About this mod
Knock out unsuspecting and weakened enemies with a fist, weapon, or spell. Be merciful, or do what you will with them.
- Requirements
- Permissions and credits
- Changelogs
Knock out unsuspecting and weakened enemies with a fist, weapon, or spell. Be merciful, or do what you will with them.
- You can knock out actors by hitting them with a fist or weapon bash while undetected, or when they are below a configurable health threshold (10% by default).
- A new Sleep spell can be cast while undetected for silent knockouts from a short distance. Staff and Scroll versions will appear in the world.
- Actors wearing helmets will be invulnerable to knockouts (configurable).
- The knockout abilities are obtainable as perks in the Sneak tree. They can also be activated in the MCM.
- Unconscious actors can be looted and dragged like regular corpses, and can die if dropped from a tall height (set as the distance you have to fall to take damage).
- Unconscious actors will wake up after a random configurable period of several hours, or when struck by another weapon or spell.
- Unconscious allies can be woken peacefully by casting any non-hostile Restoration spell on them.
- Actors will search for the person who attacked them when they wake up, and will call the guards or attack if they find them.
- Dead and unconscious bodies can now be moved around as physical objects if you walk into them, which can serve as a backup for the drag feature.
- Dragging bodies does not work in VR, since SKSE VR can't register keypresses for it without adding a requirement or creating a separate VR version. I recommend using PLANCK alongside this mod in VR, which will allow you to drag them with the Grip trigger. I recommend using PLANCK in general, it's great.
Requirements
- Mandatory: SKSE or SKSE VR
- Recommended: SkyUI or SkyUI VR for the Mod Configuration Menu.
- Optional: SPID or SPID VR will make NPCs able to knock each other out. If not installed, only the player will be able to knock people out.
- Optional: SKSE Address Library or Address Library VR if using SPID or SPID VR to distribute features to NPCs (required for those mods).
- Recommended for VR: PLANCK, which will allow you to drag unconscious actors. They can be looted regardless.
Compatibility and Troubleshooting
- Actors I knock out are reviving right away: You likely have another mod applying spells to them using a 'cloak' that may not be obvious in the game and that is causing "hit events" when it doesn't need to. Most mods using the cloak system will not do this since it's necessary to avoid the "brawl bug." You can use the Modern Brawl Bug fix in that link to the left to prevent this.
- Actors I knock out are moving strangely: You may have a confict that is un-paralyzing the actors or changing their AI while they're unconscious. You can use a tool like More Informative Console to figure out what other effects are on them. This would require a patch.
- I'm not able to open KOed actors' inventories or drag them: Check your papyrus logs to see if you get a notification when activating them. If not, you may have something overwriting/deleting the unconsciousness effect from them in real time. The mod re-registers your 'Activate' key each time someone is knocked out, so should respond to changes to keybinds.
- I'm seeing a repeating "Unable to call UnregisterForUpdate" in my Papyrus log: This can happen very rarely in specific circumstances: if you knock out a respawning actor, enter an adjacent interior/exterior cell without fast traveling, and save and reload before they revive, an engine level bug can cause the knockout effect script to become detached from the actor. These are very rare and specific circumstances that don't apply to 99% of the actors in the game, and I've uncovered this once in many hours of playtesting. You'd probably have to do this hundreds of times before it would start causing problems with the overall scripting system. If this happens, you can easily use a tool like ReSaver to kill the instance of the script: wait a few minutes without knocking anyone out, look for instances of "aaaKnockoutUnconsciousnessEffectScript" in ReSaver, and delete it.
- Reported incompatibilities include: POISE - Stagger Overhaul
- Mods that edit the Sneak skill tree may prevent you from taking Knockout perks. They can still be used without a patch by adding features through the Configuration Menu: all features available through perks are also available through the menu.
- Flagged as ESL
The mod suite
This mod was originally created as part of a large gameplay mechanics expansion mod that was designed to expand on under-used systems in Skyrim, bring back features from Morrowind and Oblivion, and implement features in a non-player-centric way to let NPCs use them. It's now standalone, but will play well with and have a similar design aesthetic as these mods that were also part of that suite:
- Aimshake - Stamina-Based Marksmanship
- Defense - Visible & Intuitive Damage Resistance
- Disguise - Simple Disguise System
- Dodge - Simple Dodging
- Dwarven Engineering - Craftable Controllable Automata
- Knockout - Health & Stealth Based KOs
- Followers - Simple Multiple Followers & Animals
- Magic & Necromancy Expansion
- Movement - Speed Tweaks & Stamina Costs
- Parry - Simple Weapon Parrying
- Racial Skills & Leveling
- Reflex - Contextual Slow Time in Combat
- Speechcraft & Yielding - Roleplaying and Non-Lethal Gameplay
- Toxicity - Potion Aftereffects
- Traps - Interactive, Craftable, and Moveable
- Unarmed - Damage Tweaks, Knockdowns, & Skill Progression
- Un/Lock - Lockpicking Requirements, Lock Smashing, and Spells
My other mods
- SPIES secret city entrances: Special Edition / Legendary
- TESSA The Elder Scrolls Soundtrack Additions: Special Edition / Legendary
- Dawn of Hope Redux soundtrack addition: Special Edition / Legendary