0 of 0

File information

Last updated

Original upload

Created by

fenix31415

Uploaded by

fenix31415

Virus scan

Safe to use

239 comments

  1. BenjaminRaspel
    BenjaminRaspel
    • supporter
    • 5 kudos
    Sticky
    I'd really like to see a version for npcs and player ;)
    1. fenix31415
      fenix31415
      • member
      • 395 kudos

      Alright who else?
      :)
    2. nonolepetitrobot
      nonolepetitrobot
      • member
      • 22 kudos
      We should be able to push the enemies into the fire so that they burn instantly.
    3. jimmydexter
      jimmydexter
      • member
      • 0 kudos
      +1
    4. DDCrusader
      DDCrusader
      • premium
      • 32 kudos
      Since NPCs are stupid and navmeshes are not always very detailed I suggest the following:

      Make fire safe for stupid NPCs either in specific location types like Inns, Player Homes, etc and/or make it hurt them only 'while in combat' state.

      I usually have additional NPCs in game via mods and some cells like Inns are crowded or extra followers get in the way in Breezehome.

      I still get haunted in my dreams with screams of some random guy/chick getting burned alive in the cozy Bannered Mare Inn, while absolutely everyone is drunk, listens to Michael scream his songs with a lute and no one gives a s..t about it.
    5. fenix31415
      fenix31415
      • member
      • 395 kudos
      Sounds good.. I'll keep the idea about combat state.
    6. fadingsignal
      fadingsignal
      • premium
      • 4,286 kudos
      Yes please.  No need to overthink it, just make it a toggle in the config.
    7. Avokh32
      Avokh32
      • supporter
      • 13 kudos
      +1
    8. Katarsi
      Katarsi
      • premium
      • 126 kudos
      I concur as well
    9. Cailan33
      Cailan33
      • member
      • 11 kudos
      +1
    10. Indominus113
      Indominus113
      • premium
      • 20 kudos
      +1
    11. buncer
      buncer
      • member
      • 0 kudos
      +1 support.
    12. Sorlomon
      Sorlomon
      • supporter
      • 14 kudos
      +1
    13. Nukanist
      Nukanist
      • premium
      • 137 kudos
      +1
    14. GoddRighteousOward
      GoddRighteousOward
      • member
      • 4 kudos
      Any news on how it is coming along?
    15. LanceDragonsbane
      LanceDragonsbane
      • premium
      • 14 kudos
      +1
    16. skyrim2822
      skyrim2822
      • member
      • 1 kudos
      Why can't I burn the others? No, it's a stupid mod.
    17. phileaschen
      phileaschen
      • member
      • 0 kudos
  2. LatinGames
    LatinGames
    • premium
    • 77 kudos
    Have you considered fire hurts the followers too? They are immortal so ... As I showed you in the Image, followers smiling over the bonfires,  really breaks the immersion. 

  3. Apexcode1990
    Apexcode1990
    • premium
    • 1 kudos
    Im still getting CTD with this plugin, does there need to be a specific load order for this?
  4. daviiss
    daviiss
    • member
    • 0 kudos
    do i need to use patch for embers HD also if i use XD version? 
    1. kzht95
      kzht95
      • member
      • 1 kudos
      +1 I also use ember xd
  5. LatinGames
    LatinGames
    • premium
    • 77 kudos
    What if the fire hurts the followers too? They are immortal, so seeing them jump and scream in pain from the fire would be great! 
  6. hoangdai94
    hoangdai94
    • member
    • 191 kudos
    💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖 
  7. WeldingManDE
    WeldingManDE
    • premium
    • 360 kudos
    Can you please add a feature that water can stop burning?
    1. EonTitan277
      EonTitan277
      • supporter
      • 4 kudos
      +1
    2. Glanzer
      Glanzer
      • premium
      • 260 kudos
    3. fygfh
      fygfh
      • member
      • 6 kudos
  8. OGGrinskin91
    OGGrinskin91
    • supporter
    • 10 kudos
    Would there be a way to implement water extinguishing fire? I found when I jumped in some water to stop it I carried on burning underwater. 
    1. Glanzer
      Glanzer
      • premium
      • 260 kudos
    2. fygfh
      fygfh
      • member
      • 6 kudos
  9. Gruberick
    Gruberick
    • member
    • 3 kudos
    This mod was causing me CTD before logo Bethesda...


