- Reworked the handling of temporary references: all previously used marker references based on temporary BaseForms have been completely removed. - Replaced these marker systems with direct vector calculations, removing the need to spawn temporary placed objects. - Blood splatter projectiles are now explicitly excluded from save data, avoiding unnecessary persistence.
If you encounter any issues or have questions, please be sure to check the FAQ on the mod's description page first.
After reading through the full description and the FAQ, if you still believe you've found a bug, please refer to the procedures on this page.
If you're having issues with EBT LITE, try this patch. It fixes the default blood texture settings that EBT LITE messed up, even though it doesn't actually use them...
Is there a way to use this framework of patch Sanguines Symphony to designate certain things/weapons as non-lethal? Certain scenes that include whips or other "non lethal" that uses skyrim attacks cause bleeding/openwounds to appear and overrides the whip marks.
Theres a bug with blood splatters. The splatter itself is "stuck" on the npc and it spazzes out like crazy. The splatter spins around while attached to the npc.
it doesnt always happen but its frequent enough
edit: looks like it only happens in 1.2.1 for me. rolling back to 1.2.0 fixes it
That's odd... I did change the way projectiles are handled in version 1.2.1 to remove marker references and prevent them from appearing in save data, but I’ve never seen that issue myself. If, by chance (since I doubt it's a widespread problem), someone else runs into a similar issue, it would be very helpful to identify what mod combination causes this behavior so I can properly investigate and address it.
Not sure if this is a bug specific to this program but the pop up message I get at game startup says that it is (judging from the header) and the log file indicates the same thing the pop up says: [2025-06-29 11:29:28] [info] Core Impact Framework v1.2.1.0 by Seb263 : Loaded - Game version : 1.6.1170.0 [2025-06-29 11:29:28] [info] Successfully registered MessageHandler listener. [2025-06-29 11:29:30] [info] Successfully registered API message listener. [2025-06-29 11:30:43] [info] Applying Game Settings... [2025-06-29 11:30:43] [info] Applying Game Settings: DONE [2025-06-29 11:30:43] [info] Loading Plugins Froms Data... [2025-06-29 11:30:43] [critical] Error: Form "defaultUnarmedWeap" not found in "Skyrim.esm".
Not sure what is going on here. I have looked at the bug reports, verified the game files, investigated Sanguine Symphony, Sky Patcher, and several other mods but can't seem to find the cause for this. Any ideas?
When I wear heavy armor, the arrow will bounce off when it hits me. But when I'm wearing light armor or naked,The arrow will still bounce away when it hits me. What methods can be used to fix it?
It's my fault. My character's health is so high that all the arrows that hit me bounce off. When my health is 500, the arrows normally bounce off or shoot into my body. Thank you for reminding me. I'll try to change the values in the MCM.
Would this mod be able to implement a "push back on hit" effect? Each time you hit an enemy, it slides back a little. That way, when using a framework like ADXP-MOC, the two things fighting aren't bumping up next to each other while fighting. If the answer is yes, then I may just have to figure out to make the mod.
Thanks for pointing me to that! works well with my set up, but isn't quite what I'm looking for. It does reduce the amount of time you and the enemy are bumbled up against each other while fighting.
Dynamic Block Hit, using MAXSU Block Overhaul creates a knockback/slideback (though I think its animated) when you block a hit. I am looking for something similar
Ah, I use that one too! I think I know exactly what you mean. I also get annoyed when my weapon swings don't connect because I'm practically morphing into the enemy because the collisions now seem "too" accurate, lol. Would be nice if the actors stayed half a foot or so away from each other at all times
hi seb, sorry to bother you... i want to report a bug, but it seems the bug report is closed, so i'll report here: during testing mod, i found the latest version, v1.1.2 will make effect such as spell, explosion and placed object not working when we use projectile. it works fine with v.1.1. i hope you can take a look a this issue, tyia
here is some example to test: { "HitMapping": [ { "Comment": "test iron arrow spawn green explosion to bear", "Priority": 10, "Class": "tesa", "Override": false, "Filters": { "Projectiles": ["Skyrim.esm:0x03BE11"], "Blocked": ["No"], "Attacks": ["Power", "Regular"], "Races": ["BearBrownRace"] }, "Modifiers": { "PlacedObjects": ["Skyrim.esm:0x0225AF"] } } ] }
I'm sorry, but after testing, it works fine on my end. I shot an iron arrow at a brown bear, as specified in your config file. Make sure everything matches up correctly with your testing method.
thank you, v1.2 and above fixed the issue on my end... i just want to report to you, although the projectile can be a workaround for spell, during testing i found that only the projectile which cause damage can trigger the effect. I hope you can find time to take a look at this
Hi again, do I understand correctly that spell hits that do not have a projectile (such as self cast spells, for example) do not trigger CIF effects?
