Skyrim Special Edition
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Underdog and Samuelga24

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EmoJazz

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23 comments

  1. Tsaxaman
    Tsaxaman
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    Hey EmoJazz. I 'm glad you found the Injured animations usefull, but...

    1. "BUT i don't know if I'm allowed to do this", you could have just asked :)
    2. I 'm closing in on a new release for Underdog and things have changed dramaticaly, structure wise, so I would prefer it if we could work something out and have the conditions set maybe in the main Underdog installation rather than allover the place. The reason being that, the end user will have multiple copies of the same animations, or more likely multiple condition files stepping into the base mod's toes and that isn't a good thing.
    1. EmoJazz
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      Hello, mate. I didn't see it earlier, so i'm sorry for the late reply. 
      First of all, I love your mods and i've been using them since i started playing modded skyrim, and if you want me to delete the main file, just tell me and we're good.
      ''Second of all'', i'm not a programmer or a mod maker or something like that. I'm just curious sometimes and that's how i came with this simple adaptation of your mod, so if you want to take this ''idea'' and change it by yourself, i'd appreciate that. To be honest, i'm not really aware how things works on nexus, so if you want to take the wheels on this mod from now on, don't mind me! I will gladly delete or hide these files if that's the case.
      Thank you for your patience <3
  2. masterhamper
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    Very cool stuff!! Thanks

    A suggestion, maybe you could make a patch for Handicapped Citizens- Mihail NPCs and Followers
    to make some of the permanently injured walk around with injured animations :-)

    Also, a Lite version would be very appreciated, where it is not based on Wounds mod, but on health value. So at 20, 40, or 60% it would play a random animation set.
    1. EmoJazz
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      Salaam, brother. I do use handicapped citizens as well and i agree that it could be really nice. If you list some npcs i could try to do it!
      About the ''lite version'', that could be achieved by using the Underdog conditions and a Random Chance multiplier line. The only problem is that the person who was going to do this would have to do it for every single animation, so it would take a lot of time to tweak it. But let me give you an practical example of a line (and how it should look)

      ''IsActorValuePercentageLessThan(24, 0.91)
      Random(0.3333)''  

      the first line is the hp% (i don't know how that works in numbers, but you can just open underdog animations and copy the lines based on which animation which that line is related to)
      the other one is the chance of it happening (which i also don't know how it's calculated, but this example i took from dynamic blocking animations by skypia)

      with that being said, what we could do:
      for the handicapped npcs to walk like that, we could add into the conditions the line ''IsActorBase("Skyrim.esm"|0x000007)'' <---- this one is the Player Character, for example.
      For a specific NPC, we would have to search for the npc code and try to put under the conditions text files from the Wounds animations (my patch or the original mod) the conditions to add the Npc in order for he/she to play the animations

      What I imagine it would look like for example for the leg injuried walk (for players that uses Wounds)

      IsActorBase("Skyrim.esm"|0x000007) AND
      HasMagicEffect("Wounds.esp"|0x0138B2) AND
      ValueEqualTo("Wounds.esp"|0X012DB9, 0) AND
      ValueEqualTo("Wounds.esp"|0X012DBA, 0) AND
      ValueEqualTo("Wounds.esp"|0X012DB9, 0) AND
      ValueEqualTo("Wounds.esp"|0X012DBE, 0) AND
      ValueEqualTo("Wounds.esp"|0X012DBD, 0) OR
      IsActorBase(''Handicappedcitizens.esp''lDesiredNpcCodeThatYouWantHere)

      See that I only added ''Or'' and ''IsActorBase...'' lines after the lines that are linked to the player, theoretically making it only apply to the npc without the need to have a wound Inflicted by the mod.

      Alternatively, (and probably has more chance to work) would be taking the animation file, erasing all of the lines in the conditions text file leaving only ''IsActorBase(''Handicappedcitizens...). Anyways, if you want me to do that for you, name me an npc and I'd be glad to try that myself!

      Hope this explanation helps other people to edit other mods that relies on the same coding line of work.
  3. Revan97111
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    An oar version would eb awesome!
    1. EmoJazz
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      This mod seems to be perfectly compatible with OAR (i use it and it works just fine) 
  4. siNchilll
    siNchilll
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    Does this work with  Underdog and Wounds + Wound Injury DAR animations (well this one is needed obviously)?

    And does your mod apply all the animations on NPC's as well? So do I still need THIS mod?

    Is Underdog and Wounds actually compatible?
    1. EmoJazz
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      Yes for both the first questions. Keep in mind that this mod uses the Underdog animations for legs. This is a port that brings those animations together with the Wound Injury DAR animations, meaning it will work just like the Wound Injury DAR animations since this mod is basically the SAME MOD but with the addition of Underdog animations. I recommend you to UNTICK leg animations on the Underdog mod (just reinstall it and untick the options) so you won't get the same animations in two different ocasions, since Underdog mods condition for the leg injuries animations to play is the HP threshold falling under a percentage (75% if i remember).

