Please read the description and the Read Me before posting.
REQUIRES: Skyrim Update
This mod that adds a couple of brawlers to taverns that meet the right conditions, because it's weird that Skyrim's taverns never have anyone brawling in the background. It doesn't edit vanilla assets, so it shouldn't break anything. The scripts are as light as I could make them because I know how bad script lag can get with combat.
I consider this mod complete as-is, but if you find bugs, let me know and I'll do my best to fix them.
I doubt I'll be adding more features to this version, but I'm working on an alternate version that would have larger brawls break out from time to time. If I get it working, I'll post it as an optional file.
F.A.Q.
SSE Port? I need a new graphics card before I can even think about SSE. But yes, eventually.
XBox One port? Not happening. I don't play SSE on the Xbox One and would have no way to support it.
Steam/Bethesda.Net/someplace else? No. I have limited modding time and want to support only one release point for the mod.
Added the BIGGER BRAWLS version. Use only one of the two versions, they are not compatible with each other.
- Brawlers now spawn only when you enter a tavern between 5 PM and 3 AM.
- On Fredas and Loredas nights, BIGGER BRAWLS spawns four brawlers in the large city vanilla taverns - the Bannered Mare, Bee and Barb, Candlehearth Hall, Silver Blood Inn and Winking Skeever. On non-weekend nights the big taverns will get only two brawlers. Other taverns still get the usual two spawned brawlers in the evenings. It just didn't look right in-game having four brawlers spawn in, say, Morthal, even on a weekend.
- The four brawlers will start out all fighting each other. When one enters bleedout, they'll stop and wander around. After a while at least two and possibly all four will start fighting again. And so on.
- If you use mods that add NPCs to taverns, you may experience lag with the extra brawlers, especially if you have a low-end system. If you use the BIGGER BRAWLS versions with such mods, I'd be interested in hearing about lag issues in the taverns, if you have any. If lag isn't a big issue for people, I can up the number of spawned brawlers.
- I'm still looking at a way to let the player jump into a brawl without adding a lot of complexity to the mod. So far, I haven't had much luck, but I have some ideas I still have to try.
22 April 2017 -
The two OPTIONAL ESPS are for the ORIGINAL version only.
One alternate will spawn brawlers if you enter the tavern between 6 PM and 2 AM only.
- The brawlers will still fight for as long as you're there, so if you camp out in the tavern from, say 8 PM to 4 AM, they'll fight the whole time. - On the other hand, if you enter the tavern at, say, 5 PM and stay until midnight, the brawlers won't spawn. You'd have to leave the tavern during that 6 PM to 2 AM window and re-enter it to spawn brawlers (the two hour cooldown won't apply in this case).
The other alternate will spawn brawlers only 1/3 of the time, and doesn't care what time of day it is.
- Skyrim's random number generator is not very good. If you aren't happy with the amount of brawls that are happening, you should be able to tweak the number in TESVEdit. Load jknjbBarFight.esp into TESVEdit and look under the category "Quest". The quest affected is "jknjbBFPlayerEntersTavern". One of the conditions on it is "GetRandomPercent". Just change the Comparison Value to whatever you want in the range 0 to 99, inclusive. 99 is always on, 0 is always off.
To use one of the optional versions, install the Main Version and overwrite that esp with the alternate one.
DON'T try to use multiple versions at the same time.
As I mentioned (somewhere), this mod came out of my working on rewriting my TAVERN BRAWLS mod. And I realized that there are more parts to what I want to do than I want to put into a single mod, because there are a LOT of moving parts with brawls, and Skyrim makes it hard to get into combat and not kill everything.
SO. The future looks a bit like this:
TAVERN BRAWLS - tweak and update coming. BAR FIGHT - UPDATE: I'm working on letting players jump into an ongoing brawl. FIGHT CLUB - Coming soon.... (depending on my work schedule)
I came here after TES5Editing Beggar's Brawl Arena and wasn't satisfied that for all intents and purposes, BBA is mainly a player-centred, player-activated arena. I'm thinking of merging Tavern Fights into my customised arena-only bare-boned BBA and try to see if I can edit it to have TF handle bare-fist fights in the arena (or bar) and see what goes.