I was trying to make a HitMapping that would apply spell with burning shader whenever target got hit with spell with MagicRestoreHealth keyword - trying to punish vampires/undead for using Restoration healing. But, after some testing, I came to conclusion that no matter what filters I use, effects do not apply to my character when I cast the vanilla Healing spell on myself (it is self casted concentration spell, so im guessing no projectile happens). I even used trivial filters so that evey hit by everyone applied the HitMapping, and it worked for everything except for the self-cast spell (also then probably Target Actor spells as well).
Did I miss something or that is intended? Can this interaction perchance be added? :3
Also, not sure how to make a filter "only spells with specific keyword". I tried using "Conditions" with perks that have the "EPMagic_SpellHasKeyword", but it also didnt seem to work (however i didnt test that thoroughly). In other words, if I were to add CIF effect that is applied when target is hit by MagicDamageShock spells for example, how would I do that?
The framework, in its current architecture, only responds to spells that are fundamentally offensive and rely on a physical projectile. That’s very likely why no effect is triggered in your case.
The Conditions filter applies only to actors, so unless the Creation Kit offers a function similar to WornHasKeyword but for spells, it won't really help for filtering based on the spell’s keywords. That’s unfortunately a current limitation.
That said, I’m currently working on a deep structural overhaul to allow for better handling of all types of impacts (spells, projectiles, effects, etc.) and I’ll make sure that this particular use case (self-cast or non-projectile spell hits) is properly supported in the future.
There is a bug when using any potions and healing spells.
When you kill an enemy and blood splatters, the blood will turn into dark red squares if using a healing potion but will turn back into blood once the potion animation plays out. If you use a spell like fast healing, the squares will however persist.
I tried it with just this mod and none of the mods that use this mod, but this mod only and when I deactivated this mod, it went back to normal.
That’s purely a shader issue, most likely related to ENB or Community Shaders. It’s not caused by the framework itself but rather by how those shaders interact with decal rendering or transparency during certain effects like healing.
Hey love the idea of the framework, I just need some clarification on the api usage.
If I were to use a mod that has a new weapon type such as a Pike from Animated Armoury to hitmap an effect, would I be able to filter via a keyword using the Pike's new keyword (WeapTypePike) or via the Weapon Type filter? I know in the examples given the keyword filtering was for comparing against race types and the weapon type filtering was for vanilla weapons. Obviously you can't cover every possible thing in the mod or the examples, but I was wondering if I could still filter in those ways.
Would love to hear back and I wish you luck in future updates for the mod. Thank you for your time!
The filters are indeed currently more focused on actors, but that’s going to change significantly in V2, which will have a deeper and entirely different structure. For now, you might want to try using the "Conditions" filter in combination with the WornHasKeyword function. I know that works for armors, though I’m not entirely sure if it works the same way for weapons - might be worth testing.
If that doesn’t work, there’s always the option of applying a spell that triggers a Papyrus function, where you can manually implement your logic. That approach is heavier, obviously, but it gives you full control.
Good luck, and thanks for the kind words, really appreciate it!
352 comments
Change Log:
- Replaced these marker systems with direct vector calculations, removing the need to spawn temporary placed objects.
- Blood splatter projectiles are now explicitly excluded from save data, avoiding unnecessary persistence.
After reading through the full description and the FAQ, if you still believe you've found a bug, please refer to the procedures on this page.
👉 Click here to learn more
If you're having issues with EBT LITE, try this patch.
It fixes the default blood texture settings that EBT LITE messed up, even though it doesn't actually use them...
it doesnt always happen but its frequent enough
edit: looks like it only happens in 1.2.1 for me. rolling back to 1.2.0 fixes it
heres my load order anyway just incase
https://pastebin.com/EzNsNaBQ
https://pastebin.com/sd4LB22v
[2025-06-29 11:29:28] [info] Core Impact Framework v1.2.1.0 by Seb263 : Loaded - Game version : 1.6.1170.0
[2025-06-29 11:29:28] [info] Successfully registered MessageHandler listener.