    NetScriptFramework says:

    Probable callstack
    {
      [0]   0x7FFF8066CD29     (KERNELBASE.dll+2CD29)         
      [1]   0x7FFF215462E4     (FireHurtsRE.dll+662E4)        
      [2]   0x1C1993EFD0                                      
      [3]   0x7FFF21532CB3     (FireHurtsRE.dll+52CB3)        
    }

    Uninstalling it was the solution :(

    Edit: I'm using 1.5.97
    1. rawfear101
      rawfear101
      • premium
      • 3 kudos
      Unfortunately, I encountered the same issue. The issue was resolved by disabling the mod. SE version 1.5.97.
    2. szymonradulski
      szymonradulski
      • member
      • 1 kudos
      Same issue, same version and the same solution
    3. Glanzer
      Glanzer
      • premium
      • 260 kudos
    4. NotYourDamnTaco
      NotYourDamnTaco
      • member
      • 0 kudos
      Im using that and have the same issues
    5. drgsldr691
      drgsldr691
      • premium
      • 0 kudos
      same issue but with 1170 version ae. i really wanted this too.as soon as i load into game it crashed me. uninstalled it and it works fine now. Here is my crash logger for it.
      PROBABLE CALL STACK:[ 0] 0x7FF7DE6CB0B3    SkyrimSE.exe+030B0B3 -> 20543+0x43mov rdi, [rsi+0xF8][ 1] 0x7FFDCE87ECBE FireHurtsRE.dll+003ECBE[ 2] 0x7FFDCE872DE0 FireHurtsRE.dll+0032DE0[ 3] 0x7FFDCE8731B6 FireHurtsRE.dll+00331B6mov rcx, [rsp+0x90] |  D:\GitHub\FireHurtsNGactual\src\XSEPlugin.cpp:246 ?tick@TickerPlayer@@QEAAXM@Z[ 4] 0x7FF7DEA07573    SkyrimSE.exe+0647573 -> 36581+0xB3mov rax, [0x00007FF7E15474F8][ 5] 0x7FF7DEA0614C    SkyrimSE.exe+064614C -> 36564+0x2ACcmp byte ptr [0x00007FF7E154714B], 0x00[ 6] 0x7FFDC57CF1F9    hdtSMP64.dll+00BF1F9cmp byte ptr [rbx+0x10], 0x00 |  C:\Games\Faster HDT-SMP\skse64_2_02_06\src\skse64\hdtSMP64\Hooks.cpp:314 ?onFrame@UnkEngine@hdt@@QEAAXXZ[ 7] 0x7FFDCE2E5EC7  MuJointFix.dll+0025EC7call 0x00007FFDCE3032E0 |  D:\VS\MuJointFix\src\Hook.cpp:25 ?onFrame@UnkEngine@Mus@@QEAAXXZ[ 8] 0x7FF7DE9FEAD5    SkyrimSE.exe+063EAD5 -> 36544+0x165test bl, bl[ 9] 0x7FF7DF8FBB8E    SkyrimSE.exe+153BB8E -> 109636+0x106mov ebx, eax[10] 0x7FFE4C1A7344    KERNEL32.DLL+0017344[11] 0x7FFE4E0026B1       ntdll.dll+00526B1REGISTERS:RAX 0x24B88C5A310      (void*)RCX 0x768              (size_t) [1896]RDX 0x0                (size_t) [0]RBX 0x2                (size_t) [2]RSP 0xB0F9EFF490       (void*)RBP 0xB0F9EFF690       (void*)RSI 0x4517A00044D08000 (size_t) [4978623836096331776]RDI 0x0                (size_t) [0]R8  0x24B8FA09AD0      (void*)R9  0x7D6971AEED139409 (size_t) [9036879123411342345]R10 0xB0F9EFF4B0       (void*)R11 0x24CE6860814      (void*)R12 0x24B8299AC00      (Main*)R13 0x0                (size_t) [0]R14 0x24BF0514F08      (char*) "j"R15 0xB0F9EFF688       (std::_Func_impl_no_alloc<`TickerPlayer::update'::`2'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)STACK:[RSP+0  ] 0x7FF7DE3C0000     (void*)[RSP+8  ] 0x503F             (size_t) [20543][RSP+10 ] 0x24D198FA880      (void*)[RSP+18 ] 0x7FFDCE87F3A8     (void* -> FireHurtsRE.dll+003F3A8mov qword ptr [rsi+0x38], 0x00 |  D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\T\TESObjectCELL.cpp:21 ?ForEachReference@TESObjectCELL@RE@@QEBAXV?$function@$$A6A?AW4ForEachResult@BSContainer@RE@@AEAVTESObjectREFR@3@@Z@std@@@Z)[RSP+20 ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2][RSP+28 ] 0x503F             (size_t) [20543][RSP+30 ] 0x24C2D5D0100      (TES*)[RSP+38 ] 0x0                (size_t) [0][RSP+40 ] 0xB0F9EFF8D0       (void*)[RSP+48 ] 0x7FFDCE87ECBE     (void* -> FireHurtsRE.dll+003ECBEtest rax, rax |  D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\T\TES.cpp:41 ?ForEachReference@TES@RE@@QEAAXV?