I guess it doesn't matter now, but this would probably have been way more popular if you had named it differently. I searched and searched for a mod that did this and never found it. I was looking for something else when I happened to find it.
thanks for responding, but its no longer up there, only 1.2 and 1.3 and i don't heve it , i remember i ignored this mod at first because i thought it meant weapon charge, id like to have it though , i bet you could put it up as another mod , and other ppl besides me may want it , cause i can't find a mod that does that, thanks
I guess that this is no longer maintained but the condition Subject.IsInCriticalStage "not equal to" -1 in the infos 000A9B54, 04033AF0 and 000A9B57 is always true. IsInCriticalStage can only return 0 or 1. Easily fixed: change -1 to 1 in xedit or CK.
Good, although IMHO both the old and new conditions are totally redundant when you already have a "is not in combat" one. If an actor is not in combat, obviously he's also not hostile to the player. But what I really don't understand is why this also adds conditions to the shared infos when Anyway, the intention is still praiseworthy and my endorsement stays :)
The reason for the old IsInCriticalStage and the new IsHostileToActor conditions is there is a split second after an actor loses all their health where they are still alive that the game uses for stuff like disintegrations and probably death animations. In that state they are no longer in combat but can still trigger the voice lines. I originally used IsInCriticalStage to check if they were in that almost dead state, but it didn't work like I thought and I ended up making either an impossible condition disabling them entirely or a useless condition that did nothing. That's when I switched to IsHostileToActor as they are still considered hostile in that state(unless you one shot someone who wasn't hostile to begin with). I'm not sure what you mean by shared infos I just looked up and added conditions to every line I heard while testing this.
I mean this: https://www.creationkit.com/index.php?title=SharedInfo They're just used as response data (audio file) for the real dialogue lines. For example 0006CB2C is used by 0006D93E, which has the required conditions. Not a big deal anyway -- since the conditions are ignored you may as well add them without problems.
Mod doesn't work as described for me. When I bump into people outside of combat they don't say anything as well now. Sometimes I see them say "Mind the way" in the subtitle and they move their lips, but there's no voice acting.
Yeah I've got the same problem, bandits and other npc's in combat with me no longer make those weird remarks when you charge into them with a power attack, but now friendly and neutral npc's outside of combat say nothing when you bump into them with sprint as well.
this mod still doesn't work as intended as of 2021 based on previous comments below( as in town folks or friendlies don't respond at all to being rammed)
edit: latest update on december 11 fixes everything!
I thought this would be a good 'fix' when I first look at it. However what I found, was not quite what I expected, in game, what it does, is make everyone fight in eerie silence. The game uses these audible clues for a reason. It is to make up for the lack of peripheral vision, and general situational awareness that the game simply cant simulate. Their comments may not entirely make sense to our ears and even sound a little silly, but they do serve a purpose. I found combat, especially at night, problematic. with these changes.
40 comments
I guess it doesn't matter now, but this would probably have been way more popular if you had named it differently. I searched and searched for a mod that did this and never found it. I was looking for something else when I happened to find it.
?IsCombatTarget=0
yours adds more. is USSEP's not good enough? im not very good at understanding conditions to be certain.
IsInCriticalStage can only return 0 or 1.
Easily fixed: change -1 to 1 in xedit or CK.
If an actor is not in combat, obviously he's also not hostile to the player.
But what I really don't understand is why this also adds conditions to the shared infos when
Anyway, the intention is still praiseworthy and my endorsement stays :)
I mean this:
https://www.creationkit.com/index.php?title=SharedInfo
They're just used as response data (audio file) for the real dialogue lines.
For example 0006CB2C is used by 0006D93E, which has the required conditions.
Not a big deal anyway -- since the conditions are ignored you may as well add them without problems.
A serious one this time :)
Thank you.
edit: latest update on december 11 fixes everything!
It's supposed to be difficult.
instant exit game and nexus search frenzy!
tnx a million Whitefang37