Not a bug; I encountered a compatibility issue that I thought I would relay here in case anyone else encounters it: This mod adds a script to the player character form. Anything else that touches that form will either overwrite this or be overwritten by it. So you (the user) will need to patch any such mods together to make them all play together.
Yeah! It's true. Add a script to the form and it's a violation. What I will do is create an alias and add the script in the alias. That would solve any controversy with another MOD.
Thank you for your response and consideration. To be clear, I do not mean to criticize; the patch is easy to make. In my case, I could actually remove my second mod and incorporate its changes directly into yours (backing up the original should I want it for another playthrough) so this actually saved an ESP slot, with a little SSEEdit work. The primary reason I posted was to provide context for anyone who runs into something similar in future. I usually search the comments and forums first when I run into mod difficulties. I maintain that this is one of the best mods for challenging or high-difficulty playthroughs; it addresses the engine-level issues letting you play without worrying about save-load issues or losing progress.
So I have the mod working now (and a free esp slot) but I have a new scenario for you: I am giving Complete Alchemy and Cooking Overhaul (CACO) a try this time, and it modifies all potions so they work over time, e.g., the potion of minor healing is now 25 points of health over 1 second, not 25 points instant, and the healing doesn't start until you close the menu.
These changes seem to break the recovery ability while the player is downed; I can drink my CACO potions, but I stay downed and do not heal. Is there any modification you could make to your mod that would allow for compatibility with CACO? i.e., to allow time-based healing during the downed period. I tried opening the scripts in notepad++, but it's all compiled pex to me.
During my prior playthrough (no CACO) I observed that potions of regeneration couldn't get you out of the downed state, either. I assume this has something to do with it.
Finally, I do hope that there is an easy fix for this. Or, I might have to do the unthinkable . . . and change the difficulty.
Thank you for your message. I will upload an update no later than 48 hours. Greetings and it's good that you warned that something could go very wrong.
You should analyze the situation. It happens that the game closing process occurs precisely during hemorrhage time. There are only brief seconds (5) to interrupt the process and divert the action to another place: example, 1) you take a healing position; or, 2) what the MOD does in its script: heal and move the player to Whiterun. Surely when you want to access the first option, it is interrupted by the instant launch of the second, programmed in the script.
The CACO potions only take one second to act, but I'll try it: let something put me into downed state and try to take a potion as quick as possible. My observation last time was that no healing occurred at all, but like you said, perhaps it's a matter of speed and being fast on the potion-taking. Will let you know how it turns out.
I finished my experiments. Here is what I found: 1) CACO Health potions will not get you out of the downed state. It doesn't matter how quickly you drink them. 2) CACO Health fortification potions WILL get you out of the downed state. Thank you for your advice. I like this mod, and I'm glad I figured out how to make it play alongside CACO without having to turn down the difficulty.
Player Wounded complements challenge playthroughs very nicely. It feels natural, and it provides some recourse when you get one-hit obliterated by an unexpectedly strong enemy.
I'll admit, I like it as-is, without losing items or gold on death. If there was a way to add a penalty for going into the injured state, I would rather Danica and Mercedes start asking the player for nominal "donations" to make up for their time reviving the player. The player might not be forced to pay, but the priestesses' greetings might become less enthusiastic if one doesn't, adding more immersion to the mod.
Lastly, I like the visual indicators of low health; if you are using HUD mods that reduce the prominence of your health bar on screen, the bleeding effect is very noticeable, and gets your attention right away.
Superb Mod. Thanks for that. Asking just in case. Not sure if doable: It would be brilliant to be able to wake up on one of the beds in the temple with one of the priestess curing the player. May be too much to ask. Anyhow, great mod!!
Mod request : 1 - Can you make a mod Handcart - portable chest? https://www.nexusmods.com/skyrim/mods/74517 2 - Can you make a mod player slows in upstairs? Could be basicly force walking, 3 - Can you make basic injuries cause actor disarm his/her weapons, but weapons into the ground not return to actor inventory :) realistic disarming <3
1 - Can you make a mod Handcart - portable chest? Response: I have seen this MOD. I got the impression that it's kind of cumbersome to be dragging that cart around the roads of Skyrim.In our case, we have created a magic chest MOD. It's in this location, look at it. https://www.nexusmods.com/skyrimspecialedition/mods/70591
There is, perhaps, a philosophical issue here around the game. Skyrim is riddled with spells; some truly implausible ones created by some MODs. The philosophical question is: To what extent should magic make things easier? When we created "Conjure Magic Chest" we hesitated. It is clear that it is more real to drag a chariot with a chest all over Skyrim... But in the dynamics of the game, it is an inconvenience. If with a spell we can disappear and appear in another place, it is not unreasonable to think that we can do the same with a chest.
