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  1. lesi123
    lesi123
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    Retirement from Skyrim Modding (September 2017)


    After some touch and go since the Skyrim Special Edition release, I’ve decided to hang up my modding hat on Skyrim. I have enjoyed the game immensely over the years but my interests have since moved on.

    All of my mods that I am the SOLE author of that use OPEN assets are open to anyone wanting to translate, edit, pick apart, derive, fix, patch, release to other sites, and port to any system/platform SO LONG AS THE FILES ARE NOT BEING SOLD UNDER ANY CIRCUMSTANCE FOR ANY TYPE OF CURRENCY. All I ask is that I am credited as the creator of the original mod. If I am not the sole author of a mod or the mod uses assets that require permission from another author, you MUST contact them for written permission to perform any of the above actions.

    Feel free to PM me with questions. I will occasionally lurk the site and answer questions on my mod pages as well.

    Thank you for all the fun times!
  2. lesi123
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    [size=10]FREQUENTLY ASKED QUESTIONS
    [/size]



    How much will this mod affect my game performance?

    There is no real answer to this; everyone has a different load list and a different computer system. The best way to see how it truly affects your performance is to try it. Generally, combat related mods are somewhat script intensive and this mod isn't much different. Go easy on using too many script intensive mods for smoother gameplay; fewer is better, especially if your framerate isn't great since the speed at which Papyrus runs is tied to your FPS.

    Here's some technical mumbo jumbo:
    -This mod uses the cloaking method to attach the needed scripts to actors around your character. The cloak only checks for actors every 4 seconds with the range slightly larger than a cell and the scripts have a duration of 2 minutes; they will expire after 120 seconds as long as you are no longer within range of the actors.
    -These scripts use OnHit events to apply bleed spells and are throttled using timed states so that mutiple hits are not queuing up Papyrus. If you or an actor recieves multiple hit events within a very short amount of time, the script will run the first valid hit and discard all others until the first one is finished running and the throttle time is met. While some valid hits won't have a chance to roll for bleed damage because the script is "busy", it's much safer for Papyrus and unnoticeable during normal gameplay. This throttle method was implemented mainly as a safeguard for users with mods that can potentially create battles with massive amounts of OnHit events (such as Deadly Dragons).


    Will you ever make NPCs be able to apply bleeds to other NPCs?

    Not at this time. If you have essential or protected NPCs dying during combat with other NPCs, it is not related to this mod. In addition, the bleed effects are not scripted damage and will never bypass Skyrim's essential or protected flags. They will simply enter the "Bleed Out" crawl and stand back up once the bleeds have worn off.


    Can you make bleeds apply when X happens instead of % chance?

    No. The framework of this mod is built specifically around probability to avoid conflicts with mods that alter armor types, armor rating, or mods that change how incoming damage is calculated. Gotta play nice with the other kids in the neighborhood!


    More creatures should cause bleeds when they attack!

    Realistically, every creature in the game would cause bleeding to your character through bites, mauling, bashing, crushing, etc. I wanted to keep the list relatively short so I made the choice to stick with creatures that had teeth, claws, or weapons attached their bodies (dwarven automatons in this case). Sadly, dragons and hagravens had to be excluded in this mod remake due to technical reasons.


    I have No Health Regen enabled but I’m still regaining health when bleeding. What’s going on?

    There are three effects in the base game that you get after completing certain quests that give you a constant stream of health every second instead of altering your natural heal rate. These effects are The Fire Within, Force Without Effort, and Sinderion's Serendipity. The first two are casted on you when you speak to Paarthunax to learn The Fire Within (if you choose Yol) or Force Without Effort (if you choose Fus). Sinderion's Serendipity is cast on you when you complete the quest A Return to Your Roots. This mod only reduces your heal rate while you are bleeding and restores it to it's previous values when you stop bleeding. It can do nothing against effects/potions/food that give an absolute value for health, whether immediate or over time. If you have Sinderion's Serendipity, The Fire Within, or Force Without Effort and want to remove the effects from your character, you can type via console the following:

    player.removespell 000E8282
    player.removespell 000E8281
    player.removespell 0010BF09

    These spells only control the health regen; the other effects are attached to hidden perks and will still apply to your character. You can always add these spells back if you choose. The Fire Within and Force Without Effort can be regained by speaking with Paarthunax again and choosing one of the two effects /or/ typing via console player.addspell 000E8282 for The Fire Within or player.addspell 000E8281 for Force Without Effort. Sinderion's Serendipity can only be regained via console by typing player.addspell 0010BF09.

    If you are still experiencing problems with your health regenerating with these three effects removed, it may be another mod giving your character a similar buff to the ones described above.


    My character/NPCs are attacking really fast/slow!

    Skyrim's base weapon attack speed values are inherently flawed. The values for both NPCs and the player are defaulted at 0 instead of 1. This even causes the vanilla perks that increase attack speed to stack improperly. Mods that employ attack speed modifications may implement a fix for this so that the attack speeds work correctly. I have included one as well (as a toggle) in the MCM on the Reset & Help page.

    The slowing effects in Bleed Them Dry assumes that the attack speed values on NPCs are 0 and the player are greater than 0.4. If you have a mod that already has adjusted these values for the player, you don't need to enable the fix. As a result of having the proper values on the player, it's highly recommended you enable the Perk Attack Speed Fix as well (located on the same MCM page). This fix modifies vanilla perk attack speed values by 1.x-1 so your attack speed isn't jumping up to crazy numbers.

