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sevencardz and noobzorUploaded by
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This page was last updated on 18 March 2016, 9:41AM
- Changelogs
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Version 3.4
- Knocked out actors are now actually removed from combat.
Game settings changes are now done by scripts and have been removed from the ESP.
Initialization script has been significantly robustified.
- Knocked out actors are now actually removed from combat.
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Version 3.3
- All standard knockout options (search, grab, revive, menu) are now also available for any paralyzed NPC.
Fall damage now works on both knocked out and paralyzed NPCs who are grabbed and dropped from high places.
SCONUtil is replaced by JaxonzConsolePlugin and the INI pre-configuration has been overhauled.
- All standard knockout options (search, grab, revive, menu) are now also available for any paralyzed NPC.
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Version 3.2
- Added the ability to grab and move KOed NPCs (replaces push functionality).
Added NKOStandingActivationAction and NKOSneakingActivationAction MCM options to control the actions performed when activating knocked out NPCs (replaces current standing/sneaking activation).
Added Knockout Options Menu (KOM) with Search, Grab, Revive options as an activation action.
Followers and allies are now hostile to damage KOed NON-essential/NON-protected NPCs (does not apply to stealth KOs).
Health regeneration for KOed essential and protected NPCs is now disabled during combat (still gets fully restored outside of combat).
Added NKONoFollowerKO MCM option to exclude followers from KO (CurrentFollowerFaction).
Added NKOMercyKO MCM option to prevent followers and allies from attacking knocked out NPCs.
Added NKOCloakFrequency MCM option to allow adjusting the frequency of the cloak that initializes NPCs.
Cleaned up all scripts, added ESP info, reorganized the MCM, added NKO prefix to all global variables.
Variable names in NKO Knockout Overhaul.ini changed to match global variable names, minus NKO prefix (removed underscores).
Bugfix: NPCs would sometimes get stuck in a misfired get up/stand up animation right after being knocked out.
Bugfix: KOed NPCs will no longer report you for crimes just because you are in their LOS (SetNotShowOnStealthMeter).
Minor bugfix: warning: Property HardcoreKO...cannot be initialized Papyrus spam removed.
Compatibility with Vilja, Better Vampires and Heartbreaker restored/confirmed.
Werewolf Bleedout Fix included, which now allows Lycans to suffer from damage knockouts.
- Added the ability to grab and move KOed NPCs (replaces push functionality).
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Version 3.1
- Bugfix: Disallow Spell Absorb/Reflect added to eliminate blue swirls around NPCs caused by mod conflicts.
Added safety conditions and other improvements to the cloaking script which initializes NPCs for knockout.
A distinction is now made between damage-based and stealth-based knockouts.
New option LethalKO will kill NPCs if they are not revived in time or are left for dead (only applies to damage-based KOs)
KO time can now be configured for each type of knockout via the MinStealthKOTime, MaxStealthKOTime, MinDamageKOTime, MaxDamageKOTime variables.
You can shut off damage-based or stealth-based knockouts entirely by setting the respective KO times to 0.
HardcoreKO removed because LethalKO provides a better alternative and having both causes confusion/complexity.
- Bugfix: Disallow Spell Absorb/Reflect added to eliminate blue swirls around NPCs caused by mod conflicts.
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Version 3.0
- Mod Overhaul: Scripts are now attached to NPCs dynamically. Actor script is no longer modified.
Bugfix: Certain NPCs were not getting properly initialized, preventing them from KO.
Bugfix: KOed NPCs no longer move to default locations if you leave the cell and return.
Bugfix: MCM menu rounding error on min/max KO times.
Bugfix: Vilja is no longer immune to knockout.
3.0 comes with a tradeoff. In order to make the scripts attach dynamically, the brawl bug is introduced, so the mod is now dependent on the Brawl Bugs Patch. Also, since scripts are attached to NPCs using magic effects, these effects do not persist after the NPC is unloaded because magic effects are automatically dispelled at that point. This means that if a bunch of NPCs are knocked out in say... Whiterun and then you exit through the main gate and then re-enter Whiterun, all of the KOed NPCs will immediately revive. On the flip side, it fixes the two major bugs outlined above, so it's still the better option at this point.
- Mod Overhaul: Scripts are now attached to NPCs dynamically. Actor script is no longer modified.
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Version 2.4
- Shnazzy new MCM, courtesy of noobzor.
KOed NPCs will immediately use the first potion added to their inventory (which may also revive them).
Bugfix: Knocked out NPCs now suffer fall damage (vanilla bug prevents fall damage during paralysis).
Bugfix: NPCs no longer respawn paralyzed after they reset.
Bugifx: Minor initialization bug in OnRaceSwitchComplete function.
Bugfix: Knocked out NPCs no longer derp if you leave the cell and return (vanilla bug removes paralysis).
Bugfix: NPCs no longer get stuck in paralysis if they are ragdolled while reviving.
The KnockedOut state in the Actor script was restructured and simplified to manage knockout effects.
