It almost works fine for me, but there's some glaring issues I've been noticing. The first thing I noticed was how as soon as I enter beast form, the variable used for alternating punches in human form breaks, leaving me stuck with whichever punch animation was queued up until I save and reload as a human. This is likely related to the second issue, where like others I couldn't find any SKSE logs being created. I can just F5/F9 after every transformation, but a more permanent solution would be appreciated.
Oh interesting. Actually that makes sense it does not work. I altered the animation branches for the human transformation but not the beast form. I actually think that feature should be entirely disabled in beast form. When I can next get access to a development set up I'll look into fixing it
I worked out I can edit the skill value with Set BHH_HandtoHandLevel to X where X is a number. So I can manually increase the skill, but that's a... suboptimal solution.
I don't have access to a development rig to help you more in depth right now, but if you can't advance the skill via hitting people that is the job of the C++ plugin.
You can check if the C++ DLL is working correctly by verifying that log file is there and doesn't have errors. It's 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.
Another potential issue is if you are using some form of "unarmed" weapon provided by some other mod to switch to hand to hand. Those won't be recognized unless you add the appropriate keyword to those weapons using the KID file.
As for blocking that could be a conflict with another mod. It's been... A year now so I don't remember off the top of my head but I believe that's handled through idle animations in the ESP when checking for conflicts with xEdit.
Hello! I have the same problem as this person and I have been trying for three hours straight to find the problem. I have verified that every single individual file is, in fact, present. I have removed all other mods that deal even remotely with unarmed combat. I uninstalled and reinstalled the mod so many times that I lost count. Looking into the logs (BruiserHandToHandSKSEPlugin.log), it seems that every time the game attempted to increase my XP level, these two errors would occur constantly:
[2025-05-04 13:51:33.453] [log] [error] [hithandler.cpp:63] Hit Event Attacker Not Found
[2025-05-04 13:40:46.128] [log] [error] [formutil.hpp:7] Failed to load in BHH_SkillFortifyUnarmedDamageAbility.
I'm starting to fear that the solution to this problem may involve methods that are downright esoteric (such as editing the files directly via Notepad), but I don't want to attempt that unless there really is no other choice. With all of the information provided, do you have any suggestions for me to solve this problem? Thank you very much in advance :)
And one more thing: I do, in fact, have Backported Extended ESL Support. And /player.getav HandtoHand returned to me as 18.00 (the default start for Khajiit, I believe).
Interesting. What version of Skyrim are you on? I was assuming 1.5.97 since you mentioned BEES. It's also possible I need to recompile for newer versions of some of the prerequisites. Sadly that's not something I can do any time soon if that is the case.
I have the same issue that the skill doesn't advance. Every other feature works. The skill menu, MCM, all the perks work, etc. I check the documents folder for the log but it's straight up missing. I use NGVO from Wabbajack, so maybe it's in some other hidden folder. The damage also seems super low, but maybe using % increased unarmed damage potions and + flat damage rings etc are necessary. Tbh, since every other feature works, I could just use this alongside the unarmed perks from Ordinator and get damage that way and just set this skill to 100. The QOL features are amazing in this mod.
Largely working as intended. One issue I've run into is that the alternating strikes hasn't been working on a fresh Khajiit. Oddly enough it works fine on a previously saved nord, so wondering if it had something to do with the MCM setting being set to alternating already during character creation. I've also tried toggling between left, right and alternating since and left works correctly, but both right and alternating default to just right. Odd but not end of the world.
Somewhat related, does having a shield in OH disable unarmed perks? (might as well use that left hand for blocking if I can't alternate xd)
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form, the variable used for alternating punches in human form breaks, leaving me stuck with whichever punch animation was queued up until I save and reload as a human. This is likely related to the second issue, where like others I couldn't find any SKSE logs being created. I can just F5/F9 after every transformation, but a more permanent solution would be appreciated.
You can check if the C++ DLL is working correctly by verifying that log file is there and doesn't have errors. It's 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.
Another potential issue is if you are using some form of "unarmed" weapon provided by some other mod to switch to hand to hand.
Those won't be recognized unless you add the appropriate keyword to those weapons using the KID file.
As for blocking that could be a conflict with another mod. It's been... A year now so I don't remember off the top of my head but I believe that's handled through idle animations in the ESP when checking for conflicts with xEdit.
I'm starting to fear that the solution to this problem may involve methods that are downright esoteric (such as editing the files directly via Notepad), but I don't want to attempt that unless there really is no other choice. With all of the information provided, do you have any suggestions for me to solve this problem? Thank you very much in advance :)
And one more thing: I do, in fact, have Backported Extended ESL Support. And /player.getav HandtoHand returned to me as 18.00 (the default start for Khajiit, I believe).
Tbh, since every other feature works, I could just use this alongside the unarmed perks from Ordinator and get damage that way and just set this skill to 100. The QOL features are amazing in this mod.
Oddly enough it works fine on a previously saved nord, so wondering if it had something to do with the MCM setting being set to alternating already during character creation. I've also tried toggling between left, right and alternating since and left works correctly, but both right and alternating default to just right. Odd but not end of the world.
Somewhat related, does having a shield in OH disable unarmed perks? (might as well use that left hand for blocking if I can't alternate xd)
Other than that it's all working flawlessly
Meshes/actor/character/OpenAnimationReplacer/BruiserHH
Delete the Jab1P and Jab3P folders
Alternatively if you're familiar OpenAnimationReplacer's UI you can edit the conditions on those modules to never be enabled.