Thanks. Currently still in the process of cleaning up BBA. I initially tried a quick and dirty merge and replacement of some stuff, changing conditions and such but it didn't work the first time round. But with the amount of stuff BBA had lying around doing nothing and TF's own extensive NPC list (to populate the brawler levelled list), I decided to start editing from each mod's ESP first rather than have to do it after the merge.
If you want the sources, PM me with an e-mail address I can send them to. I'm still looking at updating this mod/combining it with my other background brawler, but it sounds like yours will be very different, and I don't have anywhere near as much modding time as I used to. If you publish your mod down the road, just credit me for any parts you use from this one. The brawling mechanism in Skyrim is a real PITA, everything is designed around killing your opponent, lol.
- Here is my vote for an SSE port. I could just open the mod in CK2.0 and hit "save" and be done with it but there are so many mods I need to do that with.
- Only a suggestion/opinion: I search for "Tavern" for all my tavern modding needs. Anyone who doesn't know you might do that too and miss this gem of a mod. If/when you make a SSE port, I think "Tavern Fight" might be easier to find.
- This one is here for us modders who might want to know... Which markers do you attach the 2 fighters to? In the Frozen Fool in Icicle Valley, I get 1 fighter coming from the Location Center Marker and one coming from behind the counter. I want to move the one from behind the counter.
Hmm, I'm going on memory here, but I believe I use the Location Center Marker and either the Bartender marker or the Bard audience or... a random item tagged with the keyword VendorItemFood as the spawn point. Depends on what's available in the tavern in question.
You can't "move" the one from behind the counter exactly, but you could change the order in which the spawn points are picked. I don't want to have to patch for 9 trillion inn-added mods so I can only work with what I know will be in a vanilla in. Thus my choice of a items tagged with the "food" keyword.
Silly, perhaps, but there you go
Note that anything you change will affect ALL taverns covered by the mod, so choose wisely....
I love the idea of this mod! Anything to add more life to Skyrim! I came across my first bar fight earlier after having forgotten I'd even installed this mod and was pleasantly surprised by it. I do have some critiques though if you're willing to hear some feedback. I don't know what is and isn't possible though. First, I don't know if this is intended behavior, but the two brawlers don't stop after one of them has won. The loser goes down to the ground, then after they've recovered, will immediately go pick a fight again. I just felt it was kind of odd. Not necessarily unrealistic, drunk people can be idiots after all. But I did think there should have been a bit more of a delay between the fighting. What might help is if the individual fights lasted a little longer. As well, they are drunk patrons, why not give them drunk animations? There are a few of them already in skyrim (as you can see in this video of Lively Inns and Taverns https://youtu.be/_q_VeUW0bIg). Also, maybe between fights, have both of them go idle somewhere for a bit. The mod More Tavern Idles would probably help with that effect quite a bit. Lastly, Is there anyway to alter the music that plays during a brawl? The normal combat music is a bit too dramatic for a drunken bar fight. Maybe either disable it and just let the current tavern music just keep playing or somehow trigger some other music? Anyway, just my two(several?) cents. Look forward to seeing the mod progress!
Thanks for the input. Sorry for the delay in responding.
The fighters should idle for a bit between fights, though I did randomize the time. If you've altered the rate at which time passes in your game, that might affect it.
I don't know enough to work with animations, sorry, and my modding time is quite limited these days so it's unlikely I'll learn how to work with them any time soon. i will keep your suggestions in mind, however. Likewise, I don't touch the music, so the game engine does what it does....
@Kojak: JK a man? Nope! I also made that mistake at first. She is a sculptor and AI programmer, as you can deduct by her avatar and mod, and she likes rustics, sci-fi and... fights! So, she is a special woman.
@JK: Here you are another idea... A drinking contest option with a chance to end in a brawl started by the loser, the player or the NPC, or if any of them does not pay the debt. This mod could be called "A Fistful of Dollars" and would link your two brawl mods, making them a trilogy, like the Clint Eastwood films. The patent of the idea is yours, of course. Cheers!
Liking it so far, though may I suggest something? The method by which we can exclude certain taverns from spawning brawlers necessarily adds your esp a master for the esp of the mod containing a tavern we want to exclude. This may be problematic for mods that have to be higher than yours in the load order (or as dictated by LOOT).
