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AndrealphusVIII

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AndrealphusVIII

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  1. AndrealphusVIII
    AndrealphusVIII
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    Before posting: Please read this:

    If you have issues with certain essential NPCs not dying when they're supposed to (in quests for instance), please add them to the exclusion faction. (like described in the description.) I cannot and will not account for every possible NPC in every single mod.

    If you have issues with script lag: I am aware that some users have this issue. But I am unsure what's causing it. If you happen to be affected by it, please let me know and provide as much information as possible. (at bare minimum, a link to your mods) Just confirming you have the issue isn't really helpful to me. I need more details to figure out why this is happening. However, most likely, this is an indirect mod conflict, with some other mod(s) calling certain functions which override the ones in this mod. Given the number of mods on Nexus, it's impossible for me to guess which ones are causing that. If you want to help me find the conflicting mods in your load order, you can do the following: Make a seperate profile. Disable mods one by one until the issue is gone. The last one will most likely be the culprit. Remember to always use a new save for this, as existing saves might have their stored data interfere with the tests.

    Thank you for your understanding.
  2. Arshia13
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    Great mod! Could you add a patch for Swiftly Order Squad - Follower Commands UI ? (NFF teleport doesn’t work either.)
    The followers won’t teleport to me when they are in a Bleedout state.
    1. AndrealphusVIII
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      Feel free to make a patch. (see permissions)
    2. Arshia13
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      Do you have any advice on what I should edit or look for in xEdit?
    3. AndrealphusVIII
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      I don't think it can be done in xEdit. You'd need to look at the scripts.
  3. ErikOlof
    ErikOlof
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    I'm having a problem accessing the mod menu box. When accessed (shift+E) on bleedout npc, before opening the window box from this mod, it opens the npc's inventory with 100000 carry capacity. Because of this, I can't give the potion to the NPC. The same thing happens with the "press E do heal followers" mod, when I activate the npc in bleedout, he receives the potion automatically, but it also opens the same npc's inventory. Any tips on what it could be? I've tried to solve this in several ways, I can't, I'm using the combo patch, the order of the mods is correct.

    Thank you for this mod sir!
    1. AndrealphusVIII
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      Not sure what you mean by "accessed (shift+E)". Is that from another mod?
    2. ErikOlof
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      No, it is from "Press E to Heal Followers" mod patch. Pressing E + hotkey. I installed ABR - AdminPots - DAK - PETHF Mega Patch.
    3. AndrealphusVIII
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      That patch might be outdated. I moved the patch to old files. If anyone wants to attempt an updated patch, feel free. (see permissions)
    4. ErikOlof
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      Are you sure is it outdated?
      because the same behavior of the inventory is happening with other mods like Yield to me, and it doesnt use DAK. I think may be something else, but i couldn figure out.
      Something is forcing opening the inventory before the message box.
      Despite that, your mod works normally with DAK and press E to heal followers. I just cant give potions to bleedout npcs with your mod.
    5. AndrealphusVIII
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      I no longer support those patches.
    6. dwarano
      dwarano
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      I've heard similar incompatibility's with "Dynamic Activation" mod, might you be using that?
  4. CheezyBallz
    CheezyBallz
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    For anyone having a problem with npcs going into the vanilla bleedout: they might have the "immune to paralysis" keyword, which you can remove using xEdit.
  5. Fractalbase
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    the option to give an npc in bleedout a healing potion doesn't seem to have an effect.
    1. AndrealphusVIII
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      Do you have all the required files properly installed?
    2. Fractalbase
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      yes.  am reinstalling requirements to make sure.
  6. Zira1251
    Zira1251
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    Despite how many times I've looked through your mod profile, every time I do it again, I find something "new" to download and wonder how I missed it before, haha
    1. AndrealphusVIII
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      Nice! I'm glad to hear that. <3
  7. quietlychamil
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    When killing a knocked out NPC, would it be possible to trigger a kill move animation and would it be possible to command a follower to do the kill?
    1. AndrealphusVIII
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      That would be very janky to implement, unfortunately.
    2. quietlychamil
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      Drat, but it is what it is.  Honestly, I'm a VR player but the one thing I miss are kill moves and I'm trying to find ways to get NPCs and my follower to do them more often just so I can see them in game.  Commanding followers to kill would have been great! =D  But I understand that it could be crazy to implement.  All the current kill move mods are already not fully functional or nonfunctional in VR.

      Oh, new question, would it be possible to make it so NPCs do not get back up until they're filled to full health?  A follower with a little health is still a powerful distracting force and I'd like to force myself to use more then just a lvl 1 health potion when bringing them back into the fight.
    3. AndrealphusVIII
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      I'm not sure how to reliably implement something like that, either.
    4. quietlychamil
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      Well, double drat.  But its still a great mod regardless and forces me to consume resources I normally stockpile.  Thank you for sharing with the community.
  8. JohnPeena
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    ANDRELPHAEUS, I LOVE YOUR MODS!! W MANZ
  9. hmin5
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    Lovely mod! Thank you for making it. I have a request: could you add an option where followers don't wake up until the combat is over? So that combat is even more challenging.
    1. AndrealphusVIII
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      I can make it so you can't interact with downed NPCs until combat is over, if you're still interested in something like that?
    2. hmin5
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      That sounds great! But I presume healing spell still will wake them up, right? I'd be great if healing spells can't wake up downed followers too
      until combat is over.
    3. AndrealphusVIII
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      That's not possible afaik.
    4. wieckj
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      Hello, I found this mod hoping to find one with this functionality. In NFF there is an option Disable Bleedout Recovery which prevents the downed follower from recovering until the end of combat. According to the description of that feature in the MCM, it is also supposed to make potions and healing spells have no effect on the follower, but I haven't been able to get that part of it to work as advertised.

      This functionality would be ideal though, incentivizing you to keep your follower's health up during combat but not punishing you with their death if they go down. Since many Restoration spells heal yourself and allies alike, keeping a downed follower in the fight is trivially easy - it would another thing entirely if I was using a targeted spell specifically to revive the follower.

      I'm curious to know what makes implementing a feature like this impossible? I've been trying to strike the right difficulty balance when playing this game with a follower and I'm disappointed (not in you, just in general) to hear that the option that makes the most practical sense to me can't work.
    5. AndrealphusVIII
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      First off, this mod is not (and never was) intended for just followers. It is intended to replace the Vanilla bleedout system on all NPCs. People asked me for an option for followers, so I did, but it was never the main goal of this mod.

      Secondly, as this mod replaces how the Vanilla bleedout is handled and recodes it in Papyrus, it's quite challenging to make it apply to combat, mainly because what is considered combat is rather janky Papyrus-wise. The events that monitor it can fire multiple times in a session and the player might still be considered in combat, long after it's actually over. In short, the way combat is handled by the game, is not reliable enough to make work for this mod, through papyrus, which my mod uses, instead of the hardcoded way.

      I hope this answers your question.
    6. wieckj
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      Okay, I think I understand. Thanks.
  10. CluelessCourier
    CluelessCourier
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    Your mods are great, thanks so much
    1. AndrealphusVIII
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      Cheers I'm glad you like them.
  11. neeeetuo
    neeeetuo
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    The latest version has finally fixed the problem of ineffective potions, thank you very much for your mod, great immersion.
    1. AndrealphusVIII
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      Cheers.