This mod implements injuries for ALL actors in the game. It does so in a very immersive way, AND without being a drain on your systems resources! No clunky scripts here! *This Mod can be run with ANYTHING...INCLUDING other Injury type Mods. So you can use Wounds, Wildcat, Blood and Guts and so on with my mod!
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
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 must get permission from me before you are allowed to use any of the assets in this file
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
Author notes
I don't usually give people permission to use my work as their own.
File credits
This author has not credited anyone else in this file
Removed 'Player Actor' dirty edit....I should have done this when I made the mod, but forgot until whacked (user name) kindly pointed out the issue! Thank you whacked!
Version 2.0
Injuries now have a 2% chance of occuring. *was too low prior.
melee + winded injuries now give a -50% penalty to 1H/2H weapons.
Disarm now properly processes the 1%/2%/3% chance of occuring. *It was mistakenly 2%/3%/4% prior.
Now all active listed injuries in the Effects Menu should show up in red.
Injury effects now taper off near the end of their duration.
Version 1.9
fixed 'Winded' effect being displayed when you were actually 'stunned'!
*Nothing different from 1.8 (with the exception of 'winded' text no longer replacing the 'stunned' text description)!
Version 1.8
Hides the 'LinkSpell' notification in the UI...there is no point in the effect being visible in Active Effects window. Nothing functionally different from the 1.7 version.
Version 1.7
Injuries Perk now is applied to Player Character regardless of Load Order = Load Order no longer matters and Console Command usage is no longer necessary!
Version 1.6
Removed file .esp mod description info that was no longer relevant.
Included a separate .esp that only allows actors to be injured, while the PC is immune.
Version 1.5
Reduced the bleeding (damage per second) values of lvl1/2/3 from 1/2/3, to 1/1/2.
Version 1.4
Added Dwarven Automatons to the 'No Bleed' list. 's haskeyword keyword actortypedwarven = 0'
Added Ghosts to the 'No Bleed' list. 's haskeyword keyword actorytypeghost = 0'
Version 1.3
Once again went with a single 'Injuries' perk....this will make it easier for those who can't have this mod at the bottom of their load order (read installation instructions)!
Version 1.2
Decided to make separate (but identical) injury perks for both the Player Character AND everyone else (loaded the player perk directly into the Player start perk list in CK).
Removed the glowy 'heal FX' sparkles when injuries were inflicted....while nice to know, it was just too immersion breaking!
Version 1.1
Even unique/named NPCs will gain the ability to cause injuries now.
Donations
No donations accepted
What is this about?
Simple story, I wanted an injury system that wasn't complete garbage (most of them are). Looking around in Nexus, the only (non-kludgy) option was 'Vigor - Combat and Injuries'. I was happy with this since Vigor is my favorite combat mod (for those liking more realistic combat).
However, the creator of Vigor (Alex9ndre) has since put out a new updated mod 'Vigor - Enhanced Combat'. His new version is WAY better than the older one.....except it doesn't include an Injuries system. :(
So, instead of trying to use one of the other injury mods out there, I decided to make a light version for myself...and figured why not include ALL actors (npcs/creatures/animals/so on) while I was at it! So here I am sharing the resulting mod with all of you!
PLEASE NOTE, this mod gives every actor in the game the ability to inflict injuries....so wolves, rats, dragons, npcs, you...everyone can inflict injuries. Well, undead/ghosts/dwarven-constructs can't bleed...so I guess they are immune to some types of injuries...but the Necromage Perk will still put the undead in their place (which is in the ground)!
*now includes an additional .ESP (based on version 1.8) choice for those who want NPC/Actor injuries, but want to use a more in depth mod (like Wounds) for PC injuries.
Details:
Injuries generally last 60 seconds, but can be cured earlier by restoring your health to 100% (or higher)*. Injuries can also be PREVENTED by blocking (defending) against attacks! Additionally, anyone who is at 100% (or higher) health can't be injured!