Two examples I can think of off the top of my head:
1) The Gray Cowl of Nocturnal has an esm instead of an esp. There's a really small bar in the mod's newly-added worldspace.
2) Ayleid Citadel, just like the author's many other mods, has the LocTypeInn keyword for the 'house' (since he makes castles, that works quite well for things like follower commentary and such, but YMMV). It comes as a fake esm.
So, instead of adding the jknjb_BFNoBrawlingNPCs keyword from your esp to exclude taverns from spawning brawlers, how about making it so the mod will read a vanilla keyword to trigger the exclusion instead, such that excluding taverns won't involve making your esp a master for other mods? Maybe keywords like LocTypeDwelling or LocTypeHouse?
Actually, it doesn't add BAR FIGHT as a master. TESVEdit injects the keyword record into UPDATE.ESM by TESVedit, so it WILL add UPDATE.ESM as a master if that's not already on the tavern mod, but not BAR FIGHT. The unique keyword is necessary for clarity of function, in this case, since the vanilla keywords are used for many game situations other than BAR FIGHT. Put it this way, it worked as advertised when I tested it on a mod that added a lot of tiny inns to the game, UPDATE was a master but not BAR FIGHT.
And, you can always talk to the innkeeper if you don't want to tweak another mod, that's exactly why the innkeeper option is there. the dialogue will be near the bottom of the innkeeper's dialogue tree, so you may have to look for it. I didn't want it to be the first thing you see because most people will want to talk to the innkeeper for other things (like, oh, buying mead to drink while watching the brawl )
Thanks for the suggestions, though. I appreciate the time you took to write them.
Ahh, I see. I didn't know that TES5Edit would inject the keyword into Update.esm instead. That's neat! (Also, I admit I misread the innkeeper part. I thought that option would just stop the current brawl, not permanently exclude a tavern from spawning brawlers.)
No, you were right, the innkeeper option stops just the current brawl. Though you've given me an idea - I'll look into adding a keyword to a location "on the fly". It should be possible, the only question is whether or not the data would be persistent across save games.
I'll let you know what I find out
UPDATE: Well, that wasn't as useful as I'd hoped. It seems I can't add a keyword dynamically and KEEP it on the inn. And adding the inn to a FormList is begging for corrupt formlists and such if the player removes the mod with the inn from the game at some point (not that ANYONE would remove a mod mid-game... hahahaha).
There is an option to add data to an existing keyword, so I could add a 1 or 0 to LocTypeInn for a given tavern, but if another mod does the same for some reason, that would be a serious conflict.
TL; DR - at the moment, the innkeeper's dialogue affects only the current brawl spawn. I'll keep looking for alternatives, though. Cheers
Ah, I see. Since you were aiming for something simple, it probably wouldn't be worth the effort to maintain a proper formlist through MCM and such. Though, I admit I barely know anything about Papyrus, but would it be possible to make the innkeeper dialogue (or add a new option) drop an invisible item into the tavern's interior cell that will mark it for exclusion? Would that have to mess with formlists too?
I'm thinking of something like flexcreator's Servants Sort Loot, with which you can 'mark' containers for placement of certain items by leaving an item (a note) in it.
(Please note that, at this point, I'm just throwing ideas out there; whether or not you'll add a method of excluding taverns on the fly, I'm already comfortable with editing mods using TES5Edit to accomplish that )
The brawl quest runs ONLY when you're in a tavern. The rest of the time it's stopped, so there's no load from it on the game engine. The only way I could make a dropped marker be persistent is if I kept the quest open, which would make things Complicated. I use a ChangeLocation event to track when you enter an inn and when you leave, this way I can clean up spawned brawlers efficiently so you don't have thousands of them running around the taverns after a while
It'd be great if we could place bets on the winner for "immersion" purposes That'd certainly fits with bar fights (I mean, sometimes, people would do that, right?)
When I download This and went on bar at night and say " Holy craft They are Fighting I wanna Join Too" Then I punch Them so sad I forgot to Dismiss my companion, Serana Kill The two Guy *Cried* T^T -Great Mod By the way
Unfortunately this mod won't make it so you can brawl with the spawned NPCs. Having the player brawl is complicated, because all your followers and people you've done favors for will jump in (like Serana did ) and the combat is always considered "to the death". Skyrim makes it REALLY hard for the player not to kill things.
