If I were to add a suggestion - despite there is no stealth strike for unarmed in MCO movesets some perk for bonus damage or something would help greatly.
Is it possible to use FNIS instead of Nemesis? I'm already getting 5 other mods to support this mod, but switching from FNIS seems like yet another pretty big project
Hello, I am having a small problem while using this mod. Whenever "Bruiser" is ticked on, all of my activator prompts disappear. Things such as doors, items and chests can still be interacted with, but there is no wording or prompt to let me know I can interact with it, no matter how close I get.
I don't see any conflicts that could be causing this and this is the only custom skill mod I'm using where this is happening so any help would be appreciated. I am using mods such as "Dynamic Activation Key" and "Oblivion Interaction Icons".
I'm having trouble getting the first person animations to work. At first, my hands would teleport to my knees if I was doing anything besides power attacking with both hands, which still uses the vanilla animation. Now, my fists are teleporting to above my head, which I was only able to figure out because of finding weird stretching when I looked up.
Oh strange. It's possibly a conflict with another mod. What other mods do you use that alter first person animations? I've tested with improved camera, but it's possible I missed something. Make sure to rerun nemesis post installation of the Unarmed Weapon Speed Scaling and Unlocked Movement mod or after any other mod nemesis based mod. It's easy to forget. Try clearing the nemesis cache an rerunning incase it's an issue there.
Regardless the animations aren't mandatory for the mod to function, so you can try disabling all of the first person animations via the in game Open Animation Replacer menu. The first person animation editing submodules all have the string "1P" and should appear under "BruiserHH". If that fixes the issue, you can then try reenabling each one by one until you find the one causing your issue.
just here to echo a similar issue which was reported earlier. this mod looks awesome, so i may return and try again at a later point, but i have given up on getting it to work at the moment. skilltree not showing up in MCM or CSM, despite having multiple other CSM mods working fine (eg sets of skills, haemophilia, prelude to purgatory, dragonborn, college of winterhold).
gog 1.6.659
all mod dependancies in order
the .esp plugin is active in MO2
double checked with SSEEdit and none of its records seem to be getting overwritten by other mods.
player.getav HandToHand returns (null) >> 0.00
config has the LevelFile = "BruiserHandToHand.esp" LevelId = 0x801 #LevelFile = "" #LevelId = 0 thing
logs say [2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillUseMult set to 6.6 [2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillUseOffset set to 1 [2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillImproveMult set to 2 [2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillImproveOffset set to 0 [2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.DamageXPDampen set to 0.91 [2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:35] Finished loading XP settings from ini. [2024-03-06 16:14:38.631] [log] [info] [plugin.cpp:33] Registering BruiserHandToHandSKSEPlugin, Version 1.1.0.0, for load. [2024-03-06 16:14:52.952] [log] [error] [formutil.hpp:7] Failed to load in BHH_HandtoHandLevel. [2024-03-06 16:14:52.952] [log] [error] [formutil.hpp:7] Failed to load in BHH_HandtoHandLevel. [2024-03-06 16:15:22.847] [log] [error] [formutil.hpp:7] Failed to load in BHH_EnableH2HBlock.
re-downloading and reinstalling the mod did not seem to do anything either.
that's it. since someone else had a similar issue, i figured i could record my own failure for posterity as well.
The ESP is not being loaded at all if the log looks like that. Do you have backported extended esl support? https://www.nexusmods.com/skyrimspecialedition/mods/106441
If you have Custom Skills Menu - A Custom Skills Framework Unified Menu it should be available from there. Otherwise go into the Hand-to-Hand Skill MCM and you can open it from there, or you can give yourself a lesser power to open the menu from the MCM to.
I develop on 1.5.97 but the C++ DLL is not compiled in way that should be exclusive to version thanks to commonlib-ng. Additionally the MCM should show up even without a functioning DLL plugin so that is weird. MCM helper MCMs can sometimes take a little while to show up after loading in, although if you use the Custom Skills menu it should show up pretty quickly in that menu.
If there is an issue with the C++ plugin open the console and type in player.getav HandToHand If this returns 0, then you don't have a working C++ plugin. If that returns an error, than Actor Value Generator isn't working at all.
