Combat Comments adds comments for the player character during and after combat. The aim of this mod is to have the player say lines that are relevant to the situation and to keep the frequency from becoming annoying. Combat Comments checks for a number of variables and makes the player say a line based on these checks.
Requirements
DLC requirements
DLC name
Automatron
Wasteland Workshop
Far Harbor
Contraptions Workshop
Vault-Tec Workshop
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are not allowed to use assets from this file under any circumstances
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
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Changelogs
Version 1.0.10
Fixed bug introduced by previous version concerning resetting globals preventing group killed lines to play
Corrected spelling for a voice file subtitle
Version 1.0.9
Changed priority to 99 for topic and onload quests
Added option to skip taunt lines when in VATS
Added chance option for (short) lines that play on dismember
Fixed big crab type kill count not resetting
Resetting of globals added in comments updater script
Updated MCM menus
Version 1.0.8
Removed mirelurk from mangy beast check
Removed super mutant from non-human big check
Removed mirelurk king from crab gore topic check (not a crab mutation)
Removed unused old voice file
Tweaked some default settings for new voice lines
Added new (MCM) option to disable swearing voice lines
Added new voice lines
Updated MCM menus
Version 1.0.7
Moved initializing local variables on EnemyRef script to more appropriate OnAliasInit event
Moved main block of code to function
Moved handling of actor death to OnDying event
Moved pairedAnimation and vertibird kills to OnDeath event to catch these actor deaths
Moved speak delay to refactored function for better results
Moved double checking for alias reference to Events
Added resetting of quests when loading game to prevent minor mod updating issues
Added a number of new voice files
Added configurable delay of player speaking lines
Added waiting for VATS to end before speaking end of combat line as configurable
Added increasing chance for race or weapon topics to play each time they are not picked
Added advanced tab in MCM menu for tweaking of end-of-combat topic chances
Fixed cleaned rads and healing topics possibly never playing when updating from older versions
Fixed locking head movement for female character in looksmenu when starting a new game
Fixed some statements in EnemyRef script
Fixed function returning None instead of an int (Papyrus log)
Fixed papyrus errors concerning object checks on None
Fixed male specific topic triggering for female actor kills
Removed unused player alias from CommentsAliases and fragment script
Removed vertibird kill check that could never be triggered due to how this actor dies
Removed unnecessary boolean and check for this boolean in EnemyRef script
Updated MCM menu tabs and options
Updated all relevant scripts to implement speak delay variable
Overhauled and cleaned EnemyRef script considerably and optimized parts of code
Tweaked some chances for voice files to play
PlayerSaysTopic function was rewritten for better results and manageability
Version 1.0.6
Set angry face archetype on enemy when hit by player or when actor hits player
Increased BlockNoCombat voice time
Reverted to keyword check for robot actors since race check did not fix bug (this happened probably due to global vars not resetting)
Moved getting random number in script to more efficient place
Added catching of death of actors that were previously missed by scripts
Added voice for kills through paired animations (melee)
Added topic for blunt weapon kills
Added some new voice files
Removed buggy check for player talking / in dialogue
Removed buggy angle check for crab gore kill topic
Removed unused properties from scripts
Fixed a missing check to block QuickSucces topic on chance set in MCM
Fixed vertibird kill topic never playing
Fixed reset of global vars when last enemy was killed in pairedanimation or was not of valid type
Fixed reset of global vars which in some cases would not be reset causing incorrect responses
Version 1.0.5
Fixed calling methods on 'None' Actor type error from Papyrus logs.
Changed keyword check for robot type actors to race check.
Updated text in MCM JSON file.
Version 1.0.4
Setting of angry face expression moved to more appropriate script.
Added voice file for killing multiple robots.
BulletFaction is now also recognized as part of the Gunners faction.
Moved speak chance values to global variables for user to configure.
Added (optional) MCM menu for configuration of global variables.
Version 1.0.3
Removed processing folder.
Added voice file for killing a (mutant) dog/hound.
Implemented voice topic that plays when player has used last Stimpak during combat.
Version 1.0.2
Added extra voice file for killing multiple feral ghouls.
Using RadAway when there is no rad damage will no longer trigger a voice topic.
Version 1.0.1
Added Trapper faction to be seen as raiders/bandits.
Super Mutants are no longer referred to as 'things' when low health topic plays.
Added BulletFaction and Rust Devils faction to be seen as raiders/bandits.
Version 1.0.0
Initial release.
Summary
Combat Comments adds comments for the player character during and after combat. The aim of this mod is to have the player say lines that are relevant to the situation and to keep the frequency from becoming annoying. Combat Comments checks for a number of variables and makes the player say a line based on these checks.
This mod does not alter existing data and should technically be compatible with everything.
Mateusmr ported this mod for Xbox One users, check it out!
Details
While similar mods work fine, I began work on my own mod to be able to implement my preferences. I used ChizFoShiz's Player Voicesets for Skyrim as an example of how to add scripts to nearby actors.
The scope of the player comments is (currently) limited to combat and the end of combat, Stimpak & RadAway healing and damage status (including radiation).
Some examples of variables that are taken into account and may trigger specific lines:
Number of enemies killed (one or more)
Race of enemy
Type of enemy (e.g.: robot, big boss type, Courser)
Faction(s) of enemy
Type of weapon used to kill enemy (explosive)
If the player was almost killed
And more
Voice lines will also be triggered when the player has taken a lot of radiation or physical damage, or when using Stimpaks or RadAway to heal.
Face animations are changed to be in line with what the player is saying.
This mod should not conflict with other mods, but will obviously show strange results if used with mods that add voice lines for the player. All DLC are required because of used voice lines and NPC Race checks. I have not encountered drops in performance on my mid-range machine.
Because sound files are packed in the .ba2 file, the voices will always be in English.
As always, back up your save games before using. I have not encountered breaking issues during testing, but please use at your own risk and report any issues you may find.
Note on custom added races/creatures: this mod checks for things like keywords and races to pick a voice line for the player to say. If a custom added creature uses an existing keyword or race, said lines will refer to that existing entity. For example, if a creature is technically a new skin and/or variation of a feral ghoul, this mod will still identify it as a feral ghoul.