$function@$$A6A?AW4ForEachResult@BSContainer@RE@@AEAVTESObjectREFR@3@@Z@std@@@Z)[RSP+50 ] 0x24C00000002      (void*)[RSP+58 ] 0xB0F9EFF508       (std::_Func_impl_no_alloc<`RE::TES::ForEachReference'::`5'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)[RSP+60 ] 0x24C139290C0      (PlayerCharacter*)Flags: 0x00000448 Name: "Barbie"FormID: 0x00000014FormType: ActorCharacter (62)Flags: 0x00000448 Name: "Barbie"FormID: 0x00000014FormType: ActorCharacter (62)Object Reference: File: "ccbgssse018-shadowrend.esl"Modified by: Skyrim.esm -> ccbgssse018-shadowrend.eslFlags: 0x00040009 kDestructible | kInitializedName: "Barbie"FormID: 0x00000007FormType: NPC (43)Flags: 0x00000448 kInitialized | kBorderRegionFormID: 0x00000014FormType: ActorCharacter (62)[RSP+68 ] 0xB0F9EFF8D0       (void*)[RSP+70 ] 0x627FA            (size_t) [403450][RSP+78 ] 0x7FFDCE8A6898     (void* -> FireHurtsRE.dll+0066898 |  __real@34000000_66898)[RSP+80 ] 0xB0F9EFF688       (std::_Func_impl_no_alloc<`TickerPlayer::update'::`2'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)[RSP+88 ] 0x7FF7DF0890CF     (void* -> SkyrimSE.exe+0CC90CFcmp [rdi], eax)[RSP+90 ] 0x10907            (size_t) [67847][RSP+98 ] 0x10E48            (size_t) [69192][RSP+A0 ] 0x0                (size_t) [0][RSP+A8 ] 0x7FFDCE87ED88     (void* -> FireHurtsRE.dll+003ED88mov rax, [rax+rbx*1] |  D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\T\TES.cpp:15 ?GetSingleton@TES@RE@@SAPEAV12@XZ)[RSP+B0 ] 0x0                (size_t) [0][RSP+B8 ] 0xB0F9EFF688       (std::_Func_impl_no_alloc<`TickerPlayer::update'::`2'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)[RSP+C0 ] 0x112A4DD09B38     (size_t) [18873391815480][RSP+C8 ] 0x7FFDCE87CF13     (void* -> FireHurtsRE.dll+003CF13mov rcx, [rsp+0x40] |  D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\U\UI.cpp:48 ?IsMenuOpen@UI@RE@@QEAA_NAEBV?$basic_string_view@DU?$char_traits@D@std@@@std@@@Z)[RSP+D0 ] 0x1                (size_t) [1][RSP+D8 ] 0x0                (size_t) [0][RSP+E0 ] 0x24B8299AC00      (Main*)[RSP+E8 ] 0x0                (size_t) [0][RSP+F0 ] 0xB0F9EFF8D0       (void*)[RSP+F8 ] 0x7FFDCE872DE0     (void* -> FireHurtsRE.dll+0032DE0mov r14, [rsp+0x30] |  D:\GitHub\FireHurtsNGactual\src\XSEPlugin.cpp:193 ?update@TickerPlayer@@AEAA@PEAVActor@RE@@@Z)[RSP+100] 0xFF7FFFFF         (size_t) [4286578687][RSP+108] 0x0                (size_t) [0][RSP+110] 0x24C139290C0      (PlayerCharacter*)

      If you need more of it let me know ill be happy to help out with debugging this problem. Also i have NG loaded after it but that didn't seem to help.
  10. Hirodin
    Hirodin
    • member
    • 2 kudos
      Hey bro, you hear me now, i want the player character to be lit up on fire after 2 seconds of being in contact with the fire source, but i dont know how to do this, In Xedit i see no value in the .esp.
      in the description you wrote about a delay time in N seconds, and i didnt understood how to do this.
      And thanks for this mod, its mega immersive. mega cheers.
  11. Kulharin
    Kulharin
    • premium
    • 718 kudos
    NG version crashing on 1.6.1130
    1. LanceDragonsbane
      LanceDragonsbane
      • premium
      • 14 kudos
      yeah it needs updating.