This mod brings to the game a new feature that allows almost all actors to be knocked out depending of the weapon used. Also, the player can now be knocked out instead of simply dying. Because it's a framework, this mod also provides many functions and events to the modders who wish to enrich their own creations.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
Feel free to use any source file of this mod for your own creations. Also, you can create and upload translations of this file on the nexus or on external sites.
File credits
Thanks to bbe for the translation of the mod's description. Thanks to Epervier 666 for his ESP-ESM Translator tool. Thanks to Bethesda for Fallout 4 and the Creation Kit.
Knockout Framework (Death Alternative) - Traduzione Italiana (xTranslator)
Changelogs
Version 1.4.0
The damage manager handler has been completely rewritten (in the DLL). The old version which consisted of simulating low damage in order to detect non-lethal weapons/attacks was causing various bugs during combat.
Among these were: - Immediate knockout of player/NPCs wearing power armor due to low damage received. - Immediate knockout of player/NPCs from persistant damages such as flames. - Some possible inconsistencies when calculating damage dealt with non-lethal weapons. - A short delay was occuring before knocking out an NPC and the sound indicating the knockout that was sometimes played several times. - Rare crashes after a long game session.
All of these issues have been fixed and the mod performs its various calculations faster.
Furthermore, compatibility issues with several mods modifying the "abLegendaryCreatureItem" form won't happens anymore because it is no longer edited (this bug often manifested itself by the impossibility of knocking out NPCs).
You can install this update on existing savegames. The mod will automatically detect the update and proceed to it's installation.
Version 1.3.12
This is the recompiled Knockout Framework DLL for the latest mod version, compatible with Fallout 4 runtine 1.10.163 and newer.
The focus of this patch is to attempt to fix a very random crash that usually occurs after a game session of around an hour. The fact that the crash occurs only after a long time and without precise information makes the process quite complicated.
With this new version, I was able to play for almost 3 hours strainght (knocking out and shooting at everything that came up). I had no crash at the end of this long session, I left the game normally.
If you encounter this kind of CTDs, feel free to try this fix and send me some feedbacks.
Note : This fix won't harm your savegame, you can use it on an existing savegame. You can also revert to the older version witout any consequences.
Version 1.3.11
Updated for runtime 1.10.162 / F4SE 0.6.19 OR higher.
Version 1.3.1
Improvements: - Added russian translation. - Added italian translation. - Added korean translation.
Fixes: - Wrye Bash no longer show an alert concerning strings files. - Fixed damage miscalculation with low damages (radroaches, flametowers, etc...).
Version 1.3.0a
Fixes:
- Fixed the issue where the NPCs or the player can never be knocked out because their health never reach zero.
Version 1.3.0
Overhauls:
- Fallout 4 Script Extender (F4SE) is now fully required to use the Framework.
The damage manager of the framework is no longer managed by Papyrus but directly by the game engine thanks to an F4SE plugin designed specifically for the mod. This means that the following issues have been fixed :
- The latency of actors health when they takes damage has been reduced to 0 (real time).
- Actors whose health is being regenerated will no longer be invulnerable to the damage of non-lethal weapons.
- Actors (including the player) will no longer be knocked out for no reason during the first attack of a fight.
- The functionalities of the papyrus engine will be enormously less solicited when using non-lethal weapons.
Additions:
- Creation of a GlobalValue (KFInteractMenuEnabled) that can be modified by modders to temporarily prevent the display of the Knockout Framework interaction options on bodies.
Improvements:
- It is now possible to set the resurrection spot of the default knockout scenario. The following options are available: The latest owned and used bed, the latest used bed, the closest and safest bed or simply on the floor (Hardcore).
- Some adjustments were made to the mod restart / uninstall system.
Fixes:
- Possible issues with falling damage have been fixed.
- Periodic damage such as poison or fire is much less likely to kill the player during a deferred death event.
- Correction of sound alerts indicating that the player is responsible for the knockout of an NPC when this was not the case.
- The interaction menu of knocked out actors no longer appears without reason when the player goes in certain areas.
Version 1.2.1
Fixes:
- Fixed the issue where it was not possible to interact with knocked out actors.
Version 1.2.0
Additions:
- Added a deferred death system for the player.
- Added a default knockout scenario for the player.
- Addition of a fully customizable robbing algorithm.
- Addition of a convalescent system for the player when he is knocked out.
- Added the ability to remove the Power Armor from a knocked out NPC.
- Added the ability to un-equip all objects from a knocked out NPC (Experimental).
- Addition of the possibility to finish knocked out NPCs.
- Added a Keyword to prevent an actor from knocking out other actors (KFActorCantKnockoutKeyword).
