This mod breaks some of the dark brotherhood quests - those that set character health to one, specifically. It breaks the first one, where you have to kill Rufio. It possibly breaks "The Assassinated Man" - the body never appears in the undercroft. And the worst case is it breaks Whodunit quest beyond fixing. The previous two quests can be fixed with console setstage command. But the Whodunit quest breaks in a very bad way. When you enter the manor where the quest is taking place, you're frozen in place, and all characters drop unconscious. You can't move, access inventory or activate anything. enableplayercontrols command does not help. I managed to find the way to fix it - open the Unconscious.esp in construction set with construction set extender, and edit the UnconsciousQuestScript. Replace the '<=' with '<' in the line "if npc.getactorvalue health <= npchealthceil". So the end result is "if npc.getactorvalue health < npchealthceil". Save everything, don't forget to resort load order with BOSS. This fixed the quest for me - after that when I entered the manor, one of the 'guests' immediately started talking to me. That's probably why I was frozen - the dialogue started but the character stayed in place since it was unconscious. Now I don't know how it will affect the mod, it shouldn't in theory, the fix is for when npc has max health 1, the higher values should not be affected. But I didn't really test it. It fixed my problem with the quest that's what mattered to me. I was considering just biting the bullet and removing the mod from the load order, but I already get enough CTDs as it is, so I figured I'd try to fix it first.
Can you change it to 20% health?? Because you know I using Duke Meele combat and it's really frustrating to see my enemies always die before his health reach 3%
Idea: make the health/unconsciousness barrier dependent on the level of the player (if thats even possible. my knowledge only allows me to alter plug-ins with tes4edit and nif-viewer)
Frantic and TheMartianist, this mod is not dependent on anything. It uses only a script and a quest. It cannot conflict with anything, except for badly written scripts that conflict with everything. The load order shouldn't matter, either.
It works for me with no issues. I've looked through the script, and it's solid - there's no reason for it to not work. Make sure you're damaging them within 3.75% of their total health, and it should work. If you do too much damage, try a lower-damage weapon or spell.
22 comments
Thanks for the mod!
I mean, I might think sometimes 3.75% is too low. Because I might hit them that brings their health down to 0% and kills them instantly.
please help me i like this mod
Will try that.
Idea: make the health/unconsciousness barrier dependent on the level of the player
(if thats even possible. my knowledge only allows me to alter plug-ins with tes4edit and nif-viewer)
thx for your work
It works for me with no issues. I've looked through the script, and it's solid - there's no reason for it to not work. Make sure you're damaging them within 3.75% of their total health, and it should work. If you do too much damage, try a lower-damage weapon or spell.