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...
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.
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.
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!
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.
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
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.
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...
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.
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...
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.
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.
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.
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"?
1040 comments
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...
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.
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
I hope this mod can be updated, patched, or taken over or something so that it requires Modern Brawl Bug Fix instead.
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.
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...
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.
how did you compensate for (according to the description) "Brawl Bugs Patch - Plugins - Modder Resource"?