About this mod
Add bleeding to the game for swords, axes, daggers, and bows/crossbows, fangs, claws in a simple way. Scriptless, using the vanilla bleeding system in a different way.
- Requirements
- Permissions and credits
- Changelogs
- My mod is a small tool for tweaking the game as desired. It's designed to complement many other tweaks I've made, but I believe it's better to release each tool separately, allowing players to choose only what they need.
- Be aware that, even though bleeding is a realistic combat mechanic, since it's one of the main purposes of blades, it can make the game very difficult depending on the values you use.
- Bleed effects are cumulative without any limit, which means that if an enemy manages to apply multiple bleed effects, you will have to heal a lot. That's why, no matter how tough you are, it depends on your gameplay and preparation to avoid damage. If you let even a low-tier enemy catch you and stab you 30 times without any defense, well...just like in prison, it's going to be a real problem, even if you're a strong warrior.
BLEEDING
- By default, i set bleeding to 1 damage per sec for 60 sec ==> 60 damages.(can be countered; details in the "bleeding protection" section)
- There is differents option in fomod(Half and Hard)
- Bleeding Perk has been reworked and each rank now augment bleeding magnitude effect by 50/100/200%. (Ex with 200%: 1==>3)
- It work for both player and enemies/allies, creature and whatever.
- And of course if you know how to tweak values with CK or SSEEdit, you can personalise it.(the only thing you need to change is under the spell category)
- Scrambled bugs
- Scrambled bugs may be important, it allow to apply multiple combat hit spell at the same time ensuring compatibility with other mechanics and mods. Scrambled bugs is also recommanded or needed in popular mods like "Blade and Blunt" or "Apothecary".
- Scrambled bugs "apply multiple spell" option is "false" by default. You have to set it "true" in the SKSE==>Json setting file in Scrambled bugs.
BLEEDING PROTECTION
- If player is blocking ==> no bleeding effect.
- Heavy armor(3 piece at least including chest) reduce bleeding chance to 10% and half the value.
- Light armor(3piece at least including chest) reduce bleeding chance to 20% and half the value.
- If the player is staggered, regardless of his armor, he takes 100% bleeding damage.(Optional since 1.3)
- The stagger bleeding mechanic rewards the player if he strikes when the enemy is vulnerable.
CREATURES(1.4)
- Creatures with claws or fangs(or both) now inflict bleeding damage.
- This includes Wolfs, Dogs, Bears, Khajiit, WildCats, Hagravens and DwemerSpheres.
- Werewolfs, Werebears, Vampire lords are already set up, but i need to wait a bit before releasing them because they might override other one-hit effects from other mods.(e.g., Manbeast, Scion)
- If u don't mind this bleeding effect overriding other perks(e.g., Manbeast,Scion), the SKSE.ini file ==> Race Hooker ==> is already prepared, if you know what you're doing, you can edit it and apply the effect Werewolfs and Werebears. Vampire Lords are also prepared, but slightly bit less so. You can enable them too if you know what you're doing.
- For others, this will likely be included in the 1.5 update.
CREATURES RESISTANCE(1.2)
- Resistant creature resist 50% of the bleeding damages.(Mammoth, Bears, Giant, Armored dogs)
- Dragon resist by 67% of the bleeding damages.
- Undead, Daedra(Atronarch, Summoned Wolf, Dremora), Dwarven, Ghost, Gargoyle are immune to bleeding damages.
- Vampire and Werewolf close wounds rapidly(20s instead of 60)
- Trolls and Spriggan close wounds even faster(6s instead of 60)
- I possibly forget some creature i changed, i did it for hours, feel free to check in skypatcher for more details.
WHATS COMING NEXT(other mods)
- Armor System Overhaul
- Magicka mechanism Overhaul
- Perk Overhaul(not sure yet)