    However, if you have a mod that has adjusted the NPC base attack speed, you will see them begin to attack very fast when bleeding. In this case, you will need to disable the Slow Attack Speed debuff for NPCs.


    I use a high damage combat overhaul and think the bleeds are pretty wimpy...

    If you're using gameplay/combat overhauls (SkyRe for example) where enemies die in very few hits, you're probably not going to notice the bleeds very often. The reason the damage values are as low as they are is because the bleeds can stack. If you have a weapon maxed out at 5 damage a second for 60 seconds with a 100% bleed chance, 3 hits on a target equals ~900 damage over it's duration. The bleeds can be powerful, but they use time as an advantage which may not suit certain fast-paced combat playstyles.


    I'm having problems with the blood drop textures...

    There are quite a few game limitations on texture decals, some that can be fixed and others that can't. Take a look at the FAQ on the Enhanced Blood Texture mod page if you're encountering issues. You may find the reason/fix for it there.


    I'm getting errors in my Papyrus log!

    If you are getting this error:


    Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
    stack:

    [None].BTDBloodTrail.RegisterForSingleUpdate() - "<native>" Line ?
    ...


    It is completely harmless and does not contribute to CTD, freezing, save bloat, or corrupted savegames. Basically, when a magic effect has a script attached to it (such as the blood trail effect) that calls for updates during it's duration and gets refreshed/expires in the middle of an update, it will sometimes spit out this error. Since the call is failing to register for a single update, the game handles it itself and logs it after it's already resolved.


    Does this mod conflict with other mods?

    Some features in Bleed Them Dry may overlap with other effects provided by other mods, especially combat mods. For this reason, every feature in this mod is able to be toggled on or off in case you have other mods that add similar effects.


    Will you check if a mod is compatible for me?

    No. Sadly I don't have the time to check every mod for compatibility. If you do happen to find a conflict, let me know and I'll make a note on the mod page. Regarding patches (if any is truly needed), I may or may not make them. I’ll evaluate patch requests on a case by case basis.


    The in-game MCM Reset & Help page covers the major aspects of the mod for quick reference should you need it.
  3. RockenJenAnn
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    Hey, I use this mod avidly. It's amazing. I love it. But a long while back ago, perhaps before it was remade, I remember hitting someone with my weapon and there being a high chance of an extreme amount of blood splashing from their wound and hitting the ground. I don't know now what mod that was for sure. Could you please help me find it again? Or tell me if it was in an earlier version of this mod? Because, once again, I find myself craving that violence.
  4. ciathyza
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    Hi! Does somebody know if this mod is compatible with BLEED - A Blood Overhaul?
    1. RockenJenAnn
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      I highly doubt it. It changes and has scripts for a wealth of the same things this mod has. You could test it at your own risk, but I myself looked at BLEED and said to myself, "That cannot be compatible with BTDRemade". And I'm glad, because this mod is more customizeable.
  5. Ogrish876
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    Can I add bleed damage to the wolverine animated claws mod with this mod?
  6. gamer2948
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    Is there anyone porting this over to Skyrim SE? This mod is a must have for any Skyrim play through. There's like no other combat on Skyrim SE that does this. Vigor bleeds are too weak.
  7. DarkFadi
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    Oh great, just as i was thinking "i love this mod, wonder if theres an update" i see the retirement post i wish you good luck, and i have just this to say: you don't have to leave permanently, maybe one day you'll be less burnt out.
  8. jedp15
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    maybe it's beyond the scope of this mod, but it would be cool if you integrated some extra injury types or severities, such as contusions, sprains, concussions, fractures, etc with different penalties and maybe with accompanying visual & audio effects, if it's not too hard. Will be using this though, thank you.
    1. lesi123
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      I believe the Wildcat combat mod (and other combat mods probably) have exactly what you listed. This mod should work just fine with any of them as well.
  9. nyaamolip
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    Your mod is nice.
    So I try to translate it into an other language. Would it be okay?
    If you allow, I will upload the file here (http://www.nexusmods.com/skyrim).
    If you do not approve it, I will keep it on my personal blog.

    But if you do not answer after many days, I will translate this mod and post it on nexusmods site.
    I want to get your permission. So I look forward to a Nice reply.
    1. lesi123
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      Sure, go ahead.
  10. brylem
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    Cool frickin mod man. Is there any way I can adjust the debuffs to bleeding npcs so they die more naturally from bleeding out? I mean I don't want them swinging one second and then falling flat on their face the next -- worse still, if they're fleeing and they all of a sudden get bowled over as if they were hit by an arrow or something!
    1. lesi123
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      Sure, you can use a lower damage output and lower hit chance if it looks too unnatural. NPCs normally enter a "bleed out" state where they crawl around when they reach a certain health percentage but they can skip that state if they die too fast for it to trigger.
  11. free8082002
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    - What happens if already as bandages/poultices from another mod? I use Requiem + CACO2.

    - Dragons are affected? Because they have 7k in Requiem :p
    1. lesi123
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      Items from other mods will have no effect on the bleed effects of this mod without a patch. You can deal bleed damage to dragons but they can not deal bleed damage to your character due to technical issues with the scripts not able to differentiate types of attacks.
  12. DonProtein
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    Awesome work, sir!
    Thanks for sharing this.
    Small question though - if colliding with perk overhaul mods bleed effects, let's say bleed effect on dagger hit perk from Ordinator, they just will work both, correct?
    1. lesi123
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      Thank you! You are correct; bleeds from perks and this mod will work fine together.