Removed the CanRevive and InitKO variables as they are no longer needed.
Lowered sneak experience for bash sneak attacks.
No more BSA install option because it confuses my users and irritates me.
- Shnazzy new MCM, courtesy of noobzor.
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Version 2.2.1
- Bugfix: NPCs no longer respawn paralyzed after they reset.
Bugifx: Minor initialization bug in OnRaceSwitchComplete function.
- Bugfix: NPCs no longer respawn paralyzed after they reset.
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Version 2.2
- Friends/allies to the player no longer send assault alarms after they revive if the player knocked them out.
Bash attacks will knockout NPCs if you sneak up behind them.
Lycanthropes and Hagravens are excluded from protection and bleedout induced knockouts because they don't actually bleedout.
Added properties: IsKnockoutType, IsBleedoutType, PlayerDeferredAssault, WasUnprotected, and CanRevive.
Added option to skip configuration in NMM/FOMOD installer.
Added option for loose files installation method in NMM/FOMOD installer.
Debug output overhauled and drastically improved.
Simplified and improved efficiency of actor knockout detection script.
Removed implementation of the OnLoad() event in favor of the more reliable OnCellAttach() event.
Added implementation of OnRaceChangeComplete() event to re-initialize knockout when NPCs transform.
NPCs will sheathe any spells and unequip any weapons they have equipped upon being knocked out.
Game setting fBleedoutRate set to 120 to give NPCs a maximum of two minutes to recover from bleedout.
Added protected exclusion for Medresi Dran, Lokir, Weylin, Torturer, Torturer's Assistant.
Recoded protection exclusion script to use ActorBase references.
Updated Actor script to SKSE 1.7.1.
- Friends/allies to the player no longer send assault alarms after they revive if the player knocked them out.
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Version 2.1
- Bugfix: The player went into bleedout upon death.
The player reference is now stored in a shared property for efficiency.
XML installer script changed so that poor lil NMM can read it.
- Bugfix: The player went into bleedout upon death.
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Version 2.0
- FOMOD installer was added with included README file.
Game setting fBleedoutRate was tweaked to prevent NPCs from recovering from bleedout prematurely.
All config options are now also global variables that persist with your save game.
Added a documented INI file for mod configuration.
Sneak attacks from fists no longer knockout NPCs wearing helmets (unless aggressor has Fists of Steel and heavy gauntlets).
Sneak attacks from warhammers and battleaxes no longer KO NPCs.
NPCs can ONLY be revived with healing spells or other non-hostile spells.
Knocked out NPCs can be revived by any NPC who is smart enough to revive them with a healing/non-hostile spell.
Bugfix: Knocked out enemies will no longer trigger an assault alarm if you leave the area or are not nearby when they revive.
Bugfix: Knocked out NPCs will no longer comment on being hit with weapons or healing spells or groan upon death.
New InitKO global variable can be set to 1 to re-initialize NKO.
New ProtectUniques global variable will add the protected flag to all unique NPCs, if activated.
New NoCombatRevive global variable will prevent NPCs from reviving from knockout during combat, if activated.
New HardcoreKO global variable will prevent NPCs from being revived with healing spells until the knockout period elapses, if activated.
- FOMOD installer was added with included README file.
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Version 1.3
- Fix regression where leveled NPCs could not be knocked out.
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Version 1.2
- The knockout identification script has been drastically simplified and optimized.
NPCs are now identified for knockout based on keywords tied to their respective races.
Dremora can now be knocked out.
- The knockout identification script has been drastically simplified and optimized.
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Version 1.1beta
- NKO functionality is now multilingual and not limited to an English audience.
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Version 1.0
- Added the ability to knockout NPCs with stealth attacks from blunt weapons or fists.
NPCs will now act as if they were assaulted after reviving from knockout if the player assaulted them.
Added secondary check for knockout on NPC race for NPCs with Dremora and Bandit classes.
NPCs will now automatically revive if they are in a scene for a quest and it starts playing.
Fixed bugs with the config options and changed 'Bleedout_KO' to 'Skip_Bleedout' to reduce confusion.
Improved debug output to report class and race values.
- Added the ability to knockout NPCs with stealth attacks from blunt weapons or fists.
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Version 0.7beta
- The mod was renamed from Essential Knockout Overhaul to NPC Knockout Overhaul.
Most humanoid NPCs can now be knocked out during bleedout.
Various aspects of the mod can now be configured via INI file.
The Unprotected Edition was dropped due to scope limitations and incompatibility issues with other mods.
The script is now up to date with SKSE 1.7.0 Alpha.
Knockout time changed to a random duration of 30 minutes to two hours by default.
Removed the 'Talk' prompt on actors when they are knocked out.
Fixed bug which allowed hits from sources other than the player to revive knocked out NPCs.
The player can now revive knocked out NPCs above 50% health with any hit, both during and after combat.
Protected NPCs will no longer die if they lose all health during knockout, unless killed by the player.
