Skyrim Special Edition

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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. ftwranger
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    Kill -> will kill the NPC. As this potentially breaks stuff, only do so at your own risk. (a warning will pop up)
    can this kill essential follower? if so this works so well with immortal essential follower mod 
    only reason I'm skeptical of using that mod is boethiah calling quest
    1. AndrealphusVIII
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      It should kill them, unless they're made essential through a quest alias. AFAIK, the mod you linked does that, so they won't work together.
    2. ftwranger
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      thanks for the quick reply, well the mod does not work with NFF anyway so I disabled it. how about this mod essential npc
      it uses console command set essential
      edit: oh yeah tested in game and the two pair well. this mod was already great for nerfing pesky followers waking up every 10seconds to distract enemies. the kill feature is just a bonus to be paired with essential npcs to bypass boethiah calling
  3. thecabanaboy
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    Hi, first of all this mod is terrific and this is certainly an issue related to other mods aside from yours.
    I have a follower, (Daegon) who goes into normal bleedout animation but doesn't get knocked out. She has the menu functionality. If I manually additem bleedout token to her for testing she gets KO'd as normal.
    Could this be an issue with her custom wardrobe scripts and whatever not letting something get added via SPID? She doesn't have any anti paralysis perks or anything. Obviously I don't expect you to debug another mod but do you have any ideas what could cause it?
    1. AndrealphusVIII
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      As far as I know, that follower is heavily scripted, even through SKSE. So there might be a certain conflict there.
  4. cuddm
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    This seems like such a cool concept for the annoying vanilla bleedout mechanic, but i have two questions: firstly, is there any incompatibility or strange interaction with the NFF bleedout MCM settings; and secondly, can this potentially break the AI of followers that have their own custom follower framework (like Inigo/Remiel/Lucien/etc.)? Thanks!
    1. AndrealphusVIII
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      is there any incompatibility or strange interaction with the NFF bleedout MCM settings;
      Not that I know of. As far as I know that one just changes the value of a GameSetting.
      can this potentially break the AI of followers that have their own custom follower framework (like Inigo/Remiel/Lucien/etc.)?
      As far as I know, no. I haven't had anyone report any issues with those.
    2. cuddm
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      Not that I know of. As far as I know that one just changes the value of a GameSetting.
      This is true for the bleedout time (global variable), but the other settings (below it in the picture) like bleedout recovery, revive after combat and potion recovery only affect followers and i assume are applied via script. My worry was that if a follower goes into bleedout state, both your scripts and the NFF scripts related to those settings both spring into effect and try to modify the bleedout at the same time, which could lead to some strange behaviour 
    3. AndrealphusVIII
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      To avoid issues, I would recommend disabling those settings in the MCM.
  5. EvilFetcher
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    Hi, awesome mod! I'm trying to do a tweak to make the NPCs say their pain voice when going into bleedout. Have you tried experimenting with that?

    I tried this but it didn't make the NPC say anything when entering bleedout.

    Scriptname ANDR_KO_EnterBleedoutScript extends activemagiceffect  
    ...
    Event OnEffectStart(Actor akTarget, Actor akCaster)
    EffectTargetActor = Self.GetTargetActor()
    If !EffectTargetActor.GetNoBleedoutRecovery()
    EffectTargetActor.SetNoBleedoutRecovery(true)
    EndIf

    ; new tweak I tried
    EffectTargetActor.AllowBleedoutDialogue(true)
    utility.wait(0.2)
    EffectTargetActor.Say(game.GetForm(81595) as topic, none, false)
    utility.wait(0.5)
    EffectTargetActor.AllowBleedoutDialogue(false)
    ...

    I believe that form is the "pain" voice.
    1. AndrealphusVIII
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      Try changing
      EffectTargetActor.Say(game.GetForm(81595) as topic, none, false)to
      EffectTargetActor.Say(game.GetFormFromFile(0x13EBB, "Skyrim.esm") as topic, none, false)
  6. ftwranger
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    just the mod I needed. I played for a bit and did not notice any lag or script delay. worked perfectly as advertised
    1. AndrealphusVIII
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      Cheers. I'm glad you like it.
  7. quietlychamil
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    Is this mod different for followers?  I've had some followers enter the knock out stage correctly while (one) others go into vanilla bleedout.  I've checked the tags in xedit to make sure both followers were essential and had basically the same tags.  I don't know why this doesn't work on a particular follower, are there some conditions that need to be met?

