Skyrim Special Edition
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Xsaton269X

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xsaton269x

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About this mod

Embark on a journey through the rugged landscapes of Skyrim, where battles are no longer mere clashes but visceral experiences with consequences. "Simple Combat Injuries" transforms the way you experience combat, by introducing a simple injury system.

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I made this mod after many playthroughs of using Wounds and only having injuries affect the player. Sure, there are other mods that add injuries to both the player and NPC's and most combat overhauls do this as well, but I wanted something different. I wanted something lightweight and script-free while still providing everything I was looking for. And thus, Simple Combat Injuries was born. This is my first attempt at a mod of this size, and it may not be for everyone. I mostly made this mod for my own playthroughs and decided to share it here for everyone else. This mod gives both the player and all NPC's on the battlefield the ability to inflict and receive injuries.

This mod is still very much a work in progress, will be making changes and tweaks to how this mod works as I learn more about mod the creation kit works and learn more about making mods. Please be patient with me, this is my first attempt at a mod of this scale.

Requirements:
SPID (and it's requirements) - to give all NPC's the ability to inflict injuries

Installing/Updating:
Safe to install/uninstall mid play-thorough as it does not use any scrips, just make sure all active injuries are cured before removing.
Updating should be safe mid play-through as well, unless otherwise specified. If switching from the esp to the esl flagged version, make sure all active injuries are cured first, otherwise should be safe to switch. Main file and all new updates will now be esl flagged esp as of v1.2.

Compatibility:
Should be compatible with any mod, but other mods that add injuries to the player might conflict, nothing game breaking, you will just have too many injuries.
Combat Overhauls that add an injury system such as Wildcat should have their injury system turned off or disabled if possible.

Also any mods that change player speed or magicka regen rates will cause the rates to be adjusted, should not be anything game breaking. In most cases I have seen the rates just get combined.

Possible Injuries:
Bruises: These are the most common type of injury and also the least impactful
Chance to receive: 80% while under 100% health
Heal Time: 20 minutes
Effect: Temporary reduction in stamina and endurance.
    -Max Stamina is reduced by 10.
Cure: None currently

Concussions: Concussions are more serious than bruises, but still have a small impact in battle
Chance to receive: Depending on what type of headwear you have on, all can occur at 85% or less health
    -60% while not wearing a helmet
    -35% while wearing a light armor helmet
    -10% while wearing a heavy armor helmet
Heal Time: 20 minutes
Effect: Blurred vision, disorientation, and reduced intelligence temporarily.
    -Immediate loss of 20 Magicka
    -Max Magicka is reduced by 20
    -Magicka regenerates 25% slower
    -Spells cost 20% more Magicka
Cure: Cure Concussion Potion
    -Crafted at a cooking pot with Ale

Cuts: Cuts are a more serious type of injury and have two severities, regular and deep. CAUTION: Anyone can die from cuts, you have been warned
Chance to receive: Ghosts, undead and  dwarven machines are immune to cuts for added immersion
    -Regular Cuts: Can occur while under 100% health and can only be applied via light bladed weapons(daggers, swords, war axes)
        -10% chance with Heavy chest armor
        -40% chance with Light chest armor
        -75% chance with Clothing
    -Deep Cuts: Can occur while under 100% health and can only be applied via heavy bladed weapons(battle axes and great swords).
        -5% chance with Heavy chest armor
        -20% chance with Light chest armor
        -50% chance with Clothes
    -90% Chance to receive a deep cut if not wearing anything and can receive with any bladed weapon
Heal Time: cuts heal automatically after 30 seconds
Effect: Minor bleeding causing gradual health loss. Possible to suffer from multiple cuts at a time
    -Regular Cuts: loose 0.5hp/s for 30 seconds
    -Deep Cuts: loose 1.5hp/s for 30 seconds
Cure: Bandages - Craft bandages to stop the bleeding and cure cuts faster, Bandages can be life savers by stopping you from bleeding to death
    -Crafted at a cooking pot with Tundra Cotton and Ale and Linen Wraps

Broken Bone: Broken bones are the worst type of injury to receive and now take worn chest armor into account
Chance to receive: Can occur under 50% health, ghosts and dwarven machines are immune, only heavy/blunt weapons (warhammers, battleaxes, greatswords and maces) can break bones.
    -99% while wearing no clothes or armor
    -95% while wearing only clothing and no chest armor
    -60% while wearing light chest armor
    -10% while wearing heavy chest armor
Heal Time: 2 hours, effects taper off during last 30 minutes (removed the splinted effects and spell for splinting NPC's. Havin a healing time was the original idea of the broken bones injury)
Effect: Slower movement speed and reduced physical attack effectiveness.
    -Movement speed reduced by 40%
    -30% slower Attack Speed
Cure: Splints - craft splints to restore normal movement and attack speeds
    -Crafted at a cooking pot with Linen Wraps and Firewood

Note: All cures are currently just potions that cure the effect. This is because I am still learning the creation kit and until I can figure out a better way to make the cures, this will have to do for now.

Since this is my first attempt at an injury mod, the percentages of receiving the injuries may change a few times until I find a good number. As of now I feel like the chance of receiving injuries is fair enough now to not be too overwhelming, while still being able to receive the injuries during normal combat. I will also be working on adding different conditions and percentages for receiving certain injuries based on worn armor. I might also add new injuries in time as I think of new ones to add.