NPCs will now automatically revive if their AI package changes due to the current quest changing or advancing.
Horses, Dragons and other large creatures that derp out instead of knock out are now excluded.
Fixed a bug in the KnockedOut state which could cause unintentional reversion to the bleedout state.
Changed the Bleedout state to the Vulnerable state to avoid confusion with the actual bleedout state.
Added empty OnEnterBleedout() implementations to all states to prevent unintended behaviour.
Implemented OnDeath() in the Vulnerable and KnockedOut states to switch NPCs back to the empty state.
Removed OnLoad() implementations and unnecessary variables for increased compatibility and efficiency.
- The mod was renamed from Essential Knockout Overhaul to NPC Knockout Overhaul.
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Version 0.5beta
- The mod was separated into the Basic and Unprotected editions.
MACE TO THE FACE and the heavy weapon changes were removed.
Various essential dragons are now explicitly excluded.
Knockout and post-knockout recovery time are now random within defined ranges.
Minor optimizations and code consolidation.
- The mod was separated into the Basic and Unprotected editions.
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Version 0.4beta
- The entire script was overhauled and is now SKSE dependent.
Fixed the closed eyes bug when NPCs revive from knockout (SKSE).
Essential and Protected NPCs now must have full health and not be in combat to revive from knockout.
Essential and Protected NPCs can now be revived by the player both during and after combat.
Protected NPCs that revive from knockout now have a randomized recovery period after knockout.
Protected NPCs will die if they are knocked out during the recovery period of 1 - 4 hours.
Protected NPCs' recovery status is reported with first-person monologue style messages.
Protected NPCs can now be killed by other NPCs, not just the player.
Protected NPCs will now die from a damaging hit at 0% health while they are knocked out.
Knocked out NPCs can now be looted if activated while the player is sneaking.
Knocked out NPCS can now be pushed away from the player if activated normally.
Heavy weapons now have a chance to knockout Essential and Protected NPCs at low health (SKSE).
Heavy weapons now have a chance to insta-kill Protected NPCs in recovery at low health (SKSE).
Essential and Protected NPCs are knocked out if you win a brawl against them (this was already a feature?).
- The entire script was overhauled and is now SKSE dependent.
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Version 0.3beta
- The player is now explicitly excluded from knockout.
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Version 0.2beta
- The player can now access the inventory of knocked out NPCs.
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Version 0.1beta
- Initial release.
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- Author's activity
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March 2016
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18 Mar 2016, 5:46PM | Action by: sevencardz
User submitted image verified
7000 steps Frost Troll knocked out half of Ivarstead
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- Mod page activity
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April 2024
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21 Apr 2024, 5:53PM | Action by: Feanna
Untracked
'NPC Knockout Overhaul'
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14 Apr 2024, 11:14PM | Action by: unclechippy
Untracked
'NPC Knockout Overhaul'
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10 Apr 2024, 8:30AM | Action by: ikaros1004
Endorsed
'NPC Knockout Overhaul'
March 2024
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30 Mar 2024, 10:24PM | Action by: kevinseth999
Endorsed
'NPC Knockout Overhaul'
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23 Mar 2024, 7:03AM | Action by: zartax35
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'NPC Knockout Overhaul'
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21 Mar 2024, 7:19PM | Action by: Iprollyneedhelp
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'NPC Knockout Overhaul'
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20 Mar 2024, 7:26AM | Action by: autisticazura
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'NPC Knockout Overhaul'
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18 Mar 2024, 11:21PM | Action by: watchermostcharmed
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'NPC Knockout Overhaul'
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10 Mar 2024, 10:56AM | Action by: terenceqwe
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'NPC Knockout Overhaul'
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10 Mar 2024, 3:43AM | Action by: LexB777
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'NPC Knockout Overhaul'
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07 Mar 2024, 8:08PM | Action by: MightyCrow
Untracked
'NPC Knockout Overhaul'
February 2024
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17 Feb 2024, 3:19AM | Action by: Wolfeyes140
Tracked
'NPC Knockout Overhaul'
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16 Feb 2024, 2:23PM | Action by: Mtdir
Endorsed
'NPC Knockout Overhaul'
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15 Feb 2024, 7:19PM | Action by: DivineWillPower
Untracked
'NPC Knockout Overhaul'
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15 Feb 2024, 9:33AM | Action by: LebelouP340MA
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'NPC Knockout Overhaul'
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12 Feb 2024, 8:04PM | Action by: agatesword
Tracked
'NPC Knockout Overhaul'
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07 Feb 2024, 12:49PM | Action by: Sehanbrel
Untracked
'NPC Knockout Overhaul'
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03 Feb 2024, 1:14AM | Action by: Yahaza
Endorsed
'NPC Knockout Overhaul'
January 2024
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30 Jan 2024, 5:25PM | Action by: K177J0Y
Endorsed
'NPC Knockout Overhaul'
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19 Jan 2024, 10:40AM | Action by: dreamforever2016
Endorsed
'NPC Knockout Overhaul'
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