒倍率。
武器切换动画
- 装备和卸下武器或盾牌时,跳过等待前摇。
- 按 R 收起或拿出武器时,跳过手部隐藏和显示动画。
- 装备或卸下武器、盾牌时,取消装备特效。
体力与移动调整
- 非战斗且低负重时,跑步、普通跳跃和翻滚不消耗体力。
- 在符合条件时,即使体力为零也可以执行跑步、普通跳跃和翻滚。
- 钩索跳跃继续使用原版体力规则。
- 超重且静止在地面上时可以恢复体力。
- 只要仍有剩余体力,就可以开始攻击;攻击动作的实际体力消耗保持原版规则。
HUD 布局
- 体力条使用血条样式并保持黄色显示。
- 体力条显示在血条右侧。
- 虚血区域显示在血条上。
- HUD 布局会在游戏过程中保持稳定。
背包与装备专用格
- 在背包中增加 8 个装备专用格。
- 其中 4 个专用格用于衣服,4 个用于护符和其他饰品。
- 普通背包格仍由游戏原本的背包升级提供。
- 支持 Wider Pockets 和 Deeper Pockets 提供的额外普通格。
- 背包升级后,新增普通格不会覆盖装备专用格。
- 衣服和饰品放入专用格后会立即更新装备状态和人物外观。
- 存档中的衣服和饰品会自动整理到对应的专用格。
- 专用格标题会根据游戏当前语言显示:中文使用“护甲服饰”和“饰品护符”,其他语言使用英文标题。
配置文件
BepInEx 首次启动游戏后会生成配置文件:
BepInEx/config/com.wangma.betterbeginnings.cfg
修改配置后需要重启游戏。
虚血保持与衰减
| 参数 |
默认值 |
范围 |
说明 |
FullWindow |
4 |
0-30 |
受伤后虚血保持完整的时间,单位为秒。 |
DecayWindow |
1 |
0-30 |
虚血从完整值线性衰减到零所需的时间,单位为秒。 |
虚血回复倍率
| 参数 |
默认值 |
范围 |
说明 |
Dagger |
0.60 |
0-1 |
匕首伤害转化为虚血回复的比例。 |
Sword |
0.80 |
0-1 |
剑伤害转化为虚血回复的比例。 |
Spear |
0.60 |
0-1 |
矛伤害转化为虚血回复的比例。 |
OneHandedAxe |
0.80 |
0-1 |
单手斧伤害转化为虚血回复的比例。 |
Club |
0.80 |
0-1 |
棍棒、锤和狼牙棒伤害转化为虚血回复的比例。 |
Polearm |
0.95 |
0-1 |
长柄武器伤害转化为虚血回复的比例。 |
HeavyTwoHanded |
1.00 |
0-1 |
双手重武器伤害转化为虚血回复的比例。 |
血怒获取倍率
| 参数 |
默认值 |
范围 |
说明 |
DaggerHit |
2 |
0-10 |
匕首命中时的血怒获取倍率。 |
FastOneHandedHit |
2.5 |
0-10 |
快速单手武器命中时的血怒获取倍率,包括剑和矛。 |
StandardOneHandedHit |
3 |
0-10 |
常规单手武器命中时的血怒获取倍率,包括单手斧和棍棒。 |
PolearmHit |
3.5 |
0-10 |
长柄武器命中时的血怒获取倍率。 |
HeavyTwoHandedHit |
4 |
0-10 |
双手武器命中时的血怒获取倍率。 |
WeaponBlockAndParry |
1 |
0-10 |
使用武器格挡或招架时的血怒获取倍率。 |
ShieldBlockAndParry |
2 |
0-10 |
使用盾牌格挡或招架时的血怒获取倍率。 |