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Ever wonder why, after being beaten to a slither of health, the residents of skyrim just keep on fighting unburdened, and then after taking that lst hit, collapse into a embarassing pile of failure? Well no more!

 

Thanks to @Funnybizness and his Injured Animations I am happy to present

 

COMBAT FATIGUE

 

Description

 

Combat Fatigue changes some animations for humanoid characters after their health passes a certain threshold. The character's movement speed will also be reduced as long as their health is below the threshold. The threshold and speed reduction are both MCM configurable.

 

How To Use
Install mod using your favorite mod manager or extract contents to your data Folder
Activate the ESP in your load order to apply the effects to the PC and NPCs
Open the MCM to configure Mod for the PC and NPCs

 

Options
Injury Threshold - Determines the health percentage the character has to hit before the animations trigger
Injury Speed Reduction - Determines the movement speed reduction that will effect the injured character
Randomize NPC Values (NPC Only) - Randomizes the threshold and speed reduction of every NPC character.

 

Requirements

 

In order for Combat Fatigue to work, you must have the following mods and all of their dependecies.
SKYUI 4.0+ (for MCM)
SKSE 1.7.3+
FNIS 6.0+ (For Alternate Animations)

 

Incompatibility

 

Due to the nature of FNIS Alternate Animations, this mod is technically incompatible with any mod shares animation vraibles via FNIS AA, including Break Undies Plus and PCEA2. Do not fret, for I am working on a mod which acts as an intermediary between FNIS AA mods.

 

Updates

 

I am collaborating with FunnyBizness with this mod, and any additional updates will come out as he continues to improve and create animations.

 

Questions/Comments/Concerns

 

If you have any suggestions, bugs to reports, complaints about the mod, or whatnot, then let them be known!


  • Submitter
  • Submitted
    06/22/2016
  • Category
  • Requires
    SKYUI 4.0+, SKSE 1.7.3+, FNIS 6.0+
  • Special Edition Compatible

 

Posted

OK, now I have to edit all the posts I did in FunnyBizness thread to point people to this mod  :D

 

Congratulations for the mod.

Posted

So many years I've been waiting for a mod like this. Why they only used injured animations for Fallout, I'll never know.

 

Thanks for this. And thanks to the other modders and animators who made this possible.

Posted

Just one thing that stuck out to me: in the requirement section the latest version number of Skyrim is listed instead of the latest version of SKSE. Should be obvious for most, but it would not hurt to correct that.

Posted

If I remember correctly when in an armbinder or a yoke with this mod and you go below the health threshold that it will still play the injured animations which kinda breaks that part of DD

Posted

If I remember correctly when in an armbinder or a yoke with this mod and you go below the health threshold that it will still play the injured animations which kinda breaks that part of DD

 

The new armbinder animations in DDi will overrride PCEA2 settings and "break" if you force them back. Likely related. PCEA2 still works, as far as I remember, with armbinders using the old DDi method, such as DDexpansion, DDEquip, and the armbinder added with ZaZ because, as far as I know, those are just using offset animations. Same with the Yoke.

 

Posted

 

If I remember correctly when in an armbinder or a yoke with this mod and you go below the health threshold that it will still play the injured animations which kinda breaks that part of DD

 

The new armbinder animations in DDi will overrride PCEA2 settings and "break" if you force them back. Likely related. PCEA2 still works, as far as I remember, with armbinders using the old DDi method, such as DDexpansion, DDEquip, and the armbinder added with ZaZ because, as far as I know, those are just using offset animations. Same with the Yoke.

 

 

 

I haven't used Devious devices in a while. They use Alternate Animations now?

 

EDIT: Just checked out the new version, looks like they implemented AA for "Bound Combat"

 

I've been scripting and testing an mod which will manage script priorities so hopefully when i finish it I can have the DD guys check it out and we can all get everything working.

Posted

 

 

If I remember correctly when in an armbinder or a yoke with this mod and you go below the health threshold that it will still play the injured animations which kinda breaks that part of DD

 

The new armbinder animations in DDi will overrride PCEA2 settings and "break" if you force them back. Likely related. PCEA2 still works, as far as I remember, with armbinders using the old DDi method, such as DDexpansion, DDEquip, and the armbinder added with ZaZ because, as far as I know, those are just using offset animations. Same with the Yoke.

 

 

 

I haven't used Devious devices in a while. They use Alternate Animations now?

 

EDIT: Just checked out the new version, looks like they implemented AA for "Bound Combat"

 

I've been scripting and testing an mod which will manage script priorities so hopefully when i finish it I can have the DD guys check it out and we can all get everything working.

 

 

Thats awesome too hear there has to be some keyword in place they have or something that makes them compatible etc.

Posted

I'm not sure if you've changed this, but when I downloaded your first version from Funny's thread, it would force you into third person whenever the animation starts, does it still do this?

Posted

Thank you all for the hard work putting more immersion into Skyrim!!!    The mod works beautifully, and I do like the sliders for MCM.  I would like to have the option to disable followers (to save performance/scripting).    There is a conflict with PCEA2 and SexyMove.  If you reset SM and PCEA2 after your wounds are healed, your still playable.  If you do not, Skyrim will think there is an animation running and will not load, even with cleaning the save of orphans, etc.  Thank you again, and looking forward to seeing what you both come up with.  Suggestion?  How about a rest/sitting animation for exhausted Warriors?

Posted

Thank you all for the hard work putting more immersion into Skyrim!!!    The mod works beautifully, and I do like the sliders for MCM.  I would like to have the option to disable followers (to save performance/scripting).    There is a conflict with PCEA2 and SexyMove.  If you reset SM and PCEA2 after your wounds are healed, your still playable.  If you do not, Skyrim will think there is an animation running and will not load, even with cleaning the save of orphans, etc.  Thank you again, and looking forward to seeing what you both come up with.  Suggestion?  How about a rest/sitting animation for exhausted Warriors?

 

You will have to talk to FB for that he is the one making the animations.

  • 2 weeks later...
Posted

Hey just wondering do you plan to add the new animations?

Posted

I've noticed that while the injured animations play the speed drop isn't applied at the same time. It only seems to lower the speed after sprinting/crouching and resuming normal run.

  • 2 weeks later...
Posted

I've noticed that while the injured animations play the speed drop isn't applied at the same time. It only seems to lower the speed after sprinting/crouching and resuming normal run.

That's normal. Skyrim only updates the speed mult after an equipment chance or sprinting/crouching.

Posted

 

I've noticed that while the injured animations play the speed drop isn't applied at the same time. It only seems to lower the speed after sprinting/crouching and resuming normal run.

That's normal. Skyrim only updates the speed mult after an equipment chance or sprinting/crouching.

 

 

Yeah it can also be handled by quickly changing your carryweight up and then back down by 1 to take change immediately via script

		PlayerRef.ModActorValue("CarryWeight", 0.1) ;             Modyfying carry weight so speed changes take effect 
		PlayerRef.ModActorValue("CarryWeight", -0.1) ;            Returns mod	
  • 4 weeks later...

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