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Xsaton269X

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xsaton269x

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Embark on a journey through the rugged landscapes of Skyrim, where battles are no longer mere clashes but visceral experiences with consequences. "Simple Combat Injuries" transforms the way you experience combat, by introducing a simple injury system.

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Battle in Skyrim is now more dangerous than ever. Simple Combat Injuries introduces a script-free injury system, where taking damage in combat can lead to bruises, concussions, cuts, broken bones, and piercing wounds—each with unique effects that impact your stamina, magicka, movement, and overall combat effectiveness.

Armor matters. Wearing proper protection reduces your risk of serious wounds, while going into battle unarmored is a death sentence. Survival isn’t just about winning fights anymore—it’s about enduring them. Are you ready to feel the weight of every battle?

Requirements: 


Types of Injuries:

Bruises: After taking a heavy blow, bruises form, causing immediate loss of 15 stamina and a reduction in maximum stamina by 15 points. The pain also slows your attack speed by 10% and Stamina Regen is 30% slower. Bruises heal over time, but the effects linger for 30 minutes before fading. Bruises have an 80% chance of occurring.

Concussions: Receiving a heavy blow to the head can cause a concussion, leading to an immediate loss of 20 Magicka, reduction of maximum Magicka by 20 points, 25% slower Magicka regeneration, and a 20% increased spell cost. Concussions have varying chances of occurring based on the type of headwear you are wearing and your health. 
  • 60% while not wearing a helmet, anytime
  • 35% while wearing a light armor helmet, below 85% health
  • 10% while wearing a heavy armor helmet, below 85% health
Concussionsheal over 60 minutes, alternatively, a Cure Concussion Potion can be crafted at a cooking pot using Ale, Snowberries, and Lavender to cure the concussion faster. Mages can also purchase an Apprentice Spell Tome of Mental Cure from local Spell vendors to clear their minds and cure themselves of a concussion. Mages with a basic understanding of Restoration magic can heal a concussion.

Cuts: Cuts are more than just minor wounds—they can be life-threatening if left untreated. These injuries cause gradual bleeding over time, with two severities: Regular Cuts and Deep Cuts. Wearing armor can reduce the risk, but if you're unprotected, the odds of suffering a severe wound are dangerously high. Cuts cause gradual health loss over time depending on the severity of the cut, and reduces health regeneration by 99%. (this is so other mods that increase health regen don't overcome the blood loss effects)
Ghosts, undead, and Dwarven machines are immune to cuts for added immersion. Cuts can only be inflicted by bladed weapons, with a higher chance depending on armor coverage:
Regular Cuts (Light weapons: daggers, swords, war axes) Loss of 1HP/second for 15 seconds
  • 10% chance when wearing Heavy chest armor
  • 40% chance when wearing Light chest armor
  • 75% chance when wearing Clothing
Deep Cuts (Heavy weapons: Greatswords, battle axes) Loss of 1.5HP/second for 30 seconds
  • 5% chance when wearing Heavy chest armor
  • 20% chance when wearing Light chest armor
  • 50% chance when wearing Clothing
Completely Unarmored: 90% chance to suffer a Deep Cut from any bladed weapon.
Both types of cuts heal naturally after 30 seconds, however Healing salves can be crafted at a cooking pot using Tundra Cotton, Ale, and Salt piles, to stop the bleeding instantly, preventing death. Mages can purchase an Apprentice Spell Tome of Close Cuts from local Spell vendors to close open cuts. Mages with a basic understanding of Restoration magic can close open cuts.

Piercing Wounds: Arrows tear through flesh and armor, causing lingering pain and internal damage. Wounds may bleed over time, reduce mobility, weaken attacks, and lower your ability to Regen health making even a single shot a lasting threat. The possibility of receiving a piercing wound is dependent on armor coverage:
  • 99% while wearing clothing or no armor
  • 45% while wearing light armor
  • 15% while wearing heavy armor
While pierced you will suffer from 1HP/second health loss for 30 seconds, 25% slower movement speed, 30% less attack damage, and 80% slower health Regen. The initial bleeding will stop after 30 seconds, the other effects will last for 30 minutes. Bandages can be crafted at a tanning rack using Tundra Cotton, Ale, and Linen Wraps to stop the bleeding and heal the wounds faster. Mages can purchase an Apprentice Spell Tome of Wounds Closure from local Spell vendors to close open cuts. Mages with a basic understanding of Restoration magic can cure piercing wounds.

Broken Bone: Broken bones are the most severe injury, drastically reducing mobility and combat effectiveness. Wearing armor can help mitigate the risk, but heavy, blunt weapons like warhammers, battleaxes, greatswords, and maces can still shatter bones with devastating force. If you're caught unprotected, expect the worst—especially when below 50% health:
  • 99% while wearing no clothes or armor, anytime
  • 95% while wearing only clothing and no chest armor
  • 60% while wearing light chest armor
  • 10% while wearing heavy chest armor
While your bones are broken you suffer from 60% Slower movement speed, 50% slower attack speed, and attacks deal 70% less damage

The broken bones will heal in 2 hours, but crafting a Splint at a forge with Linen Wraps and Firewood, will mitigate the effects. Mages can purchase an Adept Spell Tome of Mending Bones from local Spell vendors to mend broken bones. Only mages with a higher level of Restoration will be able to mend broken bones

Injuries can stack, meaning it is possible to be suffering from all injuries at the same time. Cuts also stack, meaning you can suffer from multiple cuts at once as well. Having Healing Salves can be a life saver in that situation.

A few extra things have been added for convenience:
  • Linen Wraps can be crafted at a tanning rack with Tundra Cotton and Leather Strips
  • Ale can be crafted at a cooking pot with Wheat, Juniper Berries and Salt Piles


Optional Files: 
  • SCI Campfire Patch (requires Campfire)
    • Adds Splint and bandage recipes to Campfires Create Item menu
    • Adds craftable Linen Wraps using Tundra Cotton and Hide Lace to the Create Item menu

Compatibility: This mod is script-free and designed to work seamlessly with most combat, magic, and immersion mods. It works alongside combat overhauls like Valravn and Valhalla Combat.
There is a file in the Optional section for people who have Campfire installed to allow crafting bandages and splints using Campfires Craft Item ability.
  • Wildcat - Disable injuries in Wildcat’s MCM
  • Wounds - Does similar things, except effects are only applied to the player. Will add extra injuries to the player if using both mods together.
  • S.M.C. Skyrim Motion Control - For some reason when using this mod, it applies random speed boosts upon getting different injuries.
  • Other mods that add an injury system, while not incompatible, it may give the player or NPC's too many injuries.

This does add the spell tomes to leveled lists, therefore it is advised to rebuild your Bashed/Smashed Patch if you use one to merge leveled list edits.

Updating/Installation: If updating from previous versions, make sure you have no active injuries before updating, otherwise just install and overwrite files when asked. Due to the changes, any healing items will be removed from your inventory when updating.

Uninstalling: If you do decide to uninstall this mod, fret not as it is completely script-free, just be sure to not have any active injuries first.

Future Plans: 
  • Add in animals being able to cause injuries (if I can figure it out without using scripts)
  • Add different injuries of the same type, or random limb injuries (bruises can progress to heavy bruises, broken arms or legs)

If anyone knows how to work with OAR conditions and animations, feel free to make an animation patch for when suffering the effects of this mod.