This page was last updated on 01 May 2025, 10:23AM
Changelogs
Version 2.2
Disarm odds are now tied to weapon skill, instead of player/npc levels.
Combatants with higher weapon skill are more likely to disarm opponents, while being less likely to be disarmed.
Version 2.1
Removed 'Player Actor' dirty edit....I should have done this when I made the mod, but forgot until whacked (user name) kindly pointed out the issue! Thank you whacked!
Version 2.0
Injuries now have a 2% chance of occuring. *was too low prior.
melee + winded injuries now give a -50% penalty to 1H/2H weapons.
Disarm now properly processes the 1%/2%/3% chance of occuring. *It was mistakenly 2%/3%/4% prior.
Now all active listed injuries in the Effects Menu should show up in red.
Injury effects now taper off near the end of their duration.
Version 1.9
fixed 'Winded' effect being displayed when you were actually 'stunned'!
*Nothing different from 1.8 (with the exception of 'winded' text no longer replacing the 'stunned' text description)!
Version 1.8
Hides the 'LinkSpell' notification in the UI...there is no point in the effect being visible in Active Effects window. Nothing functionally different from the 1.7 version.
Version 1.7
Injuries Perk now is applied to Player Character regardless of Load Order = Load Order no longer matters and Console Command usage is no longer necessary!
Version 1.6
Removed file .esp mod description info that was no longer relevant.
Included a separate .esp that only allows actors to be injured, while the PC is immune.
Version 1.5
Reduced the bleeding (damage per second) values of lvl1/2/3 from 1/2/3, to 1/1/2.
Version 1.4
Added Dwarven Automatons to the 'No Bleed' list. 's haskeyword keyword actortypedwarven = 0'
Added Ghosts to the 'No Bleed' list. 's haskeyword keyword actorytypeghost = 0'
Version 1.3
Once again went with a single 'Injuries' perk....this will make it easier for those who can't have this mod at the bottom of their load order (read installation instructions)!
Version 1.2
Decided to make separate (but identical) injury perks for both the Player Character AND everyone else (loaded the player perk directly into the Player start perk list in CK).
Removed the glowy 'heal FX' sparkles when injuries were inflicted....while nice to know, it was just too immersion breaking!
Version 1.1
Even unique/named NPCs will gain the ability to cause injuries now.