I posted something similar below, but could you try applying the work around shown here in the Custom Skills bug report section "AE 1.6.1130/1170 issues with Skill Menu"? So for CustomSkill.BruiserHandToHand.config.txt at line 15 or so, find: LevelFile = "BruiserHandToHand.esp" LevelId = 0x801 and change it to LevelFile = "BruiserHandToHand.esp" LevelId = 0x801 #LevelFile = "" #LevelId = 0
If this work around fixes your issue I'll update the mod.
Your issue may be different if you can't even see the MCM though.
Did you forget to enable BruiserHandToHand.esp in your load order? If it returned 0 then the HandToHand actor variable is at least being injected so the files are installed but your mod manager may have neglected to actually enable it.
The C++ DLL's log file is usually in Documents\My Games\Skyrim Special Edition\SKSE\BruiserHandToHandSKSEPlugin.log, and if it exists the DLL is at least running. If it's full of errors then share them if its not just that the esp wasn't enabled in the load order.
Ok so it's nothing to do with 1.6.640, the DLL is running fine. It seems the BruiserHandToHand.esp isn't being loaded in for some reason when you start the game. TBH I have no idea why that could possibly be. Have you tried uninstalling it and reinstalling, making sure to use the newest version?
Its probably not a load order issue, since the DLL isn't able to find any of the global variables in the esp at run time, and it would be exceptionally strange for another mod to change these editor ids.
I guess one last thing, have you made sure install backported extended esl support? https://www.nexusmods.com/skyrimspecialedition/mods/106441
Bruiser does have the new header version. You probably have this but this is just about the only suggestion I have left about why the game isn't loading the esp
Is it possible to use this mod for only the blocking and perk tree?
Something about it seems to break my separate power attacks and MCO animations. Even after sorting and choosing the animations I want through OAR, the problem with random vanilla animations and separate power attacks not working persists.
Are you using AMCO or ADXP? Which mod are you using with regards to seperate power attacks? I've tested with both ADXP and AMCO with the patches I have here with one click power attack. The provided patch here should work to make sure ADXP/AMCO wins any conflicts it needs to.
Are you using seperate power attacks? If you are then that mod is more prone to conflicts since it directly works with idle animation records. You should open your load order with SSEEdit to make sure it's winning all conflicts.
Also vanilla animations for what actions are randomly playing? If you're using your own blocking and bash animations you can outright delete the entire Meshes\actors\character\OpenAnimationReplacer\BruiserHH folder. Otherwise just delete the subfolders folders for the animations they may be conflicting (or disabling the submods from OAR GUI)
I'll push an update to the AMCO and ADXP patches to direclty delete the dormant idle animations in case those still cause problems somehow
Should be. You'll automatically get assigned a starting hand-to-hand skill appropriately. Actually all my testing is done on an existing save with no mods installed just outside of helgan. Harvar has been mercilessly stripped and beaten in countless tests.
This mod is the most fun hand-to-hand skill mod I've ever played in this game. The unarmed block adds an extra dimension to it; I didn't realize how much I missed it from Oblivion.
You understand what makes an unarmed build good and fun; not trying to One Punch Man your enemies, but overwhelming single targets with a flurry of attacks. That's how it was in MW and OB, and it works wonderfully within the context of Skyrim.
I hope you'll keep updating it. My heavy armor unarmed playthrough with this + SimonMagus616's Adamant perk overhaul has been the most fun playthrough I've had. You did a really great job!
Thanks a lot! Glad you're enjoying it. I added the adamant optional patch pretty recently, so if you're using it let me know if you have any issues, I did some testing but I could always miss things. It will turn off heavy armor experience from unarmed hits, and removes them from the tree (not the game, just hidden), so of you're already using those perks skip it.
61 comments
I don't see any conflicts that could be causing this and this is the only custom skill mod I'm using where this is happening so any help would be appreciated. I am using mods such as "Dynamic Activation Key" and "Oblivion Interaction Icons".
This is what it looks like in game.
Make sure to rerun nemesis post installation of the Unarmed Weapon Speed Scaling and Unlocked Movement mod or after any other mod nemesis based mod. It's easy to forget. Try clearing the nemesis cache an rerunning incase it's an issue there.
