thegooglyman Posted June 22, 2016 Posted June 22, 2016 View File 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 UseInstall mod using your favorite mod manager or extract contents to your data FolderActivate the ESP in your load order to apply the effects to the PC and NPCsOpen the MCM to configure Mod for the PC and NPCs OptionsInjury Threshold - Determines the health percentage the character has to hit before the animations triggerInjury Speed Reduction - Determines the movement speed reduction that will effect the injured characterRandomize 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 thegooglyman Submitted 06/22/2016 Category Animation Requires SKYUI 4.0+, SKSE 1.7.3+, FNIS 6.0+ Special Edition Compatible
Guest Posted June 22, 2016 Posted June 22, 2016 OK, now I have to edit all the posts I did in FunnyBizness thread to point people to this mod Congratulations for the mod.
movomo Posted June 22, 2016 Posted June 22, 2016 Except that this mod is marked as an Oblivion mod, that is.
Guest Posted June 22, 2016 Posted June 22, 2016 Moving... Thanks @movomo for reporting the wrong placement.
CaptainChaos Posted June 22, 2016 Posted June 22, 2016 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.
jfraser Posted June 22, 2016 Posted June 22, 2016 Thank god someone made this. I tried to, but turns out I have no idea how. you're my hero.
Hessi Posted June 22, 2016 Posted June 22, 2016 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.
Guest Posted June 22, 2016 Posted June 22, 2016 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
CaptainChaos Posted June 22, 2016 Posted June 22, 2016 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.
thegooglyman Posted June 22, 2016 Author Posted June 22, 2016 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.
whydoyouhateme Posted June 23, 2016 Posted June 23, 2016 THANK YOU. By the way, is it save to update from your last version in FunnyBizness thread? UPD: it doesn't work on old save, new is fine.
Guest Posted June 23, 2016 Posted June 23, 2016 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.
dyzio1999 Posted June 23, 2016 Posted June 23, 2016 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?
macnchz Posted June 24, 2016 Posted June 24, 2016 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?
Guest Posted June 24, 2016 Posted June 24, 2016 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.
Guest Posted July 8, 2016 Posted July 8, 2016 Hey just wondering do you plan to add the new animations?
slonez1 Posted July 8, 2016 Posted July 8, 2016 It would be great if you could tie it to this or simulate it somehow. http://www.nexusmods.com/skyrim/mods/13241/? (Battle Fatigue and Injuries)
Church the Cat Posted July 9, 2016 Posted July 9, 2016 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.
cornbreadtm Posted July 20, 2016 Posted July 20, 2016 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.
Guest Posted July 20, 2016 Posted July 20, 2016 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
Dexter146 Posted August 12, 2016 Posted August 12, 2016 Need specifics return to PCEA2 anims....not the standar anims. Hate refrsh every time..
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