[2025-06-29 11:29:30] [info] Successfully registered API message listener.
[2025-06-29 11:30:43] [info] Applying Game Settings...
[2025-06-29 11:30:43] [info] Applying Game Settings: DONE
[2025-06-29 11:30:43] [info] Loading Plugins Froms Data...
[2025-06-29 11:30:43] [critical] Error: Form "defaultUnarmedWeap" not found in "Skyrim.esm".
Not sure what is going on here. I have looked at the bug reports, verified the game files, investigated Sanguine Symphony, Sky Patcher, and several other mods but can't seem to find the cause for this. Any ideas?
But when I'm wearing light armor or naked,The arrow will still bounce away when it hits me.
What methods can be used to fix it?
My character's health is so high that all the arrows that hit me bounce off.
When my health is 500, the arrows normally bounce off or shoot into my body.
Thank you for reminding me.
I'll try to change the values in the MCM.
Dynamic Block Hit, using MAXSU Block Overhaul creates a knockback/slideback (though I think its animated) when you block a hit. I am looking for something similar
It causes constant slow mo effect
during testing mod, i found the latest version, v1.1.2 will make effect such as spell, explosion and placed object not working when we use projectile. it works fine with v.1.1.
i hope you can take a look a this issue, tyia
here is some example to test:
{
"HitMapping": [
{
"Comment": "test iron arrow spawn green explosion to bear",
"Priority": 10,
"Class": "tesa",
"Override": false,
"Filters": {
"Projectiles": ["Skyrim.esm:0x03BE11"],
"Blocked": ["No"],
"Attacks": ["Power", "Regular"],
"Races": ["BearBrownRace"]
},
"Modifiers": {
"PlacedObjects": ["Skyrim.esm:0x0225AF"]
}
}
]
}
I shot an iron arrow at a brown bear, as specified in your config file.
Make sure everything matches up correctly with your testing method.
I was trying to make a HitMapping that would apply spell with burning shader whenever target got hit with spell with MagicRestoreHealth keyword - trying to punish vampires/undead for using Restoration healing. But, after some testing, I came to conclusion that no matter what filters I use, effects do not apply to my character when I cast the vanilla Healing spell on myself (it is self casted concentration spell, so im guessing no projectile happens). I even used trivial filters so that evey hit by everyone applied the HitMapping, and it worked for everything except for the self-cast spell (also then probably Target Actor spells as well).
Did I miss something or that is intended? Can this interaction perchance be added? :3
Also, not sure how to make a filter "only spells with specific keyword". I tried using "Conditions" with perks that have the "EPMagic_SpellHasKeyword", but it also didnt seem to work (however i didnt test that thoroughly). In other words, if I were to add CIF effect that is applied when target is hit by MagicDamageShock spells for example, how would I do that?
The Conditions filter applies only to actors, so unless the Creation Kit offers a function similar to WornHasKeyword but for spells, it won't really help for filtering based on the spell’s keywords. That’s unfortunately a current limitation.
That said, I’m currently working on a deep structural overhaul to allow for better handling of all types of impacts (spells, projectiles, effects, etc.) and I’ll make sure that this particular use case (self-cast or non-projectile spell hits) is properly supported in the future.
When you kill an enemy and blood splatters, the blood will turn into dark red squares if using a healing potion but will turn back into blood once the potion animation plays out. If you use a spell like fast healing, the squares will however persist.
I tried it with just this mod and none of the mods that use this mod, but this mod only and when I deactivated this mod, it went back to normal.
If I were to use a mod that has a new weapon type such as a Pike from Animated Armoury to hitmap an effect, would I be able to filter via a keyword using the Pike's new keyword (WeapTypePike) or via the Weapon Type filter? I know in the examples given the keyword filtering was for comparing against race types and the weapon type filtering was for vanilla weapons. Obviously you can't cover every possible thing in the mod or the examples, but I was wondering if I could still filter in those ways.
Would love to hear back and I wish you luck in future updates for the mod. Thank you for your time!
If that doesn’t work, there’s always the option of applying a spell that triggers a Papyrus function, where you can manually implement your logic. That approach is heavier, obviously, but it gives you full control.
Good luck, and thanks for the kind words, really appreciate it!