Skyrim
0 of 0

File information

Last updated

Original upload

Created by

sevencardz and noobzor

Uploaded by

sevencardz

Virus scan

Safe to use

1040 comments

  1. drumfire
    drumfire
    • member
    • 2 kudos
    For those who came here because they couldn't find the brawl bug fix mod recommended in the description, Modern Brawl Bug Fix worked for me.
  2. freemanendelay
    freemanendelay
    • member
    • 2 kudos
    This mod has two problems for me, first, the KO people don't ragdoll, but fall in your custom pose - this pose often starts bumping against the terrain and freaking out. It would have been better to just not do that at all, to have the body act like it's vanilla dead.
    Two, and more importantly, I just did a quest where i had a quest follower, and in the end, there were two named npc that had to be killed. Everytime they were defeated, they were knocked down, but this wasn't enough for the quest. Their health was also reset to full! So I had to deplete their health as they laid on the ground, which was not a pleasant or epic thing...
    1. Dahveed
      Dahveed
      • premium
      • 158 kudos
      Sorry for the ultra necro, but I'm having a problem with KO'd people as well, they just crumple into jello when they are KO'd... did you ever find a solution for this problem? It's really quite severe in my game, it looks ridiculous.
    2. Alnath89
      Alnath89
      • member
      • 0 kudos
      I was having the same issue of people crumbling into jelly, but I identified the problem. I had activated the "havok physics" in SkyTweak, iirc it's under the ini settings. Disabled havok physics and now it's working like a charm.
  3. LoopLoog
    LoopLoog
    • member
    • 0 kudos
    Does anybody have the Brawl Bugs Patch file? Its no longer available on Nexus. :/
  4. syclonix
    syclonix
    • premium
    • 334 kudos
    Thank you so much for this mod, this is exactly what I've wanted for so long! I really wanted my playthrough to be more challenging by making my followers able to die; but I like this solution much better. Now my followers can be knocked out quite easily, but at least I can revive them after combat without having to save scum to save them. LOVE IT!
  5. daasty55
    daasty55
    • member
    • 0 kudos
    Great work! Cool idea and it seems functional.

    In terms of rp it makes me feel like less of a savage bloodthirsty brute to have the choice of sparing them when they can't fight any longer. The little things.

    100% endorse.

    1 criticism would be to be able to change how likely and at what %hp they will bleedout/get knocked out but it seems balancedthe way it is.
  6. samyarkhafan
    samyarkhafan
    • member
    • 2 kudos
    doesnt work for me for some reason
    I punched someone in the back while sneaking nothing happens
    i hit someone with a mace from the back while sneaking and nothing happens
    the only thing that works is that enemies will be knocked out when they stay in the bleedout state for too long
  7. Soulbringer1
    Soulbringer1
    • member
    • 3 kudos
    The file this calls for is no longer available. the brawl bug one. so that may be why the mod isnt working right.
    1. Oxytwist
      Oxytwist
      • supporter
      • 6 kudos
      Yeah it is only now for people who have the req file. I think. I have it and just found this mod, so I am happy it is still there.
    2. orsowox
      orsowox
      • member
      • 1 kudos
      I was going to replace Protect Your People with this mod, too.  I'm pretty disappointed now.
      I hope this mod can be updated, patched, or taken over or something so that it requires Modern Brawl Bug Fix instead.
  8. AxStarr612
    AxStarr612
    • supporter
    • 0 kudos
    Out of nowhere and after working well for a long time, the "People Killed" stat still increases after I KO someone. This happen to anyone else or does anyone have an idea on what the deal could be? Can't seem to figure it out...I'll start a new playthrough (messing with/remordering/removing mods and etc.) where it starts off fine and it'll just start tracking as kills again...
  9. Anordil87
    Anordil87
    • member
    • 17 kudos
    I tried searching this on the forums section of this comment for "stuck in bleed" out but couldn't find a solid answer.

    I am using Enai's brawl fix, seems like brawl patch has been hidden, yet after an immersive encounter inn brawl the loser is stuck in a perpetual bleed out animation instead of falling to the ground paralyzed/unconcious.

    The same thing about about 3/4ths of the time fighting bandits, most of the time they get stuck in the bleed out animation instead of falling to the ground paralyzed/unconscious. This also happens to follower -- Uthgerd especially. What can I do do fix this?

    I have the script cloak set to 6 seconds normally, but have lowered it to 1 and still these brawler gets stuck in the bleed out animation. I am able to talk to the brawler and get the prompt giving me the options to grab, search, and revive.
  10. beyondfubar
    beyondfubar
    • member
    • 9 kudos
    Here's an interesting tidbit: Seems to work properly in SE. Will it cause your computer to 'Splode? Yes! Why? Because telling people wild and (possibly) inaccurate things on the internet is what the internet is about.

    In all seriousness if my saves kersplode I'll come back and edit this comment, but it works and right now that is all I care about. That and not having unique/essential npcs be completely invulnerable. obviously...
    1. Khumak
      Khumak
      • member
      • 37 kudos
      Well aside from the mods with SKSE DLL plugins, most Oldrim mods either already work in SE without needing any conversion or only require minimal changes to get it to work (usually just unpack the bsa and you're good to go). The main exceptions I've found are some meshes and animations and facegen. Sometimes have to switch master names for mods that have changed ESP names (like USSEP vs USLEEP). I've been using this mod in SE for months with no issues. Ideally you should resave in the SE CK but it's not required.
    2. aristotle99
      aristotle99
      • member
      • 22 kudos
      I don't understand how it can work in SE. I've ported several mods. When I downloaded this one manually and looked at it, I found that it had a DLL plugin, specifically JaxonzConsolePlugIn.dll. I believe this is the same one used in the mods Real Names and Jaxonz Real Names. They are waiting for that plugin to be ported to 64-bit. And yet I see that here, it has been "used for months with no issues". Don't understand.
    3. jakcobolt
      jakcobolt
      • member
      • 11 kudos
      Can confirm, simply installed manually to SSE and it is working fine thus far
    4. aristotle99
      aristotle99
      • member
      • 22 kudos
      Upon further investigation, there is this mod: Jaxonz Console Plugin

      This appears to be the exact same plugin as is found in this mod. On the description page of JCP is the following: "It is my understanding that this function will be added to the next release of SKSE, so this is an interim solution that will be retired in the future. Now implemented in SKSE 1.7.2 beta".

      So it seems that the JCP plugin in this mod is redundant, as evidenced by the fact that the mod works perfectly well in SSE.

      No meshes, no BSA, just resave in the CK. Good news.
    5. deleted76093143
      deleted76093143
      • account closed
      • 1 kudos
      are you saying that in SSE this mod works just by using "Mod Manager Download" or "Manual Download" button?
      how did you compensate for (according to the description) "Brawl Bugs Patch - Plugins - Modder Resource"?