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rymon23

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  1. Alterpar
    Alterpar
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    A caveat: I don't understand modding whatsoever, even though I have 220+ mods.  My problem with this mod may be self-inflicted through ignorance.

    I recently started using the wonderful floating combat text addon: https://www.nexusmods.com/skyrim/mods/87895 (Floating Damage) and noticed a very strange thing: whenever I attack, my hits register twice.  I've basically been doing double damage this whole time, and enemies have been doing double damage (or more) to me!  I'm playing Belmont's Ultimate Skyrim's version of Requiem, so I thought the increased lethality was just part of that. 

    I thought at first that it was a hitbox thing.  You know, like when you're close to an enemy and you slash them, the weapon may hit both their arm and their torso.  But after testing with a bow, I'm pretty confident saying that's not the case.  Anyway, I tracked the problem to this mod.  I don't know exactly how it works, but it seems to take your damage, figure out where you hit, then apply the damage again.

    For example, with a bow and the addon turned off, I can hit an npc in the head for 136 dmg.  With this mod turned on, if I crank the damage multiplier up to 2x and shoot the same npc in the head, I'll do 136 + 900 in two distinct damage points registering just a fraction of a second apart (likely because of tiny script delay).

    This would work fine for my purposes if there was a way to only make it do that for headshots and melee head attacks.  Unfortunately, if I then shoot the same npc in the leg, they still take 136 dmg plus like 400 damage.  This also effects enchants, so if my sword does 50 shock damage, now it does 100 because the hit registers twice.  Unlike the physical damage from a bow or melee attack, the enchant damage does not get multiplied..

    Anyway, setting the options such that the damage multiplier is a tiny 0.1 and leaving the headshot option enabled sadly results in headshots not being deadly at all.  But it does mean when I hit an npc in the arm it only adds like 2 damage.

    I've actually used this addon for years without being aware till now of what's going on because I didn't have the Floating Damage addon to let me know.  After all the testing I did to track this problem to this mod, I thought others might want to know.  Turning the addon off through its in-game menu completely solves the problem and means not having to ruin a save.
  2. r0000
    r0000
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    You should also make knee damage automatically add someone to the guard faction.

    Isn't the disarming option gonna bloat the save?
    1. Kongolan
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      yes it does bloat the save and disarm is not needed anyways, not immmersive
  3. nanashi50
    nanashi50
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    Considering how locational damage mods are always looked at skeptically (in terms of performance), can you give more explanation on the Description page about how this actually works? How is the location detection performed? Is it script based? Or are you using the engine somehow?
    1. Modling
      Modling
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      Locational damage mods are not evil by itself. The question is if you overload the game capacity to handle scripts, which may corrupt the processes and the saves made in that state. The scripts of this mod are lightweight compared with other similar mods, so it depends on the global script load of your mods acting all together at a certain moment, and producing in sum that script overload capacity. So, if you feel your game lagging when in combat, you probably has this problem. To prevent or diagnose this you can test your papyrus latency with Elephant's Script Latency Tester, or with similar tools in Convenient Horses or Sands of Time. Try to make the tests in combat and moving your character between cells at that moment too. Note that more enemies suppose more script load, so it is advisable to do the test at maximum of your setup, to avoid surprises later. It seems that the value ranges for latency are:

      50ms = Good
      100ms = Acceptable
      150ms or more = Dangerous

      More help here. You can also expand your papyrus capacity by tweaking the game INI. Search on the web for it.
    2. nanashi50
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      I understand scripts and locational damage mods are not evil by themselves. That's why I requested additional details so we can better understand how this mod works.

      The Description page says it is lightweight but doesn't explain any further. Script-based locational detection mods have never been considered light weight. There's a big difference between using scripts to do the calculation vs. relying on perks (built-in engine features) to do some calculation and just using scripts to dynamically attach the perks to actors. I looked at the ESP briefly and all I could guess was that the mod uses perks for the positioning aspect of the mod (front, sides back), which would make that feature lightweight. But I'm still not clear on how it's doing the locational damage detection (where hits land on the body).

      The mod claims to be lightweight but it doesn't have an SKSE plugin to handle the detection, and traditionally using script-based methods for locational damage detection are not all that light. So I'm trying to understand how this mod is different from past locational damage mods that makes it light weight. Was there some feature of the engine (via perks or otherwise) that was previously undiscovered? Or did the mod author think up some new ingenius method?

      I think this is a legitimate question. I would investigate the scripts myself, but the psc files (source code) are not included.
    3. Modling
      Modling
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      OK, I did not suggest that your question was not legitimate. I just tried to give a simplified version of the problem, readable for anyone, and focus on the fact that the problem is the global script latency, and offer an easy way to test and manage it. I didn't know your knowledge about the matter, so I made a summary of the issue to let you understand it with no problems.

      I know the things you say, but the only really necessary to know as a user is the result of the latency test. If you want to know more, as you say, you can try Champollion a PEX to Papyrus Decompiler, or even ESP ESM Translator (it does it graphically and automatically, and has a script viewer/editor).