      In resume:
      1: You can keep Underdog (i myself use his animations for running, low stamina, sneaking, etc) just UNTICK the leg animations when installing
      2: Yes, it works and it is MEANT to be used with Wounds+Wounds Injury DAR animations (see the instalation instructions on the main page)
      3: I'm not sure if it works with this 3rd mod you listed. Never tested, but can't break the game if you try. In the worst scenario it'll just not work for the npcs. 
    2. siNchilll
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      Nice, thanks! So just to make sure, your mod does apply all the animations on NPC's as well? So I don't NEED THIS  mod actually anymore?
      Correct?
    3. msepehri1380
      msepehri1380
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      hi! you need to know this:
      1-  wounds just work for pc( just work for you and not NPCs)
      2-  Injuries for both PC AND NPCs is another system that for for itself and has nothing to do with wounds.
      3- this mod have the line {HasMagicEffect("Wounds.esp ......} in the {_conditions.txt} files so it's just work for wounds and not any other mod
      4- you can have all mod that you say but Injuries for both PC AND NPCs work  separate to other mods
      suggestion:
      1- if you want full injury system and animation for you and NPCs install wildcat and it's animation mod( just know wildcat have enemy ai and stamina system and time block and Lethality system.
      if you just want something to see in can you install evg conditional idle and animation expantion for it. when people get low on health their animation get changed. if you pick this you can keep wounds  and it's dar injury addon to. they are compatible.
    4. EmoJazz
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      It'd be a lot of work but i think it's possible to manually change the spell effect cast by Wildcat for injuries to the spell effect cast by Wounds and changing some lines. I might test it later but in my head i feel it could work if done right, since this mod itself was ''made'' just by writing some lines on the conditions folders.
      Like brother Tesmaster777 said, the conditions for Wounds injuries are based off the effects ''{HasMagicEffect("Wounds.esp ......} in the {_conditions.txt} files, so if we could somehow change the conditions on Wildcat injuries archives it could work.
    5. JayJeffJackson
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      or you could choose whichever injury mod+animations and just overwrite the animations with these, like i did with wildcat´s
  5. Buffo90
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    Hello friend, I was thinking if you can do the same by adding some animation from Wildcat Injury animation (DAR) from the same author. There are animations for the head, legs and injured in-combat animations. Let me know if you like the idea.
    1. EmoJazz
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      Hey, mate. I'm actually playing with both Wounds and Wildcat+Injury Animation addon and it seems to work really nice together. No compatibility issues at all! 
      I might take a look on the animations that are missing on Wounds later and see if any of the Wildcat Injury animations fit on the missing points :) 
    2. Buffo90
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      Great, thank you friend! 
  6. metrparik
    metrparik
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    It just works, thank you so much.
    1. EmoJazz
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      You're welcome!!! Hope it keeps working :) 
  7. AdamDunmer
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    Thanks for the mod! This will add alot. So, I already had underdog installed (specifically the wounded leg animations for when they're low health), should I reinstall underdog and disable that option or keep it? Thanks for the mod again. 
    1. EmoJazz
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      Hey, brother. I hope you're doing well. You're welcome!!!
      And YES, you should reinstall UNDERDOG mod and DO NOT TICK the injury animations boxes. 
      Q: Why?
      A: Because in the original Underdog mod the conditions are based on HP Percentage, so if you get like below 75% HP, the animations will play, and if you drink a potion, or recover your HP, the animation conditions will cease cause that's how the conditions works on the UNDERDOG ANIMATIONS mod.
      In the case of WOUNDS, the conditions for the animations to play is that you have an INJURY, which you can see as a debuff and doesn't matter wheter is your HP bar high or low. Matched the conditions (broken bones, concussions etc), the animations will play until you heal, just like the cuts/arms injuries
      So, for those using other animations that comes on the UNDERDOG ANIMATIONS mod (like myself), you can use them NORMALLY as long as you don't tick any of the INJURY ANIMATIONS. It's not like they won't work, but they can conflict with the WOUNDS CONDITIONS and you may end walking with a broken leg forever lmao
  8. ImaJohn
    ImaJohn
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    Can you tell me why this requires Wounds injury animations DAR add-on if it already contains all its animations? Shouldn't we uninstall that one?
    1. EmoJazz
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      I don't know how do the .ini files, codes and other stuff operate when you install a mod manually, so i'd just leave the original folder and manually overwrite the files with my patch as I told in the instructions mainly because I myself didn't create a separate mod. I just edited the original mod folder. If it works to install this without the original mod (manually or automatically via MO2 or Vortex), you can report here and post here so other people could know.
  9. Buffo90
    Buffo90
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    Ahahaha I spent all night trying to do exactly the same thing and now i found your mod! Thank you!
    1. EmoJazz
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      No worries, my brother!! Tell me if you get any problem so we can figure out how to solve it.