My other mod, Tavern Brawls, *will* let you brawl with an NPC that mod adds to taverns, but I'll admit even that is limited because of the way Skyrim does combat.
62 comments
REQUIRES:
Skyrim
Update
This mod that adds a couple of brawlers to taverns that meet the right conditions, because it's weird that Skyrim's taverns never have anyone brawling in the background. It doesn't edit vanilla assets, so it shouldn't break anything. The scripts are as light as I could make them because I know how bad script lag can get with combat.
I consider this mod complete as-is, but if you find bugs, let me know and I'll do my best to fix them.
I doubt I'll be adding more features to this version, but I'm working on an alternate version that would have larger brawls break out from time to time. If I get it working, I'll post it as an optional file.
F.A.Q.
SSE Port? I need a new graphics card before I can even think about SSE. But yes, eventually.
XBox One port? Not happening. I don't play SSE on the Xbox One and would have no way to support it.
Steam/Bethesda.Net/someplace else? No. I have limited modding time and want to support only one release point for the mod.
Added the BIGGER BRAWLS version. Use only one of the two versions, they are not compatible with each other.
- Brawlers now spawn only when you enter a tavern between 5 PM and 3 AM.
- On Fredas and Loredas nights, BIGGER BRAWLS spawns four brawlers in the large city vanilla taverns - the Bannered Mare, Bee and Barb, Candlehearth Hall, Silver Blood Inn and Winking Skeever. On non-weekend nights the big taverns will get only two brawlers. Other taverns still get the usual two spawned brawlers in the evenings. It just didn't look right in-game having four brawlers spawn in, say, Morthal, even on a weekend.
- The four brawlers will start out all fighting each other. When one enters bleedout, they'll stop and wander around. After a while at least two and possibly all four will start fighting again. And so on.
- If you use mods that add NPCs to taverns, you may experience lag with the extra brawlers, especially if you have a low-end system. If you use the BIGGER BRAWLS versions with such mods, I'd be interested in hearing about lag issues in the taverns, if you have any. If lag isn't a big issue for people, I can up the number of spawned brawlers.
- I'm still looking at a way to let the player jump into a brawl without adding a lot of complexity to the mod. So far, I haven't had much luck, but I have some ideas I still have to try.
22 April 2017 -
The two OPTIONAL ESPS are for the ORIGINAL version only.
One alternate will spawn brawlers if you enter the tavern between 6 PM and 2 AM only.
- The brawlers will still fight for as long as you're there, so if you camp out in the tavern from, say 8 PM to 4 AM, they'll fight the whole time.
- On the other hand, if you enter the tavern at, say, 5 PM and stay until midnight, the brawlers won't spawn. You'd have to leave the tavern during that 6 PM to 2 AM window and re-enter it to spawn brawlers (the two hour cooldown won't apply in this case).
The other alternate will spawn brawlers only 1/3 of the time, and doesn't care what time of day it is.
- Skyrim's random number generator is not very good. If you aren't happy with the amount of brawls that are happening, you should be able to tweak the number in TESVEdit. Load jknjbBarFight.esp into TESVEdit and look under the category
"Quest". The quest affected is "jknjbBFPlayerEntersTavern". One of the conditions on it is "GetRandomPercent". Just change the Comparison Value to whatever you want in the range 0 to 99, inclusive. 99 is always on, 0 is always off.
To use one of the optional versions, install the Main Version and overwrite that esp with the alternate one.
DON'T try to use multiple versions at the same time.
SO. The future looks a bit like this:
TAVERN BRAWLS - tweak and update coming.
BAR FIGHT - UPDATE: I'm working on letting players jump into an ongoing brawl.
FIGHT CLUB - Coming soon.... (depending on my work schedule)
Cheers!
- Here is my vote for an SSE port. I could just open the mod in CK2.0 and hit "save" and be done with it but there are so many mods I need to do that with.