- Added a Keyword to prevent an actor from being knocked out (KFActorCantBeKnockedOutKeyword).
- Added the ability to uninstall the mod (This HAS to be used if you want to uninstall the framework).
Improvements:
- Redesign and optimization of the event manager (for external scenarios).
- Optimization of the damage management algorithm (much less likely to have notifications in the game logs).
- Modification of the collision system of knocked out actors (They no longer pass through certain objects / other actors).
- Improvement of the refreshing cell system which triggers after having modified certain parameters (so as not to be stuck anymore).
- Remove the "more options" from the interaction menu while waiting to find a reliable alternative.
- The weight of the duffel bag has been slightly increased.
Fixes:
- Fixed the problem of kidnapped NPCs being released in the wrong place.
- Fixed issues related to quests in which two actors have to fight each other (Diamond City Blues, Confidence Man, etc...).
Mod API (Additions & Modifications):
- Added the GetFrameworkVersion function.
- Added the UpdateUniqueKnockOutStartEventPriority function.
- Added the UpdateUniqueKnockOutEndEventPriority function.
- Added the SetAggressor function.
- Added the StealActorItems function.
- Added the ApplyPlayerConvalescenceEffect function.
- Added the DispelPlayerConvalescenceEffect function.
- Added the RefreshPlayerDeferredKillState function.
- Added the GetKnockoutEventsStruct function.
- Added the SetKnockoutEventsStruct function.
- Updated the KnockOutActor function (There is now a SilentKo parameter).
- Updated the SetPlayerCanKnockOut function (Due to technical constraints, CanKnockOut is now Float type).
- Updated the SetPlayerCanBeKnockedOut function (Due to technical constraints, CanBeKnockedOut is now Float type).
- Updated the RestartMod function (There is now a ModStatus parameter).
Version 1.1.2
Fixes:
- Critical damage is now correctly calculated while using a non-lethal weapon.
- It is no longer possible to activate a body if the player is aiming or is too far away from it.
- Energy weapons can now knockout actors.
Version 1.1.0
Additions: - Companions are now handled by the mod (also for those of other mods). - The player can now gain experience by knocking out his opponents. - If a knocked out actor is abandoned, he may succumb to his injuries (can be configured). - The "Pain Train (Rank 3)" perk can knock out an opponent if his health is less than 50%.
Fixes: - Fixed bug where some enemies could not be kidnapped.
Author : Seb263 Current Version : 1.4.0 (04/12/2022) If you like this mod, don't forget to endorse it!
Historically, Bethesda's open-world games are among those that allow the greatest freedom of action to the player. However, despite the passing years, some features considered essential by many gamers are still missing in their games. As you know, the only way out of a fight between two actors in Fallout 4 is the death of one of them. This mod was designed to provide a reliable alternative to the lethality of a fight.
This mod is implemented in the most natural way possible and blends right in with the original gameplay. The mod's usability and fluidity is the result of a huge workload which relies only on scripts when necessary (No Papyrus event is used to determine when an NPC is K.O.). Because of this, the mod is constantly stable.
The mod is configured for realism by default, but it is entirely possible to customize every detail as you'd like through the in-game MCM tab or a holotape that is automatically added to your inventory (which can be discarded).
As a framework, this mod is equally available as a large resource of functions and events for modders who wish to enrich their own creations. If you're interested, please download the archive containing the Framework's source files and instructions.
How does it work?
It's as simple as it sounds : When an actor should be killed by a weapon that is considered non-lethal, he is instead knocked out. This also applies to essential wounded NPCs who can't keep fighting.
What weapons are considered non-lethal?
The framework itself considers (depending on the set parameters) unarmed melee attacks and gun bashing to be non-lethal to the target. Due to the framework's flexible nature, however, it is extremely easy to create mods that consider certain weapons to be non-lethal (a club or a rubber-ball rifle, for example).
I recommend you my "Non-Lethal Armory" mod which is an official extension of the framework. It makes all blunt weapons of the game (only the stock version) non-lethal. There are also various additions like stun grenades and non-lethal ammunition.
What happens when an actor is knocked out?
The actor will stay unconscious for an amount of time that can be customized through the mod's configuration menu. A specific or random event may also occur if you use a framework extension that allows it. When interacting with the bodies of a knocked out actor, you are presented with these options: Wake, Search, Kidnap or Finish (Move, if crouched). If the NPC is wearing a Power Armor, you can take it away from him and use it (this does not work on essential NPCs for security reasons).
Can the framework be used alone?
Absolutely. With the framework installed, the essential or protected NPCs that fall in battle will no longer wait around when downed but will be rendered unconscious (your followers can also be affected). Fall damage (if inferior to 200% of the player health) can also render unconscious and break certain bones...