Regardless the animations aren't mandatory for the mod to function, so you can try disabling all of the first person animations via the in game Open Animation Replacer menu. The first person animation editing submodules all have the string "1P" and should appear under "BruiserHH". If that fixes the issue, you can then try reenabling each one by one until you find the one causing your issue.
gog 1.6.659
all mod dependancies in order
the .esp plugin is active in MO2
double checked with SSEEdit and none of its records seem to be getting overwritten by other mods.
player.getav HandToHand returns (null) >> 0.00
config has the
LevelFile = "BruiserHandToHand.esp"
thingLevelId = 0x801
#LevelFile = ""
#LevelId = 0
logs say
[2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillUseMult set to 6.6
[2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillUseOffset set to 1
[2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillImproveMult set to 2
[2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.SkillImproveOffset set to 0
[2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:18] Setting SkillXP.DamageXPDampen set to 0.91
[2024-03-06 16:14:38.631] [log] [info] [h2hlevel.cpp:35] Finished loading XP settings from ini.
[2024-03-06 16:14:38.631] [log] [info] [plugin.cpp:33] Registering BruiserHandToHandSKSEPlugin, Version 1.1.0.0, for load.
[2024-03-06 16:14:52.952] [log] [error] [formutil.hpp:7] Failed to load in BHH_HandtoHandLevel.
[2024-03-06 16:14:52.952] [log] [error] [formutil.hpp:7] Failed to load in BHH_HandtoHandLevel.
[2024-03-06 16:15:22.847] [log] [error] [formutil.hpp:7] Failed to load in BHH_EnableH2HBlock.
re-downloading and reinstalling the mod did not seem to do anything either.
that's it. since someone else had a similar issue, i figured i could record my own failure for posterity as well.
either way, thanks, my man! time for some fisticuffs ^^
If there is an issue with the C++ plugin open the console and type in
player.getav HandToHand
If this returns 0, then you don't have a working C++ plugin. If that returns an error, than Actor Value Generator isn't working at all.I posted something similar below, but could you try applying the work around shown here in the Custom Skills bug report section "AE 1.6.1130/1170 issues with Skill Menu"? So for CustomSkill.BruiserHandToHand.config.txt at line 15 or so, find:
LevelFile = "BruiserHandToHand.esp"
and change it toLevelId = 0x801
LevelFile = "BruiserHandToHand.esp"
LevelId = 0x801
#LevelFile = ""
#LevelId = 0
If this work around fixes your issue I'll update the mod.
Your issue may be different if you can't even see the MCM though.
Did the getav thing and it returned 0 did install latest microsoft C++ but still the same, I also edited the config file but still nothing
The C++ DLL's log file is usually in Documents\My Games\Skyrim Special Edition\SKSE\BruiserHandToHandSKSEPlugin.log, and if it exists the DLL is at least running. If it's full of errors then share them if its not just that the esp wasn't enabled in the load order.
this is what it says
Its probably not a load order issue, since the DLL isn't able to find any of the global variables in the esp at run time, and it would be exceptionally strange for another mod to change these editor ids.
Bruiser does have the new header version.
You probably have this but this is just about the only suggestion I have left about why the game isn't loading the esp
Something about it seems to break my separate power attacks and MCO animations. Even after sorting and choosing the animations I want through OAR, the problem with random vanilla animations and separate power attacks not working persists.
Are you using seperate power attacks? If you are then that mod is more prone to conflicts since it directly works with idle animation records. You should open your load order with SSEEdit to make sure it's winning all conflicts.
Also vanilla animations for what actions are randomly playing? If you're using your own blocking and bash animations you can outright delete the entire Meshes\actors\character\OpenAnimationReplacer\BruiserHH folder. Otherwise just delete the subfolders folders for the animations they may be conflicting (or disabling the submods from OAR GUI)
I'll push an update to the AMCO and ADXP patches to direclty delete the dormant idle animations in case those still cause problems somehow
You understand what makes an unarmed build good and fun; not trying to One Punch Man your enemies, but overwhelming single targets with a flurry of attacks. That's how it was in MW and OB, and it works wonderfully within the context of Skyrim.
I hope you'll keep updating it. My heavy armor unarmed playthrough with this + SimonMagus616's Adamant perk overhaul has been the most fun playthrough I've had. You did a really great job!
It will turn off heavy armor experience from unarmed hits, and removes them from the tree (not the game, just hidden), so of you're already using those perks skip it.