I love this but could consider making an option to remove all injuries when you heal to full health? I think this would be perfect for a truly simplified injury system.
Also I wish there is a way to prevent bleeding from killing you and just doesn't go below 1HP?
Great mod! I like it! No script, but many things have been accomplished! Also, I have a question. Does this mod not support animals? I can be attacked and injured by guards and robbers, but the four wolves bit me for a long time without triggering any debuffs. (I'm not good at English, I hope you can understand what I'm saying.)
Tried this mod but sadly it interferes with brawls, was beating Mikael and suddenly Uthgerd started swinging her blade at me, didn't know what it was until i tried it again and saw the damage tick from this mod. I don't know how this works, but maybe add an exception to stop this mod in brawls or change the damage type of the effects? idk, but leaving this comment as feedback.
This could probably be fixed if cuts are changed to either not be applied by fists or change cuts to block health regeneration, lower max health for each cut, or a mix of all. That way they don't trigger during brawls and the modified cuts version can be made for experience users.
After reading your comment, I decided to check Simple Injuries' esp on SSEdit to see what was causing this. I found out the necessary conditions to cause normal Cuts were not specifying the weapon type used, like Deep Cuts did. Now, I added sharp weapon conditions to cause it. If you want, I can provide you the small patch
Can you make a reduced all type of injury value version of this mod please :):) because enemy cut injuries stacks and npc melted away in a few seconds. For example
-Regular Cuts: Can occur while under ""50""% health -5% chance with Heavy chest armor -20% chance with Light chest armor -35% chance with Clothing -Deep Cuts: Can occur while under 50% health and can only be applied via bladed weapons(daggers, swords, war axes, battle axes, and great swords). -0% chance with Heavy chest armor (because of this is heavy armor steel plate :) -10% chance with Light chest armor -25% chance with Clothes -90% Chance to recive a deep cut if not wearing anything and can receive with any weapon type Heal Time: cuts heal automatically after 60 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 1hp/s for 30 seconds (Because my bandits die fastly when they on his knees)
I like the idea of this mod and it's not a problem with this mod, just gonna mention it here:
I tried this mod with Skyrim Together and initially I thought it works but... Once I respawn the effects vanish, lol.
You don't have to fix it or anything, just pointing this out here. I was looking for a mod that punishes the player for dumbly going into a battle, dying and re spawning. But I probably should give up at this point.
Actually the issue is that STR dispells any temporary effects on player once he respawns. Which is kinda meh.
Just came to say I'm absolutely loving this mod so far! I'd considered a few other injury systems in the past, but most seemed too hardcore for my tastes. SCI, however, has been right up my alley; the injuries have notable effects without being super intrusive, and they work in werewolf form as well -- it adds a whole new twist to combat as a werewolf when you're bleeding out and have to feed to heal, but also risk leaving yourself open for further attack while you do so, especially when enemies are beefed up with mods like SCAR and SkyValor. If at all possible though, would it be able to "reset" injuries upon werebeast transformation? Ex, broken bones recieved while in human form don't persist in beast form. Or, if a full removal-then-reapplication isn't really feasible, then perhaps their effects could be "paused" for the duration of the transformation, similar to how Sunhelm pauses needs during beast form?
Instead of giving the player a spell to fix broken bones, what about npcs not being susceptible to this type of injury? Or instead, an unique version exclusive to npcs of the broken bones debuff that only last for a few (ingame) hours?
With version 1.2 I changed it back to how I had originally planned the broken bones injury, broken bones now last 2 hours for both player and NPC and taper off for the last 30 minutes.
62 comments
Also I wish there is a way to prevent bleeding from killing you and just doesn't go below 1HP?
Be careful, your NPCs cannot kneel because of this mod. Because they all bleed to death right away.
So semi-imcompatible with Valhalla Combat.
I would prefer bleeding was 0.5, deep cut was 1.0, and bleeding time was 30 seconds enough I think . :)
-Regular Cuts: Can occur while under ""50""% health
-5% chance with Heavy chest armor
-20% chance with Light chest armor
-35% chance with Clothing
-Deep Cuts: Can occur while under 50% health and can only be applied via bladed weapons(daggers, swords, war axes, battle axes, and great swords).
-0% chance with Heavy chest armor (because of this is heavy armor steel plate :)
-10% chance with Light chest armor
-25% chance with Clothes
-90% Chance to recive a deep cut if not wearing anything and can receive with any weapon type
Heal Time: cuts heal automatically after 60 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 1hp/s for 30 seconds (Because my bandits die fastly when they on his knees)
Excellent mod btw, im using happily
and please add disarm type injury :)
I tried this mod with Skyrim Together and initially I thought it works but... Once I respawn the effects vanish, lol.
You don't have to fix it or anything, just pointing this out here. I was looking for a mod that punishes the player for dumbly going into a battle, dying and re spawning. But I probably should give up at this point.
Actually the issue is that STR dispells any temporary effects on player once he respawns. Which is kinda meh.