    Also, does the new version work in VR?  The previous version did but the new one requires a dll =(
    1. AndrealphusVIII
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      Is this mod different for followers?  I've had some followers enter the knock out stage correctly while (one) others go into vanilla bleedout. 
      I've checked the tags in xedit to make sure both followers were essential and had basically the same tags.  I don't know why this
      doesn't work on a particular follower, are there some conditions that need to be met?
      Which follower was it?
      Also, does the new version work in VR?  The previous version did but the new one requires a dll =(
      The old versions also required another DLL. Please make sure you have all the correct requirements. (They are listed in the description.) I don't know about VR, as I don't use that myself.
    2. quietlychamil
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      Happy to report that the new dll works fine in VR!
      The follower it didn't work on was the Lady Serah of Clan Volkhiar on the other site.  I was running through a cave with her, Auri, and Zora and the later two entered knockout normally but Lady Serah only entered bleedout.  I reloaded and tested a few times and she would only go into bleedout.  She's also a vampire if that makes a difference.
    3. AndrealphusVIII
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      I see. I'm not sure in that case.
    4. quietlychamil
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      Hiya, I did some testing and it was either one of her vampire perks/abilities or that she had keywords that made her immune to paralysis, unrelenting force, or the Aetherial Shield bash that was interfering with your mod.  I removed all of these from her and now she's knocked down normally.
    5. AndrealphusVIII
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      Nice! I'm glad to hear that.
  8. Marikuuu
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    I have a bug where often, a follower will receive a healing potion from me, but does not heal (healing effect also does not show) the healing potion is added to their inventory. The message that the potion has been consumed, does pop up. Any ideas?
    1. AndrealphusVIII
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      Do you perhaps use an animated potions mod? What you're describing is the Equip() function not firing, which by default should make a NPC actually consume the potion, unless there's another mod conflicting and interfering with that.
    2. Marikuuu
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      I use Ultimate Animated Potions
    3. AndrealphusVIII
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      Yeah, some other users reported issues with that. I'll see what I can do. Thank you for letting me know.
    4. Marikuuu
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      Thx for the quick response and help!
    5. Marikuuu
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      Did you have a chance to look into this?
    6. AndrealphusVIII
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      I will get to it. I'm currently very busy on other projects.
    7. AndrealphusVIII
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      Try 1.14, which I just uploaded. Do keep in mind that it requires Andrealphus' Papyrus Functions now.
  9. SimplyBearnado
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    not saying you should make it, but is it possible to make a spid mod (or with some other mod similar to spid) that makes certain types of enemies such as undead not bleed out? imo, skeletons, draugr, dragon priests, etc should have never had a bleed out state because they dont bleed and arguably, they dont need to rest.
    1. AndrealphusVIII
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      I'll consider it.
  10. tsalbmrots
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    When my follower goes into bleedout, I pressed "E" , loot menu pops out. and I get "Give potion/kill/do nothing" menu together. 

    When I pressed give potion button., Do nothing, but If I give actually a potion from gift menu, works like a charm. My follower heal up. Is this a bug ? :)

    Before from Formlist Manipulator. I wasn't getting such an bug

    Edit : Using "Honor the Dead - Looting corpses is a crime" and "Stolen Possessions - the Deceased" Maybe a patch ? :)))
    1. AndrealphusVIII
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      I'm not sure what you mean. If you press E on a downed follower the menu (Loot, Kill, Give Potion, Do Nothing) should show up by default.

      Did you install the update midsave perhaps?
  11. riandkanbara
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    excuse my stupidity 
    can i somehow make this affect my char too ? 
    i rlly like the ragdoll thingy to be paired with daymoyl 
    1. AndrealphusVIII
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      It's currently impossible to have it affect the player. It will need a major script rewrite for that.