Skyrim Special Edition
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lesi123

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NexusModsCaretaker

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About this mod

This is a port of lesi123's mod Bleed Them Dry Remade. An MCM that allows you to configure bleed damage mechanics and other related effects for combat.

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Permissions and credits
I move this mod over to Skyrim SE so others dont have to port it themselves. It Works, may not be as smooth as oldrim but it still works and tested it out myself before uploading. Credits go all to lesi123, all I did was port it. make sure you select dg+bd version when a window shows up on mod organizer, I dont think vanilla will work. Hopefully someone here can make a better version in the foreseeabe future.


Description from the original page:

Bleed Them Dry Remade is a complete rebuild of the original mod that implements many features suggested by the Skyrim community over the
years. It is designed to be a combat utility mod that allows all weapon
types and many dangerous creatures to deal long-term bleed damage to
targets. Each weapon type for both you and NPCs are able to be enabled
or disabled as you see fit. Damage values range from 0.25 to 5 damage
per second while duration values range from 10 to 60 seconds per bleed.
There are thousands of possible setting combinations! To make setup
quicker, you can choose from 7 different presets available on the Extra
Options page in the MCM.

IMPORTANT: Bleed damage stacks! The more bleeds applied to a target, the faster it will lose health.
Even though bleed damage overlaps, each bleed has has it's own timer and
will not refresh any other bleeds currently affecting the target.

The default bleed chance system dictates that not every hit will spill
blood; chances of causing a bleed per attack are determined by the
attacker's relevant weapon skill. The following shows which skill trees
affect which weapons and their bleed chances.

Weapon Skills:
Archery: Bows, Crossbows
One Handed: Daggers, Swords, War Axes, Maces
Two Handed: Greatswords, Battleaxes, Warhammers

Skill Levels:
1-29 = 25% bleed chance
30-59 = 50% bleed chance
60-89 = 75% bleed chance
90-100 = 90% bleed chance

There is an option under each weapon type for both you and NPCs to set your
own bleed chance if you prefer to not use the default system.


You can also enable bleed damage from unarmed combat for select races
through the MCM. This will allow you to deal bleed damage to enemies in
fully unarmed combat if your character is a Khajiit, Argonian, in
Werewolf form, or in Vampire Lord form. Khajiits and Argonians have a
20% hit chance while Werewolves and Vampire Lords have a 50% hit chance.
There is an option to set your own bleed chance for this as well!

Note that there are a few exceptions regarding certain enemies; Undead,
Daedra, Spriggans, Wisps, Ice Wraiths, and Dwarven Automatons are immune
to all bleed damage and related effects.


[size= 5]CAN NPCS DEAL BLEED DAMAGE TO MY CHARACTER?[/size]

You can enable player bleed damage by weapons at any time through the MCM
on the Player Bleed Setting page. The options available on this page are
identical to the NPC Bleed Settings page, allowing you to choose which
weapons deal bleed damage, the damage & duration of the bleeds, and
options to override the default bleed chance system. 

There is also an option to enable bleed damage when bitten or clawed by certain
creatures. Each covered creature type has a default bleed chance that
generally depends on their size and dangerous nature, but there is an
option for you to set your own bleed chance that overrides the default
values. If you choose to set your own bleed chance, the percent you
choose is applied to all creatures regardless of type.

Bleeds from creature attacks have five general levels of damage: Very Low, Low,
Medium, High, and Very High. These damage levels, much like the
creature's default bleed chances, are based on their size and dangerous
nature.

The following creatures have a chance to cause bleed damage when attacking:

Wolves | Death Hounds[DG] | Slaughterfish | Bears | Sabre Cats | Werewolves |
Werebears[DB] | Gargoyles[DG] | Spriggans | Ice Wraiths
Trolls | Dwarven Spheres | Dwarven Centurions | Dwarven Ballista[DB]
If you enable any player bleed damage, dodging and blocking are the only ways to avoid gaining potential bleeds from attacks.
Learn to love your shield again!
 


[size= 5]ARE THERE ANY OTHER NEGATIVE EFFECTS FROM BLEEDING?[/size]

On the Extra Options page you can find a list of NPC and player debuffs
that can be toggled on or off depending on how difficult you want combat
while bleeding to be. The following is an overview of the available
options:

NPC Debuffs:
  • Slowed movement speed at 25% health while bleeding.
  • Slowed attack speed at 25% health while bleeding.
  • No natural or supplemental health regeneration while bleeding. 
  • No natural or supplemental stamina regeneration while bleeding. 
  • No natural or supplemental magicka regeneration while bleeding. 
  • Cowardly NPCs will flee from combat if bleeding and low on health.

Player Debuffs:
  • Slowed movement speed at 25% health while bleeding.
  • Slowed attack speed at 25% health while bleeding.
  • No natural or supplemental health regeneration while bleeding.
  • No natural or supplemental stamina regeneration while bleeding. 
  • No natural or supplemental magicka regeneration while bleeding. 
  • Unable to use bandages and tourniquets in combat.

Visual Effects:
  • Blood drops left on the ground from NPCs while bleeding.
  • Blood drops left on the ground from you while bleeding.


[size= 5]HOW DO I STOP BLEEDING?[/size]

You have a few options: You can either wait it out (health permitting) or
you can use one of four ways to end the bleeding early. The first two
ways are applying bandages or tourniquets to stem the blood flow. These
are common skills that can be found in your magic menu and utilize
certain everyday items. Bandages require 2 linen wraps and tourniquets
require 2 leather strips to work.

You can also use Elixirs of Coagulation sold at apothecary merchants or cast a Cauterize Wounds
spell offered by court wizards. These methods are the only ways to end
bleeding early if you have disabled the use of bandages and tourniquets
in combat. They have some drawbacks though; the elixirs are rare and
rather expensive and the spell uses a fair amount of magicka coupled
with a lengthy cast time.

Be aware that followers are considered NPCs and susceptible to bleeds from your attacks. Collateral damage is
expected when you and your followers enter battle; for this reason, you
are able to apply linen bandages, leather tourniquets, or use a
Cauterize Wounds spell to remove bleeds and related effects from them or
other NPCs that you have applied bleeds to from your attacks. Cauterize
Wounds is a ranged spell but you must be standing right next to a
bleeding NPC when applying bandages or tourniquets.

All bleed damage values in the MCM (including debuffs and visuals) take effect
immediately so you are free to adjust them at any time, even in the
middle of combat.