      Also, I am not suggesting you to use a location or headshot damage mod, or none of them. I have not even decided it for my game. I just tried to give you an easy way to take more control on the stability of your game and help to solve your doubts by yourself. Thanks for your detailed post and good luck with your research.

      EDIT: Just note that the latency test can also show the load of an specific mod if it is tested alone in different situations. Then it is possible to compare it with other similar mods. This is a real meter of the performance of a scripted mod, and is accessible to any user.
  4. stuxjr
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    This.. is more than expected, now I never swing a sword or shoot an arrow blindly. Brawling is hard because you have to punch them in the face otherwise they would punch your face that is hard to take.
  5. mgb519
    mgb519
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    This is awesome! but any chance of making headshots only dealing increased damage instead of being an instakill?
    1. Nichoice
      Nichoice
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      +1
    2. TH3CR4PM4N
      TH3CR4PM4N
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      Yeah...
    3. Shukhan
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      Won't it be immersion breaking if headshot doesn't kill instantly?
    4. Tabris999
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      Not everyone want 100% immersion. Also you could argue that not insta killing draugr or other supernatural creatures on a headshot is immersive.
    5. mgb519
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      No less immersion-breaking than pumping a guy full of dozens of arrows to the chest but dying to a single headshot. I find consistency is far more important for immersion than actual realism.
    6. thesolotiger
      thesolotiger
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      I love the realism of this mod , head shots should kill some one with one hit . But is the mod script heavy or cause save game bloat ? Which is all that worry's me !
    7. Stonecutter1863
      Stonecutter1863
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      Head shots don't always kill in real life. For example, an arrow to the cheek would pass through non-leathal areas only. The "instakill" effect of a headshot only occurs if particular portions of the brain or brain stem are hit. It is perfectly immersive for headshots to only kill in one hit most of the time, or even some of the time.
  6. Stonecutter1863
    Stonecutter1863
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    Do the NPC's target unarmored locations in this mod?
  7. darksoulshin
    darksoulshin
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    PREMISE: I'M NOT A MODDER.
    i searched a mod like this for a long time, but i would use the injury sistem of another mod called ''wounds'' from IronDusk33,but with YOUR locational damage sistem and not with a % sistem.
    here there is a link to the mod:https://www.nexusmods.com/skyrim/mods/74617?tab=description
    the injury sistem of wounds is highly realistic,but is imprinted for a survival gaming(with frostfall, RND all in one,campfire,diseased and caco for example(that i use XD)).
    if the time to heal a broken bone is settlet to 3-4 days and you have no food or water,or are in a snow storm....then you probably die if you don't move your ass to search the resources or a safe place to rest and TREAT WOUNDS(very immersive).
    the problem of the mod wounds is that the sistem injury is based on a percentage sistem.
    And not locational damage and weapon type injury like your!
    impact(hammer and mace)--->concussion/bruises/broken bones
    slash(knives,sword,greatsword,axe and great axe)--> cut/broken bones(except knives)
    pierce(arrows,knives)-->cut

    clearly:
    broken bones-->disarm(if arms),reduce speed(40% every leg), magick debuff(if head),stamina debuff(if torso i think)
    Cut-->bleed(any part)
    bruise and concussion maybe more chance to be staggered.

    i tried to use Tes5edit to ''transfer'' the effect of injury (concussion,cut,broken bones,bruises) from ''wounds'' in a ''BLC-wounds patch '' with your basic local damage as main structure, so that when i receive a damage located on leg for example the effect would be the cut/broken/concussion/bruises leg, but when i open ts5edit i can't understand the ''structure'' of your mod(premise:i'm not a modder ç_ç).
    I thought that your injury sistem was structured like this: in the section magic effect there is the effect ''bleed'' or something like this, and this effect was applied on a head/torso/legs/arms in a certain condition and i thought the structure of this sistem was explicity visible, but it did not.

    Can you watch this mod and do a add-on patch or something that implement this mod or his injury sistem?

    i'm sorry for my bad english and thanks for your mod and your attention.
  8. trancespotter
    trancespotter
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    Am loving the mod so far!

    Anyone have suggestions for using this with requiem? I just started a new game and have dropped the locational damage to 0.4. Obviously I’m gonna still tweak it throughout my playthrough but as of right now I think it may still be a little strong since I’m already taking on draugr without silver weapons at level 3 with some follower help and no perks in one-handed (playing as a thief).

    What exactly does that setting affect? I’d want to keep all of Requiems default damage settings but use this mod to add some flavor. Would the “off-hit Damage reduction” be better used with Requiem rather than adjusting the locational damage multiplier?
  9. MorbidFlorist666
    MorbidFlorist666
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    Can you add an option to display where you hit an enemy and where you are hit? Can you add as many hit locations as possible, with an option to adjust the damage for each? I tried Locational Damage and hated it. Didn't even work most of the time and was not accurate based on the where the injuries appeared.
  10. dtrail
    dtrail
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    This mod is brilliant! Aboslutely no performance hit as it's using a small amount of scripts that aren't doing big things. and it works great! Btw; I'm playing on SSE (ported for personal use).