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.
...sometimes though, injuries are pretty rough. I play 'One Life' style....and the other day, I had a level 30 character get jumped by 3 trolls. I got hit and ended up diseased (Survival Mode disease that Trolls give).....managed to kill 1 Troll.
The other 2 Trolls flanked me and got a couple of hits in = winded (no stamina regen) + hurt my ankle (movement slowed).
I tried limping away with my stamina at 0 (Vigor mod makes stamina very important) = the 2 remaining Trolls chased me down and turned me into their lunch!
I did a little cursing + spaz dance after that..........
Usually, injuries only happen about 1% of the time when hit....but I got unlucky. Combine that with the Survival Mode mod + Vigor Enhanced Combat mod = I had a bad day!
As another player reported, I'm having trouble getting this mod to work. It's installed correctly, and I can find the keywords in the game, but the effects don't seem to happen. I put it last in my load order, and I've tried manually adding the spell perk to the player via the console, which is says it successfully does, but when I'm in combat, neither I nor the NPC's seem to sustain any injuries.
I know you say this is compatible with everything, but any ideas what *could* conflict? I don't have much in the way of combat mods installed. Just things like Precision, EEOS, Scar, Modern Combat AI, Archery Locational Damage, and etc installed.
Okay, I loaded up the Creation Kit. Ran through everything.
Remember to properly install SPID! Without SPID, only the player can cause injuries (but can't receive them back). So if you don't have SPID installed/working, then you might not notice that your melee attacks can cause injuries to NPCs/Actors (especially if you are low level).
I use a Start Quest to give a perk to the player (have to go quest --> link spell --> link MagicEffect ---> link Perk). This should work fine, unless some other mod just happens to have make a quest called 'LinkQuest', or a spell called 'Link', or a magic effect called 'LinkEffect', or a Perk called 'injuries'.
Not likely, right? But even if a mod just happened to use the same names for new spells/effects/perks AND was loaded AFTER mine = only the player wouldn't be able to cause injuries. The NPCs/Actors would still be able to cause injuries to you (and each other).....unless, like I said, you didn't install SPID properly.
Thank you for this. I was looking for an alternative to Wounds to use with the Wounds animations DAR add-on and making changes in the conditions. This version is perfect.
Is there any way you can share your tweaked animation files? I'd love to have this mod be animated but can't quite work out what I'm supposed to do with the conditions in the Wounds DAR add-on.
paradoxnrt, I don't think people are asking you for animation files specifically. Someone made a Wounds add-on that added animations for all of the injuries, and that's what urbon was originally working on tweaking, to make it compatible with your mod.
It was made for Vigor, which your mod is based off of, so they both have 5 primary types of injuries, which made it fairly simple to do a 1 to 1 swap. Unfortunately, I can't get your mod to work, so I don't know if the tweaked animation folders are functioning as desired. I'm not sure how to share the folders, but I'd be happy to if someone wants to try it for me.
Thank you for this mod, I have been looking for a lighter alternative to Wounds and it seems just right. However, I can't get the effects of it to show up in game. The perk gets distributed, I checked that, but something just doesn't want to work even when diving naked into a group of melee enemies. There was a minor conflict with Adamant, which I patched myself, but I just can't find what else might be wrong. :(
You can try to uninstall the injuries mod, then install it again + move it lower in the load order.
The only way the mod wouldn't work is if some of my custom perks/spells are altered or removed. Or if the Link Quest is removed from the mod or doesn't trigger for some reason. *Link Quest is how I distribute the perks/Spells/Effects to the PC.
*Keep in mind that injuries do trigger for NCPs/Actors/PC....but not very often. Try typing 'tgm' in the console, go into a group of bandits. If you don't see some types of injuries trigger after a while.....or if you don't see yourself bleed (tgm doesn't protect against bleed injuries) = then the mod isn't working.
BUT, if your character seems to have bleed damage....but you can't see any icons showing that you are getting injured = your icons aren't displaying properly (but you are getting injured).
Thank you for such a fast reply! I'm still testing it and it seems that I can cast the spells with console and they work as intended, but I'm yet to see the effects in game. Anyway, thank you, will dig further upd: I just can't get it to work. I compared the syntax to other combat hit spell stuff and it should work, it's really elegantly written, but it just doesn't for me, even when cranking chance to =<100% or removing the conditions
Hmm, my only suggestion might be to add the quest (complete it via console) to guarantee it starts properly (which will assign the spell/perk/effects to the player).
