@RaubVogel7 So you want the same bleeding effects that happens when you killmove someone but without killmoving him? Just by hitting him? That can be easily be done but... are you sure you want that? I mean, there is already a lot of blood and making the bleeding effects to appear just by a hit kills the purpose of the bleeding if killmoved
I've been looking a long time for what you just described, and that would be great. I know I'm REALLY late to the conversation but if your still monitoring this post, it would be awesome if you could show me how to get the combat blood spatters (yes ive used EBT but your mod here suits my game more, i just wish i could see blood splatting more frequently)
Im sure, that would be fantastic. I would have done it already, but im not great with scripts or creation kit. Ive made one mod for personal use, and said mod wasnt fantastic.
@Neovalen Depending on the time played, number of mods with scripts and the quests you are doing you can get those types of errors. The fix I've done is for the suspended stacks, they made the papyrus log go up to 1000kb and more. Random errors can appear, it's expected and normal as long as you don't get suspended stacks and your papyrus logs range from 8kb to 40kb (more or less). If they go up to 1000kb again then there is a problem.
The only two mods I'm presently using with an "OnHit()" are the latest versions of your two mods. This mod(included with EBT) and BurnFreezeShockEffects.
[07/27/2012 - 03:24:41PM] error: Cannot call GetRace() on a None object, aborting function call stack: [None].zbloodnpc.OnHit() - "zBloodNPC.psc" Line ?
Is this expected? There are many of these in my log file for during the battle of Helgen at the start of the game. Only mention it because maybe something was missed since both of them have been patched. Functionally, the mods appear to work fine.
Also see these in the logs multiple times: [07/27/2012 - 03:46:19PM] error: Cannot check worn items against a None keyword stack: [ (0002E2FD)].Actor.WornHasKeyword() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 187 [07/27/2012 - 03:46:33PM] error: Cannot check worn items against a None keyword stack: [ (0009165B)].masterambushscript.WornHasKeyword() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 156
I forgot to say that dD added a bleeding feature when npcs have low health into EBT, they leave small blood drops that you can follow. They can be hard to see, specially in forests and areas with large vegetation, but the blood it's there.
@RaubVogel7 For now I haven't looked into it, I'm more concerned of fixing issues that people are having using EBT. I may look into it once the problems are fixed.
I'm with you on not wanting the whole place soaked in blood, it's over the top and not very realistic feeling.
When I've been out hunting deer in the woods you won't often see a deer just drop where you shot it, especially bow hunting. They can run a LONG way wounded, even fatally. But you start where you hit it and follow the blood trail to track it down. That's all I'm going for.
Not randomly, just after dropping below a certain amount of health maybe. I could work on a texture that would be small and unobtrusive but still noticeable if you were looking for it. And the intervals could be adjusted as well. Or like I said, only add it as a magical effect to a set of huntsman arrows.
Can you trigger an event to start at being done damage by an arrow, then reoccur at given intervals of time and end at death?
Also I'm not concerned where it gets implemented, personally I'd keep it separate because not everyone might want it.
38 comments
So you want the same bleeding effects that happens when you killmove someone but without killmoving him? Just by hitting him?
That can be easily be done but... are you sure you want that? I mean, there is already a lot of blood and making the bleeding effects to appear just by a hit kills the purpose of the bleeding if killmoved
And the scripts for EBT are more up to date
Depending on the time played, number of mods with scripts and the quests you are doing you can get those types of errors.
The fix I've done is for the suspended stacks, they made the papyrus log go up to 1000kb and more.
Random errors can appear, it's expected and normal as long as you don't get suspended stacks and your papyrus logs range from 8kb to 40kb (more or less). If they go up to 1000kb again then there is a problem.
The only two mods I'm presently using with an "OnHit()" are the latest versions of your two mods.
This mod(included with EBT) and BurnFreezeShockEffects.
[07/27/2012 - 03:24:41PM] error: Cannot call GetRace() on a None object, aborting function call
stack:
[None].zbloodnpc.OnHit() - "zBloodNPC.psc" Line ?
Is this expected? There are many of these in my log file for during the battle of Helgen at the start of the game. Only mention it because maybe something was missed since both of them have been patched. Functionally, the mods appear to work fine.
Also see these in the logs multiple times:
[07/27/2012 - 03:46:19PM] error: Cannot check worn items against a None keyword
stack:
[ (0002E2FD)].Actor.WornHasKeyword() - "<native>" Line ?
[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 187
[07/27/2012 - 03:46:33PM] error: Cannot check worn items against a None keyword
stack:
[ (0009165B)].masterambushscript.WornHasKeyword() - "<native>" Line ?
[None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 156
For now I haven't looked into it, I'm more concerned of fixing issues that people are having using EBT. I may look into it once the problems are fixed.
When I've been out hunting deer in the woods you won't often see a deer just drop where you shot it, especially bow hunting. They can run a LONG way wounded, even fatally. But you start where you hit it and follow the blood trail to track it down. That's all I'm going for.
Not randomly, just after dropping below a certain amount of health maybe. I could work on a texture that would be small and unobtrusive but still noticeable if you were looking for it. And the intervals could be adjusted as well. Or like I said, only add it as a magical effect to a set of huntsman arrows.
Can you trigger an event to start at being done damage by an arrow, then reoccur at given intervals of time and end at death?
Also I'm not concerned where it gets implemented, personally I'd keep it separate because not everyone might want it.