Oblivion
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kuertee

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kuertee

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About this mod

Battle fatigue (psychological damage from getting near death from combat) and injuries (physical damage of cuts, bruises, ligament sprains) are incurred in combat.

Permissions and credits
Name: Battle fatigue and injuries
Version: 0.70
Date: 4 February 2012
Category: Gameplay Effects and Changes
Requirements:
Oblivion.ESM or Nehrim.ESM,
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE): http://obse.silverlock.org/
Optional:
Pluggy: http://tesnexus.com/downloads/file.php?id=23979
Author(s): kuertee
Source: http://www.tesnexus.com/downloads/file.php?id=24604

Changes since last updates (0.69)
=================================
0.70, 4 February 2012:
Tweak: When loading a game after you die, the game may crash.
However, if you quit to the Main Menu and load the game from there, it doesn't.
In this version, after you die, you won't be able to load a game except from the Main Menu.
You can load the game normally while alive.

Gameplay changes
================
Injuries are the debilitating physical cuts and bruises caused by combat when:
25 Damage or more is received in a short time,
or from a small chance (1%) that increases over time while in combat.
These injuries can be viewed in your Active effects screen.
Most injuries are healed after 8 hours of sleep.
NPCs and the player gets injuries.

Magical relief from injuries when Health is healed magically. E.g. potions, spells, etc.
These bonuses can be viewed in your Active effects screen.
The Magnitude of magic determines the amount of relief.
Willpower determines the length of relief.
NPCs and the player.

Battle fatigue are psychological/mental conditions that come from almost dying (Health drops below 25%) in combat.
These penalties can be viewed in your Active effects screen.
Battle fatigue is cleared after 8 hours of sleep.
Incurred only once per combat.
The player only.

Gain full Health over 1 hour.
This moves Oblivion's healing when waiting for 1 hour from the Wait screen into the game world.
NPCs and the player.

Compatibility
=============
Requires either Oblivion.ESM or Nehrim.ESM. There is an ESP for Oblivion.ESM and another for Nehrim.ESM.
Optional with LAME: "kuertee bgMagicEVShader default drain effects.esp" to reset DFAT Magic effect's shader to "effectDrain". Load after bgMagicEVShader.esp.
Optional with MMM: "kuertee MMM OnLoadCS disabled hmf effects.esp" to disable it's Health changes applied with ModActorValue. Load after all of MMM.
No scripts, animations, items, etc. were modified so this should be compatible with combat mods - even those with other injuries systems. The injuries will simply "double-up".

Details
=======
Configure this mod with its INI file in (game folder)\Data\Ini\.
Penalties are applied as Drain Attributes effects attached to enchanted and invisible "tokens".
Injuries:
Body injuries (40% chance): -3 Endurance and -2 Strength
Arm injuries (30%): -3 Agility and -2 Strength
Leg injuries (20%): -3 Speed and -2 Strength
Head injuries (10%): -1 Intelligence, -1 Willpower, -2 Personality
Battle fatigue and injuries heal over time: 1 point healed every 24 hours awake, 1 point healed every 8 hours asleep.
Magical relief: injury point * magnitude of magic / 100 * healingMagicReliefFactor (default in INI is 1).
Duration: Willpower / 100 * healingMagicReliefDuration (default in INI is 12).
Healing over time: hoursToFullhealth / (health / max health) * healthAffectsHoursToFullHealth.
hoursToFullhealth and healthAffectsHoursToFullHealth are 1 in INI.

MMM OnLoadCS scripts with disabled Health, Magicka, Fatigue effects
===================================================================
MMM's diversifaction system uses ModActorValue to vary the Health, Magicka, and Fatigue of actors.
Unfortunately, this causes I think, some unusual effects to the actors in the game.
Two examples are:
1. Health is healed rather than lost when physical damage is inflicted.
2. Actors continously casting healing spells because their AI detects a loss of health due to the modified base Health with ModActorValue.
This was confirmed by shadowborn: http://www.bethsoft.com/bgsforums/index.php?showtopic=1049752&view=findpost&p=15272211
"kuertee MMM OnLoadCS disabled hmf effects.esp" disables these effects from MMM's scripts.
Note, however, that MMM's diversifcation system on other attributes (e.g. Strength, Intelligence, etc...) are still intact.

Using the HUD (optional)
========================
Install Pluggy, rename Data\obse\plugins\OBSE_Elys_Pluggy.dll to Data\obse\plugins\OBSE_Elys_Pluggy_HUD.dll.
Ensure that showHUDInGameMode or showHUDInMenuMode in the INI file is set to 1.

Upgrade from previous versions
==============================
OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP.

OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD. OBMM will install the appropriate ESP for Oblivion and Nehrim.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install/Uninstall
========================
Unsupported. If you know what to do, go ahead. Otherwise, use OBMM.

