I have created OAR animation folders with condition files to some injuries. You can find appropriate animation files on the nexus and put them in relevant folders.I personally use animations from this mod.
I'll make your suggestion post (for those who also want injury animations with their mods) a sticky.
Personally, I just use EVG Conditional Idles. Good enough for me...although I know there is a EVG Conditionals Extended mod out there that further expands on injuries.
I'm getting a warning saying that the master file 'ResourcePack.esl' is missing. Could it be that this mod is not compatible with Skyrim version 1.5.97? (For reference, I'm using Nolvus 6.0.14.)
Removed dependency from _ResourcePack.esl (script Report masters showed that there is no input from him), the mod works. Injuries on the player works fine, but the question - on the NPS set of injuries is similar as for the player? Can I get a hint on how to understand the presence of an injury on a NPS? When viewing through More Informative Console you can see that the NPS has perk "injury for ALL actors", but did not find any injuries in the spells/effects, how can I see if there is an injury?
What a genius mod. The reason I don't download any survival mods is that they don't work on npc. It would be nice if mod could freeze NPCs to death if detected them naked.
This mod completely ruined my save. After installing every hit from both myself and npcs started doing millions of damage, after uninstalling I do 1 damage at best on any difficulty. Such a shame, as it is a great mod.
Never mind........... Im sorry but I might have blamed you for nothing. I don't know whats wrong, but Ive started a new save without your mod, and the issue persists..... This is so ridiculously weird, because Ive never had a problem like this before, then I installed your mod, and it started appearing. And after uninstalling I couldn't do damage to anyone. So I thought it was this one for sure because its literally the only mod related to combat that I have installed in ages...
Blade and Blunt doesn't have a wound system and is completely compatible with wounds, besides that, if you open your eyes and read you will see that I did infact say that it has nothing to do with this mod. I am using this mod + blade and blunt + wounds right now, and it is working flawlessly well.
175 comments
Personally, I just use EVG Conditional Idles. Good enough for me...although I know there is a EVG Conditionals Extended mod out there that further expands on injuries.
Also, there is no 'resourcepack.esl' for my mod! First hint! lol
Injuries on the player works fine, but the question - on the NPS set of injuries is similar as for the player? Can I get a hint on how to understand the presence of an injury on a NPS? When viewing through More Informative Console you can see that the NPS has perk "injury for ALL actors", but did not find any injuries in the spells/effects, how can I see if there is an injury?
Doing a little update today that makes a bit more sense for disarming during combat.
Instead of character/player levels determining odds of being disarmed, I've now tied it to combatants actual 1H/2H skill.
So, characters (including the player) with greater 1H/2H skill will be less likely to be disarmed by less skilled characters (including the player).
Thank you.
Also I think there's a conflict with ordinator's bite mark, the bleed damage from ordinator's dagger perk no longer stack
Such a shame, as it is a great mod.
But kidding aside, it seems strange that you are the ONLY ONE to ever experience this!
You seem to have encountered a rare (you are the only one) case of mod incompatibility, which has resulted in a ruined save.
EDIT: Do you have any mods that have the same requirements?
But anyways, all the combat mods Im using are:
Blade and Blunt + Advanced
Wounds
Mortal Enemies
Modern Ai
It does say your mod is compatible with everything tho -.-