Skyrim
0 of 0

File information

Last updated

Original upload

Created by

kuertee

Uploaded by

kuertee

Virus scan

Safe to use

825 comments

  1. kuertee
    kuertee
    • premium
    • 419 kudos
    Locked
    Sticky

      0.806, 18 October 2016:
    • Tweak: Interface with Simple Multiple Followers: when dismissed, followers are automatically healed of their injuries. Previously, they automatically healed when they leave the active memory space - i.e. when they leave your cell.
    • Bug fix: Importing from FISS would stall the mod.


    Note:
    You don't need this version if you don't use my Simple Multiple Follower mod.

    Also, I tested the Danica, and she does heal my normal and serious injuries. If you're having problems, install the Fuz Roh D'oh mod linked in the read-me.
  2. JerisEnigma
    JerisEnigma
    • member
    • 23 kudos
    Small bug report/minor annoyance (posted here for visibility):

    The debug options for both "Eat and Sleep" AND "Battle fatigue and injuries" are toggled ON when installed/on new games. One is set to 1 and the other 10, though the MCM note says 0 is supposed to be the default. This causes debug code notifications ever 10 secs or so. Change the setting to 0 to disable!
  3. Fragezeichenn
    Fragezeichenn
    • member
    • 0 kudos
    For some reason when I have battle fatigue and injuries turned on for the NPCs, they sometimes start to crawl on the ground with full hp bar and some essential NPCs don't ever go bandage or heal themselves for their injuries.
    1. U1849KA
      U1849KA
      • member
      • 19 kudos
      For future reference for anyone coming in with similar concerns, best to turn it off for NPCs. The behaviors can be weird, and the script load will eventually stall the scripting engine. It works fine for just the player, though.
    2. JerisEnigma
      JerisEnigma
      • member
      • 23 kudos
      You can also fix their AI with a follower mod like NFF. They should come with a bug clearing reset (NFF: "Hey, snap out of it!"). That fixed the crawling bug for me and they can be told to heal themselves.

      STILL, best to leave it off if you have anything else scripty running.
  4. lWalky
    lWalky
    • member
    • 0 kudos
    Hey, i just uninstalled the mod following the instructions, deactivated it from thye mod menu, waited for the message, saved, removed from MO2
    but the mod still appears functional everytime I start a new game! There is no folder of the mod in the MO2 mods folder, yet he still activates every new game. Deleted all ,y save files, and yet the mod is still there.
    What gives?  Help

    EDIT: FORGET IT, i just failed miserably at FINDING the mod in MO2. Doens't start wiith B from Battle bur with K from Kuertee. Having 253 plugins is melting my brain
  5. samyarkhafan
    samyarkhafan
    • member
    • 2 kudos
    the problem with other injury mods is that they will be in battle and annoy you and then nothing.
    vigor combat and injuries is good for me because it has trauma effects which will punish you after the battle but the problem with vigor is that when you gain an injury you will lose a lot of your health in combat so it's impossible to win with injuries.

    but your mod doesn't have this problems and it just feels so cool that after fighting with some wolves now your arm is a little bit weaker but after fighting some bandits your arms are smashed and you can swing weapons fast enough to do anything.
    but i wish there was a bleeding effect which would make the mod perfect.
    its so sad that you dont work on the mod anymore
  6. U1849KA
    U1849KA
    • member
    • 19 kudos
    What would be needed to port this over to SSE? I haven't found a comparable counterpart, and this was always a central part of my Skyrim playthroughs.
    1. EbonyMachelle
      EbonyMachelle
      • supporter
      • 0 kudos
      Try Wounds. Its a great injuries management mod
    2. U1849KA
      U1849KA
      • member
      • 19 kudos
      Wounds is pretty good, but has some critical flaws.
      1. it's based on hit-events, not actually health loss, so you wind-up with conflict between how much damage you took vs. the injuries you received. Fe: If you have Imperial Studded armor, but due to smithing and armor skills, you're beyond the armor cap, and you get bitten by a dragon, you may not take much health damage, but the mod just looks at what you were hit by and what you were wearing, so you'll receive a slew of critical injuries despite not being scratched by it, which is confusing. This also means you can block spell effects with a ward, but still receive injuries from the hit events.
      2. The insta-cure potions cause a lot of issues. What I love about BF&I is how it alters the narrative - it can force you to turn back, or change course to find somewhere to rest, or it forces you to make hard decisions about how far you want to push your luck balancing your injury stacks vs. your bandages. Wounds' potions utterly negate all of that. Early-game, the easiest way to treat your injuries is to go to a dungeon and loot around for a potion, which is the opposite of what you should be doing when injured. Late-game, you have 15 of each potion in your pack at any time, so injuries become meaningless and you might as well uninstall the mod.
      3. not really a critical flaw, but there's 0 on-screen notification in Wounds as to what your injuries currently are. The descriptions in the Active Effects menu are brilliant, but BF&I's HUD widget, combined with the fact that there's no way to fully heal other than stopping and resting, means you're constantly aware that, fe: your legs are injured, so walking and jogging would be uncomfortable at best, your feet are probably sore, and if you go at it from a RP perspective, you can use all that to inform how your character should be feeling, and maybe that on its own is enough to cause you to change course to an inn or a campsite instead of just pushing on. Without that, you have to consciously enter a menu to see how you're doing, which messes with the verisimilitude a bit.

      I guess what it comes down to is that mods like Wounds, or Insult to Injury for Fallout 4, are more about the minutia of the processes and materials used in injury maintenance, while BF&I is about risk and resource management, and there's really nothing else like it from an injury standpoint. It's closer to Dark Corners of Nirn, the Darkest Dungeon-inspired stress mod, than Wounds, in a way.

      ED: 4. The hit-events also cause a lot of false-positives.  Elemental Dragons, for instance, uses a lot of AOE shouts intended just to fear NPCs, but Wounds registers it as a hit event and causes injuries to the player, which can be devastatingly incapacitating and utterly unavoidable, especially early-on.
  7. Modling
    Modling
    • supporter
    • 28 kudos
    Any way to disable the messagebox notifications when health is low and others? It makes the combat more strategic, like if you were playing with a pipboy, but in Skyrim I really prefer a more flowing experience (I avoided to use the word "immersive", you know).
  8. Couchpotato009
    Couchpotato009
    • premium
    • 2 kudos
    I have the + and = keys on two different keys, and none of them work when i try to register something with them. Is there a solution for this?
    never mind....im an idiot...register new key..duh
  9. BellaDovah
    BellaDovah
    • premium
    • 27 kudos
    I'd love to see this mod updated and ported to SE
  10. NikOutlaw
    NikOutlaw
    • member
    • 0 kudos
    Can you add this mod for skyrim special edition on nexus?
  11. BellaDovah
    BellaDovah
    • premium
    • 27 kudos
    I'd love to know what the optional UI looks like