There are millions of players and each one has a different appreciation of the dynamics of their game. If I created a spell that directly kills your enemy without giving them a chance, would you use it? Imagine, it would be a simplification that would spoil all the fun. The point is to find the balance. I want to kill my opponent, of course... but at the same time I want to take the risk of him killing me.
The same happens with the gameplay facilities. I want to make some things easier for myself, but at the same time I don't want to escape from reality, from what is possible within the vanilla script. However, that balance is different for each player.
2 - Can you make a mod player slows in upstairs? Could be basicly force walking, Response: I don't quite understand what your proposal is. Expand a little more.
3 - Can you make basic injuries cause actor disarm his/her weapons, but weapons into the ground not return to actor inventory :) realistic disarming Response: Yes, this can be done perfectly!!!
The point of the cart I expect is TO BE cumbersome, you know? It's the tradeoff for being able to carry large amounts of material without magic or enchantment. It would be really nice to have this as an option and I can agree with tsalbrmrots. It would be especially useful in a low magic setting, which is easily achievable these days with innumerable mods. Looking at the handcart mod in question, it would be so amazing to have it exactly as is. All it needs is a proper SKSE port.
As for this mod, Player wounded, I can only say it's one of the best most seemless alt death systems I've tried. No one wants to be teleported back to Whiterun all the time, so there's a real incentive to keep potions on hand and not die. And, if you do die, it's easy to roleplay being brought to the temple of kynareth and barely surviving, etc.
I expect this mod goes really well with "Follower Death and Injury Chance"
I think tsalbmrots is asking either for the player to be slowed upon reaching a stairway, similar to how Loki's Wade in Water works, so that you can't run up stairs as quickly as over even ground. Very realistic. The other thing I think might be less likely making the player slow down whenever they are upstairs. I think the first one is the one they mean.
Hello!! Thank you for your notice. The files you point out have no function in the MOD. These are files left over from kinematics test remnants, it's the "ImageSpaceModify" list. If you remove them from the mod installation folder it won't affect it. In the next version of the MOD, along with other modifications, we will remove them. I apologize to you and the rest of the users for the carelessness.
This looks promising. I'm using a few mods to achieve a similar result, but this might end up replacing them. For now, I've got Shadow of Skyrim handling player death, Follower Death and Injury Chance handling...well, follower death and injuries, and Andrealphus Bleedout Revamp handling the issue of followers getting up shortly after being taken down. Those are all great mods, and I love them, but having one simple mod to account for all of those issues would be sweet. Looking forward to seeing how this develops!
Hello and thank you for intervening in the conversation. We will start in a week waiting for doubts or errors to arise in the published stage. We will try to keep it simple and solid. Give us ideas that will be well received! :)
I love the idea of this. It would be even cooler if you were to wake up in the nearest temple, not just the whiterun temple. It would be more immersive.
Also it would be immersive if you lost your small valuables if you die to humanoids. For example, you die to bandits, and they take any gems or gold you have. I guess there can be a version of you lose your armor and weapons but that being an option would be nice, cause that would suuuuck to lose that haha.
Thank you!! We'll let the mod sit for a while to build on a solid foundation and then we'll add more fun. I like the idea that the followers who bleed -because they were defeated-, do not return to the battle as if nothing had happened. We always speculate with its essentiality and we know that after a few seconds our followers will continue fighting; this represents a huge advantage. So what would happen if we removed it? What would happen if the follower leaves the battle and is taken to a temple to be healed? Would that force us to be more cautious? Would we invest more in equipment for our followers? Would we consider a battle strategy?
Regarding your idea that the player and/or his followers are sent to the nearest temple, we will implement it! I'm thinking that if we play a mod like Beyond Reach or Bruma, showing up in Whiterun is a huge hassle.
Right. I think that would also make it cooler when you go into dungeons with multiple followers, and one by one they slowly disappear as they go to the "hospital". The end of the dungeon comes down to you and maybe 1 last follower.
37 comments
These changes seem to break the recovery ability while the player is downed; I can drink my CACO potions, but I stay downed and do not heal. Is there any modification you could make to your mod that would allow for compatibility with CACO? i.e., to allow time-based healing during the downed period. I tried opening the scripts in notepad++, but it's all compiled pex to me.