History
=======
0.69, 23 January 2012:
Bug-fix: Magical reliefs (gained from magical spells) may have been disabled in the previous version.
Reenabled in this version.
Compatibility: With Nehrim: kuerteeNehrimBattleFatigueAndInjuries.esp.
Choose one ESP. Or when using OBMM, it will install the appropriate version.
Bug-fix: Banked damages from previous combat does not carry on to new combats anymore.
Previously, combatants would receive injuries before they receive actual hits because of this bug. Fixed now.
Tweak: Health is restored faster when sitting: x2 when sitting, and x1.5 when on a horse.
Read-me: A concise description of the mod: Gameplay changes, Compatibility, Details.
Rewritten for ease of scanning. (And to get this ready for Skyrim users.)
0.68, 6 August 2011:
Bug-fix: Another attempt at preventing save-game bloat caused by string variables.
Note that this bloat exists in the OBSE's companion save-file not in the native saved-game file.
It is recommended that this update is restarted from a clean-save.
0.67, 19 June 2011:
Bug-fix: A fix to prevent save-game bloat caused by string variables.
0.66, 3 January 2011:
Tweak: OBSE logs showed that this mod may cause saved-game bloat due to recreation of string variables.
Tweaked now so that the string variables are cleaned at game-load so that only one set is only present in saved-games.
0.65, 21 December 2009:
Bug-fix: The INI file was incorrectly archived outside the INI folder.
This resulted in some values not getting initialised properly.
This could also be the cause of non-appearing HUDs.
The INI file should be located in the Data\ini sub-folder.
Bug-fix: As of 0.63, Battle fatigue should only be applied to the player.
However, there was a bug which applied Battle fatigue to anyone BUT the player.
This is now fixed.
0.64, 16 December 2009:
Bug-fix: Drain and Fortify Health effects are now taken into account in determining Battle fatigue and injuries and in healing health.
Tweak: This note added:
MMM OnLoadCS scripts with disabled Health, Magicka, Fatigue effects
===================================================================
MMM's diversifaction system uses ModActorValue to vary the Health, Magicka, and Fatigue of actors.
Unfortunately, this causes I think, some unusual effects to the actors in the game.
Two examples are:
1. Health is healed rather than lost when physical damage is inflicted.
2. Actors continously casting healing spells because their AI detects a loss of health due to the modified base Health with ModActorValue. This was confirmed by shadowborn: http://www.bethsoft.com/bgsforums/index.php?showtopic=1049752&view=findpost&p=15272211
"kuertee MMM OnLoadCS disabled hmf effects.esp" disables these effects from MMM's scripts.
Note, however, that MMM's diversifcation system on other attributes (e.g. Strength, Intelligence, etc...) are still intact.
0.63, 29 November 2009:
New feature: HUD.
To use the HUD:
Install Pluggy, rename "Data\obse\plugins\OBSE_Elys_Pluggy.dll" to "Data\obse\plugins\OBSE_Elys_Pluggy_HUD.dll".
Ensure that showHUDInGameMode or showHUDInMenuMode in the INI file is set to 1.
Its location on screen can also be configured in the INI file.
Tweak: In regards to healing, when the player sleeps, all NPCs are assumed to also be asleep.
This should heal NPC's (especially companions') injuries at the same rate as the player.
Tweak: Removed all health fixing features.
Constantly healing NPCs and over-max-health NPCs may have been caused by MMM's actor diversifaction features from OnLoadCSNPC scripts.
The new feature below disables these effects from MMM.
New feature: An option to disable Health, Magicka and Fatigue effects (i.e. mesh-scale effects and and undead speed effects are kept) from MMM's diversifaction system.
Activate the "kuertee MMM OnLoadCS disabled hmf effects.esp".
MMM's diversifaction effects works by offsetting actors' Health, Magicka, Fatigue and other attributes by a random amount.
Unfortunately, negatively offsetting Health, Magicka and Fatigue causes the AI to "think" that these are damaged.
Actors with appropriate healing magic will try to heal these stats by continously casting and or consuming healing magic.
Tweak: In addition to the above, Battle fatigue is now only applied to the player.
Similar to MMM's diversifaction system Battle fatigue caused NPCs to continously try and fail to heal themselves.
Not applying Battle fatigue to NPCs prevents this.
Bug-fix: Removal of the BFandI scripts and effects from NPCs.
Another bug-fix/re-coded feature to ensure that the token scripts are disabled on inactive NPCs.
Inactive NPCs are those that have been unloaded from memory.
NPCs are usually unloaded from memory when the player moves too far away from them.
Bug-fix: Fixed an OBSE error at the very end of the GameMode block when an actor other than the player dies.
0.62, 19 October 2009:
Bug-fix: Previously, the Battle fatigue effect would stick (i.e. not heal) on the player.
This is now fixed.
Bug-fix: Correct application of injuries.
Previously, an injury will not be applied if it had the same value of the last healed injury.
When this mod is used over the previous version, any unapplied injuries from previous battles will be applied when the game starts.
As with all my mods, there is no need to start this mod from a "cleaned save".
Bug-fix: Application magical relief from injuries.
Previously, the fractional values of injuries would produce unusual injury and relief values.
Bug-fix: Reliefs do not carry past their duration after sleeping.