The few NPCs who cannot be knocked out will stay downed until combat is over (with a minimum delay of 15 seconds).
Does this system also work on my character?
Yes, and it works exactly the same as for NPCs. With the release of the version 1.2.0, a default player knockout scenario has been integrated to the framework and works as follows:
Can my character be knocked out instead of dying?
Yes, the framework applies to the player a feature named "Deferred Death". This feature will cause the player to be knocked out instead of simply dying, regardless of the conditions of death. If you have already played Skyrim with the Death Alternative mod, know that you will find here something very similar. This feature is optional and is fully customizable. It is also directly related to the framework's event manager, which means that scenarios can also be applied during a deferred death.
Since the release of the version 1.3.0, Fallout 4 Script Extender (F4SE)version 0.6.9 or later is required for the mod to work. Knockout Framework is compatible with the Mod Configuration Menu but it is not mandatory.
Automatic Installation: To install the mod automatically, use the mod manager of your choosing.
Manual Installation: 1. Download the latest recommanded version the mod. 2. Open the archive using 7zip or Winrar. 3. Put "Knockout Framework.esm", "Knockout Framework - Main.ba2", "Interface", "MCM" and "F4SE" in the "Data" folder of the game. (Default: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data) 4. Launch the game and enable the Knockout Framework mod.
If you updated the mod and didn't get a message telling you that the mod has been updated, then you have to use the reset function of the holotape / MCM.
IMPORTANT: Before proceeding with the "physical" uninstallation of the mod (plugin removal), you must uninstall it in-game, from the MCM or the mod holotape then save your game. If you don't do this, you may have some nasty surprises (nothing irreparable).
Now you can uninstall all the mod's files ("Knockout Framework.esm", "Knockout Framework - Main.ba2" and all the concerned files in the "Interface", "MCM" and "F4SE" folders).
Question: Does this works on companions? Answer: Yes, it is working for vanilla and modded companions.
Question: Is this mod compatible with [insert your mod here]? Answer: This mod is completely self-contained and should not conflict with any other mod.
Question: Can you kill an actor after knocking him out with a non-lethal weapon? Answer: If he is not essential then yes, you can finish a K.O.'d actor using a power attack, a gun bashing or a lethal weapon.
Question: Do you gain experience by knocking out other actors? Answer: Yes, and you can adjust the XP multiplier in the configuration menu.
Question: What is an actor's current alert level when waking up from being unconscious? Answer: If an actor wakes up while his aggressor is still in the area, he will try to find him for a few seconds (as if he had heard something). He will never run to his aggressor if he can't see him when waking up.
Question: Does the power armor also allows to knock out other actors? Answer: Yes, it can also be used to knock out other actors.
Question: My character dies even if the deferred death system is activated. Answer: Check that the player can be knocked out in the "Conditions" tab of the configuration menu. In order for the default player knockout scenario to be executed, you must have used a bed in one of your settlements (they act as checkpoints).
Question: Each time I try to launch my game with this mod enabled, it crashes right before the main menu. What should I do? Answer: This mod was designed to use strings files (the official localization system used by Bethesda's plug-ins). If the strings files for your language cannot be found by the game, it won't let you access the main menu. Three things can cause this: 1. The ba2 archive of the mod does not exist or could not be loaded. 2. The strings files of the mod already exist in the "Data\Strings" folder but are not those of the latest version of the mod. It is therefore necessary to delete all strings files bearing the name of the mod. 3. The strings files of your language have not been created (unlikely).
All the mods listed below have been optimized to take full advantage of Knockout Framework. If you enjoy these mods, don't forget to endorse them.
An optional archive containing functions, events, and a few examples is available in the download tab. The sources provided contain all the functions and events available. All of these functions and events are documented for problem-solving and to save you time. If the examples provided aren't enough, please consult the Wiki page of the Creation Kit on inter-mod communications (You should read this over once to be safe, either way).
Finally, if you have any questions or suggestions to improve the Framework or it's API, do not hesitate to post in the thread made for this purpose (found in the mod page's forum tab). I will do my best to provide answers quickly.
Thanks to bbe for the translation of the mod's description. Thanks to Epervier 666 for his ESP-ESM Translator tool. Thanks to the F4SE team members for Fallout 4 Script Extender. Thanks to kassent for the source code of his Floating Damage F4SE plugin. Thanks to Bethesda for Fallout 4 and the Creation Kit.
Do not hesitate to send me translations for this mod. Feel free to use any source file of this mod's API for your own creations.
This mod may not be modified or published without my permission. I do not endorse Bethesda's recent and intensifying behavior towards his community and so decided that none of my mods would be present on bethesda.net, for both PCs and consoles. Please, don't waste your time sending me queries about this.