- Only a suggestion/opinion: I search for "Tavern" for all my tavern modding needs. Anyone who doesn't know you might do that too and miss this gem of a mod. If/when you make a SSE port, I think "Tavern Fight" might be easier to find.
- This one is here for us modders who might want to know...
Which markers do you attach the 2 fighters to? In the Frozen Fool in Icicle Valley, I get 1 fighter coming from the Location Center Marker and one coming from behind the counter. I want to move the one from behind the counter.
You can't "move" the one from behind the counter exactly, but you could change the order in which the spawn points are picked. I don't want to have to patch for 9 trillion inn-added mods so I can only work with what I know will be in a vanilla in. Thus my choice of a items tagged with the "food" keyword.
Silly, perhaps, but there you go
Note that anything you change will affect ALL taverns covered by the mod, so choose wisely....
The fighters should idle for a bit between fights, though I did randomize the time. If you've altered the rate at which time passes in your game, that might affect it.
I don't know enough to work with animations, sorry, and my modding time is quite limited these days so it's unlikely I'll learn how to work with them any time soon. i will keep your suggestions in mind, however. Likewise, I don't touch the music, so the game engine does what it does....
@JK: Here you are another idea... A drinking contest option with a chance to end in a brawl started by the loser, the player or the NPC, or if any of them does not pay the debt. This mod could be called "A Fistful of Dollars" and would link your two brawl mods, making them a trilogy, like the Clint Eastwood films. The patent of the idea is yours, of course. Cheers!
Be happy
Two examples I can think of off the top of my head:
1) The Gray Cowl of Nocturnal has an esm instead of an esp. There's a really small bar in the mod's newly-added worldspace.
2) Ayleid Citadel, just like the author's many other mods, has the LocTypeInn keyword for the 'house' (since he makes castles, that works quite well for things like follower commentary and such, but YMMV). It comes as a fake esm.
So, instead of adding the jknjb_BFNoBrawlingNPCs keyword from your esp to exclude taverns from spawning brawlers, how about making it so the mod will read a vanilla keyword to trigger the exclusion instead, such that excluding taverns won't involve making your esp a master for other mods? Maybe keywords like LocTypeDwelling or LocTypeHouse?
And, you can always talk to the innkeeper if you don't want to tweak another mod, that's exactly why the innkeeper option is there. the dialogue will be near the bottom of the innkeeper's dialogue tree, so you may have to look for it. I didn't want it to be the first thing you see because most people will want to talk to the innkeeper for other things (like, oh, buying mead to drink while watching the brawl )
Thanks for the suggestions, though. I appreciate the time you took to write them.
EDITED for typos and clarity
Thanks again for the mod
I'll let you know what I find out
UPDATE: Well, that wasn't as useful as I'd hoped. It seems I can't add a keyword dynamically and KEEP it on the inn. And adding the inn to a FormList is begging for corrupt formlists and such if the player removes the mod with the inn from the game at some point (not that ANYONE would remove a mod mid-game... hahahaha).
There is an option to add data to an existing keyword, so I could add a 1 or 0 to LocTypeInn for a given tavern, but if another mod does the same for some reason, that would be a serious conflict.
TL; DR - at the moment, the innkeeper's dialogue affects only the current brawl spawn. I'll keep looking for alternatives, though. Cheers
I'm thinking of something like flexcreator's Servants Sort Loot, with which you can 'mark' containers for placement of certain items by leaving an item (a note) in it.
(Please note that, at this point, I'm just throwing ideas out there; whether or not you'll add a method of excluding taverns on the fly, I'm already comfortable with editing mods using TES5Edit to accomplish that )
The brawl quest runs ONLY when you're in a tavern. The rest of the time it's stopped, so there's no load from it on the game engine. The only way I could make a dropped marker be persistent is if I kept the quest open, which would make things Complicated. I use a ChangeLocation event to track when you enter an inn and when you leave, this way I can clean up spawned brawlers efficiently so you don't have thousands of them running around the taverns after a while
Cheers
Have a nice day, then
Gonna try this with More Tavern Idles, should be a fun time in inns...
-Great Mod By the way
My other mod, Tavern Brawls, *will* let you brawl with an NPC that mod adds to taverns, but I'll admit even that is limited because of the way Skyrim does combat.
I'm glad you like the mod