Tweak: Relief duration is now normalised to 4 hours rather than 12 hours.
0.61, 3 October 2009:
Bug-fix: Removing injuries and the token from dead NPCs.
Tweak: Auto-heal on NPCs start after half-an-hour of being out of combat instead of when they get out of combat.
The in-combat state of NPCs can be off even when they seem to be still in combat in-game.
Tweaks: Various tweaks in regards to tracking changes in health.
0.60, 25 September 2009:
Bug-fix: A safe-guard to cancel the scripts on actors that are invalid.
Bug-fix: Strength penalties were not "stacking" across multiple injuries.
New feature: Magical reliefs from injuries:
Magic (spells or potions) offer relief from injuries.
The magnitude of the spell or potion determines the magnitude of relief.
Set healingMagicReliefFactor (default = 1) to enable this feature.
The formula for reliefs is: injury point * magnitude / 100 * healingMagicReliefFactor.
The actor's Willpower determines the duration of the relief.
Set healingMagicReliefDuration (default = 12) in the INI file.
The formula for the duration is: willpower / 100 * healingMagicReliefDuration.
New feature: Current health affects healing efficiency.
The amount of damage affects the amount of time required to heal health to the full.
Set healthAffectsHoursToFullHealth (default = 1) to enable this feature.
The formula for the length of time heal is restored to full is: hoursToFullhealth / (health / max health) * healthAffectsHoursToFullHealth.
New feature: Collection of damage for injury determination can now be configured.
Previously, this was hard-coded at 1 second.
Set secondsToCaptureDamageForInjury (default = 2) in the INI file.
Bug-fix: Removal of the ever-increasing health bug.
I think (or more to the point: my tests shows that) this bug exists in the vanilla game.
An actor's health will heal over and above their maximum health when their health is not a whole number.
Sometimes, damage will work negatively: adding to the actor's health rather than removing from the actor's health.
This fix constantly checks for these cases, and forces the actor's health to be a whole number or the actor's health to its maximum when more than their maximum.
0.59, 7 September 2009:
Tweak: Users can now remove the effects of the mod from NPCs.
Previously, all non-creature actors were affected.
Set "applyToNPCs" to 0 in the INI file to remove the mod's effects from NPCs.
(Thanks for the suggestion Mercer.)
0.58, 3 September 2009:
Bug-fix: Ensured that at least more than 1 Health needs to have been lost before any injuries are applied.
In normal circumstances a check of whether there is health loss is sufficient.
However, if the actor is constantly losing health (e.g. Damage Health magic effect of 1 Health per second), the random checks for injuries occur too often.
0.57, 8 August 2009:
Tweak: Rewritten how the token injuries are kept and how the penalties are distributed across the affected attributes.
0.56, 12 July 2009:
New feature: Strength penalties can be disabled from injuries.
By default, arm injuries affect Agility and Strength, body injuries affect Endurance and Strength, and leg injuries affect Speed and Strength.
Each injury can now be configured to affect Strength or not.
Do this in the INI file.
0.55, 28 June 2009:
Bug-fix: Removal of persistant shader. I was incorrect to assume that [gfx]_initial_glow-all.esp removed all persistant effects.
With my fix, the effectDrain shader should never persist.
Just make sure that kuerteeBattleFatigueAndInjuries.esp is loaded after any mods that change the effectDrain's shader properties.
And when playing with LAME, make sure that kuertee bgMagicEVShader default drain effects.esp is loaded after bgMagicEVShader.esp.
0.54, 13 June 2009:
New feature: Added a penalty multiplier. 1 point per injury may be a little weak for some.
By default the multiplier is 5 points.
Note, however, that the penalty score is different to the injury score.
What are displayed in the Active effects screen are penalty points.
So, the damage and healing settings in the INI file are still "geared" to 1 injury point per battle fatigue or injury.
0.53, 8 June 2009:
Bug-fix: Fixed the problem that causes the reference to FOHE (Fortify Health) to stall the script.
This was evident when Battle fatigue or injuries were not getting healed.
New feature: LAME shader patch.
LAME (when its bgMagicEVShader.esp optional mod is used) adds long-lasting visual effects to Drain effects.
(Battle fatigue and injuries are effected as Drains to Health, and Attributes.)
If you do not want to see these visual effects (because they can be quite distracting),
either deactivate bgMagicEVShader.esp
or load "kuertee bgMagicEVShader default drain effects.esp" after bgMagicEVShader.esp.
Bug-fix: Previously, all healing rates used the value for healing when asleep. Fixed now.
0.52, 30 May 2009:
Bug-fix: Prevents actors receiving more Health than their maximum Health.
This seems to have been caused by the vanilla Oblivion game:
With an active Health drain, actors can accumulate (via potion or spell) more Health than their maximum health.
0.51, 24 May 2009:
Bug-fix: Healing of health now handled with ModActorValue2 (rather than ModActorValue) to prevent healing over the maximum health.
0.50, 22 May 2009 - Initial release.

Contact
=======
kuertee in the Bethesda forums: http://www.bethsoft.com/bgsforums/

Credits
=======
kuertee (author)
Ryujiin for the original Real Injury mod.

Tools Used
==========
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.