I SUSPECT that the NPCs/Actors are being affected by injuries normally....oh wait, here is a question. While fighting bandits (or other armed NPCs)f, have you ever seen them have their weapons knocked from their hands?
If you can, lvl your guy up to 80+, then fight a big bunch of bandits....somewhere along in the fight, 1 or 2 might have their weapons knocked from their hands (IF injuries are effecting enemies).
Hey, thanks a lot for the mod.One small question, is it possible to increase the chances of injury myself in SSEDIT? Can u please guide me? Im new to modding
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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.
Should work.
Serious question though, I would like to ask, are the status ailments visible? Do they have Skyhud Icons?
...sometimes though, injuries are pretty rough. I play 'One Life' style....and the other day, I had a level 30 character get jumped by 3 trolls. I got hit and ended up diseased (Survival Mode disease that Trolls give).....managed to kill 1 Troll.
The other 2 Trolls flanked me and got a couple of hits in = winded (no stamina regen) + hurt my ankle (movement slowed).
I tried limping away with my stamina at 0 (Vigor mod makes stamina very important) = the 2 remaining Trolls chased me down and turned me into their lunch!
I did a little cursing + spaz dance after that..........
Usually, injuries only happen about 1% of the time when hit....but I got unlucky. Combine that with the Survival Mode mod + Vigor Enhanced Combat mod = I had a bad day!
I know you say this is compatible with everything, but any ideas what *could* conflict? I don't have much in the way of combat mods installed. Just things like Precision, EEOS, Scar, Modern Combat AI, Archery Locational Damage, and etc installed.
Remember to properly install SPID! Without SPID, only the player can cause injuries (but can't receive them back). So if you don't have SPID installed/working, then you might not notice that your melee attacks can cause injuries to NPCs/Actors (especially if you are low level).
I use a Start Quest to give a perk to the player (have to go quest --> link spell --> link MagicEffect ---> link Perk). This should work fine, unless some other mod just happens to have make a quest called 'LinkQuest', or a spell called 'Link', or a magic effect called 'LinkEffect', or a Perk called 'injuries'.
Not likely, right? But even if a mod just happened to use the same names for new spells/effects/perks AND was loaded AFTER mine = only the player wouldn't be able to cause injuries. The NPCs/Actors would still be able to cause injuries to you (and each other).....unless, like I said, you didn't install SPID properly.
Hope that helps!
.....in fact, could you explain why you think I have something to do with tweaked animations?
*Also, DAR doesn't work with the latest Skyrim engine version....so unless you roll back, any animations you are trying to make will not function.
For those who still want animations, I found a mod, and I tweaked the conditions to work for this mod: Wildcat and Vigor injury animations (DAR)
It was made for Vigor,
which your mod is based off of, so they both have 5 primary types of injuries, which made it fairly simple to do a 1 to 1 swap. Unfortunately, I can't get your mod to work, so I don't know if the tweaked animation folders are functioning as desired. I'm not sure how to share the folders, but I'd be happy to if someone wants to try it for me.Keep in mind that if you don't install SPID properly, then only the PC can cause injuries to NPCs/Actors....but they can't cause injuries to the PC.
*I didn't base this mod off of Vigor....more like was inspired by it. Both having 5 types of injuries was a total coincidence! :P
The only way the mod wouldn't work is if some of my custom perks/spells are altered or removed. Or if the Link Quest is removed from the mod or doesn't trigger for some reason. *Link Quest is how I distribute the perks/Spells/Effects to the PC.
*Keep in mind that injuries do trigger for NCPs/Actors/PC....but not very often. Try typing 'tgm' in the console, go into a group of bandits. If you don't see some types of injuries trigger after a while.....or if you don't see yourself bleed (tgm doesn't protect against bleed injuries) = then the mod isn't working.
BUT, if your character seems to have bleed damage....but you can't see any icons showing that you are getting injured = your icons aren't displaying properly (but you are getting injured).
upd: I just can't get it to work. I compared the syntax to other combat hit spell stuff and it should work, it's really elegantly written, but it just doesn't for me, even when cranking chance to =<100% or removing the conditions
I SUSPECT that the NPCs/Actors are being affected by injuries normally....oh wait, here is a question. While fighting bandits (or other armed NPCs)f, have you ever seen them have their weapons knocked from their hands?
If you can, lvl your guy up to 80+, then fight a big bunch of bandits....somewhere along in the fight, 1 or 2 might have their weapons knocked from their hands (IF injuries are effecting enemies).
EDIT: Okay, I looked up Adamant. My Injuries mod should be compatible....the two mods don't do the same thing = no conflict!
Thanks in advance