This page was last updated on 29 March 2021, 8:42PM
Changelogs
Version 1.41
Tiny but necessary compatibility fix with Melee Power Knockback's new cooldown feature. Update both mods, and sort this one lower.
Version 1.40
Added new "Knockout" spell. It's in the Illusion school of magic, and you can find spell tomes in all the same leveled lists as the rest of the Illusion spells.
Enemies who wake up from their knocked-out state will likely be aggressive again (unless they see you fighting and choose to surrender, as normal).
Guards who surrender to you should no longer try to arrest you. This doesn't reduce your bounty though -so other guards who haven't surrendered yet will still try to arrest you.
Important compatibility fix with Melee Power Knockback; please install the latest version of that mod too, but load this one lower in the load order.
Version 1.37
You can manually wake up knocked-out people by activating them and choosing the "Wake up" option.
Draugr, ghosts and skeletons no longer surrender.
Poison-driven knockouts are now silent. Poisoned targets will stumble between 3 to 6 seconds before eventually collapsing. Duration of weak and regular knockout poisons has been buffed from 10 to 30 and 60 to 90 seconds, respectively.
Version 1.35
You can manually pickpocket knocked-out targets by activating them.
You can choose to knock out NPCs with any attacks, not just bash. This requires you to install the "Melee Power Knockback" mod. As a side effect, any attack will wake up a knocked-out enemy, which I think it's fair.
NPCs can now knock-out other NPCs with power attacks if the above "any melee attack" option is enabled.
Version 1.25
Replaced some vanilla paralysis poisons with knockout versions, so you can poison your weapons with them (Which means you can now have sleepdarts!)
Mixing Canis Root and Imp Stool will create your own knockout poisons, duration depending on your Alchemy skill and perks.
New options in MCM control which kind of weapons can receive knockout poison, and up to what level are enemies susceptible to it.
Version 1.20
Added a configurable hotkey to launch a knockout-only, no-damage power bash. Because of this we now require SKSE, and can no longer be an ESL.
Surrendered enemies walk around hunched-over and mopey -all thanks to the magic of DAR, also a new requirement.
Added new option to MCM menu to determine whether or not surrendered enemies should be an automatic knockout.
For nerds only: in the console use 'getav fame' on yourself and/or your enemies. If their number is lower, they'll surrender.
The important parts of the MCM menu can also be accessed via a Lesser Power -this is mostly to benefit console users who can't have an MCM.
Version 1.10
Now in ESL format so it no longer takes up a slot in your load order.