Skyrim Special Edition

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AndrealphusVIII

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AndrealphusVIII

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About this mod

A revamp of the bleedout state that essential/protected NPCs enter upon reaching 0 health.

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Description

I found the Vanilla bleedout system to be too easy to be exploited, especially when followers get back up after a few seconds, essentially (pun intended) making them invincible.

With this mod active, when an essential/protected NPC enters bleedout, they will fall unconscious. (You will also see a message.)

They will remain like this until:

  • You wait 6 hours.
  • You use a healing spell like Heal Other or Healing Hands on them.
  • You use a healing potion by activating them and selecting the Give Potion option.

The unconscious effect should persist when you swap cells.

This mod uses an ESLified ESP, also called ESPFE, which will not count towards the max 255 ESP/ESM limit.

If you "talk" to an unconscious NPC, you'll get 3 options:

  • Loot -> opens their inventory allowing to loot everything except their outfit (armor/clothes)
  • Give potion -> allows you to give them a healing potion. (unfortunately this doesn't include self-made healing potions) A gift menu will pop up with all available potions in your inventory. If you give them a potion containing a Restore Health effect, it will make them recover.
  • Kill -> will kill the NPC. As this potentially breaks stuff, only do so at your own risk. (a warning will pop up)

For vampire and undead NPCs (e.g.: Serana), normal potions of healing and healing spells won't effect them. You'll need to use Necromantic Healing spells or use a Potion of Blood (only for Vampires) to make them recover.

Requirements


Compatibility

This mod is incompatible with any mod that changes the bleedout state.
This mod also works well with my other mod: Administer Potions and Poisons to Friendly NPCs.

There's a patch for Press E to Heal Followers. With this patch installed, it works as follows:

  • Unconscious followers: Pressing E will give them a potion. Pressing E + hotkey will open the menu from this mod with the options: Loot, Give Potion, Kill and Do Nothing.
  • Unconscious non-followers: Pressing E will open the menu from this mod with the options: Loot, Give Potion, Kill and Do Nothing. Pressing E + hotkey will give them a potion.

There's an additional mega patch for Andrealphus' Bleedout Revamp + Press E to Heal Followers + DAK + Administer Potions and Poisons to Friendly NPCs. This mega patch requires:
Customization

You can use the following console commands to customize some settings:

Spoiler:  
Show

Changing the amount of hours to recover

Use the following console command:
set ANDR_KO_RecoverHours to X
Where X is the amount of hours it takes for an NPC to recover.
Note: If it's set to 0, NPCs will never recover. I wouldn't recommend this though, due to bugs.

Changing the health reset threshold

Use the following console command:
set ANDR_KO_DownHealthTreshold to X

Where X is the amount of health (not a percentage) that the NPC can have before it's reset back to 0.5.

Toggling notifications

Use the following console command:
set ANDR_KO_AllowNotifications to X
Where X can be set to 0 and 1. 1 will allow notifications "<Person> has been knocked out." 0 (or any other value than 1) will turn off these notifications.

Debugging a stuck NPC

Use the following console command first:
help "bleedout token"
This will give you the formID of the bleedout token in your loadorder. (should end with 807, but the other digits are dependant on your load order.)

Then, select the stuck NPC and use the following console command:
removeitem <FormID> 1

For instance, "removeitem FE001807 1". This will remove the bleedout token from the NPC and should make them recover.

Adding an NPC to the exclusion faction

Use the following console command first:
help "Ignore Bleedout Revamp Faction"
This will give you the formID of the exlcusion faction in your loadorder. (should end with 800, but the other digits are dependant on your load order.)

Then, select the NPC and use the following console command:
addtofaction <FormID> 1
For instance, "addtofaction FE001800 1". This will prevent the NPC from being affected with the "unconscious effect" and instead use the vanilla bleedout kneel animation.

Making this mod apply to only team mates

set ANDR_KO_NotOnlyTeamMates to X
If X is set to 0, this mod only applies to team mates. If X is set to 1, this mod applies to all friendly essential and protected NPCs. (default value is 1)


Known Issues

  • Some testers reported that it sometimes takes a long time for an NPC to recover after having used a potion/healing spell on them. Unfortunately, I was unable to replicate this issue. My apologies for that. I can only assume this is caused by script lag, when having many other heavily scripted mods running at the same time.
  • Sometimes the message "<Name> has been knocked out." will pop up. This is due to a Vanilla bug when NPCs get into a bleedout state. It would happen otherwise as well, but this mod makes it more noticable, since it will show the message. You can turn off these notifications, if you want. (See Customization)

FAQ

Q: Is this mod the same as Essentials Ragdoll on Knockdown, or any mods based on it, namely Knockout and Surrender and Essentials Knockdown?
A: Those mods are all well done, and I would recommend them as an alternative to this, if you don't like a certain feature of mine. They are quite similar, in fact, after checking I found out my mod and theirs use a similar approach to making an NPC ragdoll, aka "unconscious", which I found in this old forum thread, so I assume it's a common way to simulate this effect.
Just like Esssentials Knockdown, my mod also requires SPID.
However, as for differences, my mod should keep the NPCs in an unconscious state, even after leaving the cell and you either need to wait 6 hours, or use a healing spell or potion on the NPC to make them recover. In addition, my mod displays a message when an NPC falls unconscious, like in Oblivion.


I would recommend to only use one of these mods though, as they share the same method and may cause issues when used together.

Q: What about NPC Knockout Overhaul?
A: That mod is a very comprehensive overhaul, with tons of new features for knocking out NPCs and such. It goes way beyond what my mod does. It also seems to be using the same approach for making the NPC unconscious. It doesn't use SPID to make its effects apply to all NPCs, but instead using a cloaking script. There are pros and cons to that approach, which I won't go into here. In short, if you'd like a mod with way more features/customizability than mine, but more complex, I'd recommend it.

Q: Is this the same as the NFF feature in its MCM?
A: The differences are the following:
First off, unlike NFF, this mod isn't just for followers, it's meant to be applied to all essential/protected NPCs.
Secondly, as far as I know, NFF edits the GameSettings, but still has NPCs auto-recover when you switch cells or fast travel.

Q: Is this mod script heavy?
A: Not really. The scripts only fire when an NPC goes into a bleedout state. I am aware of people reporting that there's a huge delay sometimes in NPCs recovering. I'm not sure why this occurs. Most likely it is a mod conflict with another mod that calls a similar function and somehow overrides mine. Please refer to the sticky post in the comments section for more information.

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.