During my prior playthrough (no CACO) I observed that potions of regeneration couldn't get you out of the downed state, either. I assume this has something to do with it.
Finally, I do hope that there is an easy fix for this. Or, I might have to do the unthinkable . . . and change the difficulty.
1) CACO Health potions will not get you out of the downed state. It doesn't matter how quickly you drink them.
2) CACO Health fortification potions WILL get you out of the downed state.
Thank you for your advice. I like this mod, and I'm glad I figured out how to make it play alongside CACO without having to turn down the difficulty.
I'll admit, I like it as-is, without losing items or gold on death. If there was a way to add a penalty for going into the injured state, I would rather Danica and Mercedes start asking the player for nominal "donations" to make up for their time reviving the player. The player might not be forced to pay, but the priestesses' greetings might become less enthusiastic if one doesn't, adding more immersion to the mod.
Lastly, I like the visual indicators of low health; if you are using HUD mods that reduce the prominence of your health bar on screen, the bleeding effect is very noticeable, and gets your attention right away.
Asking just in case. Not sure if doable:
It would be brilliant to be able to wake up on one of the beds in the temple with one of the priestess curing the player.
May be too much to ask. Anyhow, great mod!!
1 - Can you make a mod Handcart - portable chest? https://www.nexusmods.com/skyrim/mods/74517
2 - Can you make a mod player slows in upstairs? Could be basicly force walking,
3 - Can you make basic injuries cause actor disarm his/her weapons, but weapons into the ground not return to actor inventory :) realistic disarming
<3
Response:
I have seen this MOD. I got the impression that it's kind of cumbersome to be dragging that cart around the roads of Skyrim.In our case, we have created a magic chest MOD. It's in this location, look at it. https://www.nexusmods.com/skyrimspecialedition/mods/70591
There is, perhaps, a philosophical issue here around the game. Skyrim is riddled with spells; some truly implausible ones created by some MODs. The philosophical question is: To what extent should magic make things easier? When we created "Conjure Magic Chest" we hesitated. It is clear that it is more real to drag a chariot with a chest all over Skyrim... But in the dynamics of the game, it is an inconvenience. If with a spell we can disappear and appear in another place, it is not unreasonable to think that we can do the same with a chest.
There are millions of players and each one has a different appreciation of the dynamics of their game. If I created a spell that directly kills your enemy without giving them a chance, would you use it? Imagine, it would be a simplification that would spoil all the fun. The point is to find the balance. I want to kill my opponent, of course... but at the same time I want to take the risk of him killing me.
The same happens with the gameplay facilities. I want to make some things easier for myself, but at the same time I don't want to escape from reality, from what is possible within the vanilla script. However, that balance is different for each player.
Response:
I don't quite understand what your proposal is. Expand a little more.
Response:
Yes, this can be done perfectly!!!
As for this mod, Player wounded, I can only say it's one of the best most seemless alt death systems I've tried. No one wants to be teleported back to Whiterun all the time, so there's a real incentive to keep potions on hand and not die. And, if you do die, it's easy to roleplay being brought to the temple of kynareth and barely surviving, etc.
I expect this mod goes really well with "Follower Death and Injury Chance"
With this title its hard to find with keyword, i think your mod can be more popular with a new title
nice work !
have a nice day.
In the next version of the MOD, along with other modifications, we will remove them.
I apologize to you and the rest of the users for the carelessness.
You too have a nice day!! :)
Also it would be immersive if you lost your small valuables if you die to humanoids. For example, you die to bandits, and they take any gems or gold you have. I guess there can be a version of you lose your armor and weapons but that being an option would be nice, cause that would suuuuck to lose that haha.
We'll let the mod sit for a while to build on a solid foundation and then we'll add more fun.
I like the idea that the followers who bleed -because they were defeated-, do not return to the battle as if nothing had happened. We always speculate with its essentiality and we know that after a few seconds our followers will continue fighting; this represents a huge advantage.
So what would happen if we removed it? What would happen if the follower leaves the battle and is taken to a temple to be healed? Would that force us to be more cautious? Would we invest more in equipment for our followers? Would we consider a battle strategy?
Regarding your idea that the player and/or his followers are sent to the nearest temple, we will implement it! I'm thinking that if we play a mod like Beyond Reach or Bruma, showing up in Whiterun is a huge hassle.