As for bleeding injuries, they are a bit special. Claws, fangs, maces and so on can ALL inflect bleeding damage (from lowly wolves to dragons)**....however, bladed weapons like swords/daggers/axes can potentially inflict deeper cuts! Read below for details.
As of version 2.0, I've introduced a 'Taper' effect. Near the end of an injuries duration, it's effectiveness will gradually (over a few seconds) diminish. Prior to v2.0, injury effects would go from 100% to 0% in an instant!
*It might take several seconds for the game to refresh and realize that you are back at/over 100% health. **Undead/Constructs/Ghosts don't need/use blood to function, and so are immune from bleeding damage. ***Necromage Perk can increase the effects of injuries against undead...so even if they can't bleed, they will suffer more severe injuries from Necromage!
List of Potential Injuries:
Disarm: Jarring impacts and skillful techniques can knock the weapons from targets grasp. 1% chance on hit + will only effect actors who are struck mid attack (where their hands/weapons are most exposed). -level1 = actors of level 1-20, have a 1% chance of disarming an armed target during their attack animation. -level2 = actors of level 21-40, have a 2% chance of disarming an armed target during their attack animation. -level3 = actors of level 41+, have a 3% chance of disarming an armed target during their attack animation.
Winded: Heavy blow to torso knocks the breath from the target! 2% chance of occurring and symptoms endure for 1 min (or until health is returned to 100%+). -Actors suffer a -50% melee damage penalty for 1 minute. -Actors are staggered. -Actors suffer a -50 Stamina penalty for 1 minute. -Actors suffer a -75% StaminaRegen penalty for 1 minute.
Stunned: Struck in the head, the target has trouble focusing! 2% chance of occurring and symptoms endure for 1 min (or until health is returned to 100%+). -Actors suffer a -25% shout recovery penalty for 1 minute. -Actors are staggered. -Actors suffer a -50 Magicka penalty for 1 minute. -Actors suffer a -75% MagickaRegen penalty for 1 minute. -Actors suffer a 20% spell cost penalty for 1 minute.
Numb Arm: A solid blow numbs targets arm! 2% chance of occurring and symptoms endure for 1 min (or until health is returned to 100%+). -Actors suffer a -50% melee damage penalty for 1 minute. -Actors suffer a -25% block damage penalty for 1 minute. -Actors suffer a 20% spell cost penalty for 1 minute. -Actors suffer a -30% slower attack speed penalty for 1 minute.
KneeCapped: Targets shin/kneecap is struck by a strong blow...resulting in a whole lot of pain! 2% chance of occurring and symptoms endure for 1 min (or until health is returned to 100%+). -Actors suffer a -30% power attack damage penalty for 1 minute. -Actors suffer a -30% movement speed penalty for 1 minute.
Bleeding: Fangs, claws and weapons can cause bleeding. Edged weapons can inflict even deeper cuts. *any actor/animal/npc can inflict LVL1 bleeding. **LVL 2 & LVL3 Bleeding can stack with LVL1, but NOT each other! ***Each LVL can stack with itself = it's possible to be cut multiple times in a battle! LVL1: 2% chance of occurring. Bleeding 1HP per second for 1 minute. Bleed status (should be) removed if Health is restored to 100%+. LVL2: 2% chance of bleeding being inflicted by attackers who 1) are level 1-20 and 2) are using axes/daggers/swords as weapons. Bleeding 1HP per second for 1 minute. Bleed status (should be) removed if Health is restored to 100%+. LvL3: 2% chance of bleeding being inflicted by attackers who 1) are level 21+ and 2) are using axes/daggers/swords as weapons. Bleeding 2HP per second for 1 minute. Bleed status (should be) removed if Health is restored to 100%+.
Installation:
-install Spell Perk Item Distributor (I recommend installing with a mod manager). -install the Address Library for SKSE Plugins (for Spell Perk Item Distributor). Again, I recommend using a mod manager. -use your mod manager to install this mod (Injuries) as normal, or manually drop the Injuries.esp + Injuries_DISTR.ini in the Data folder. -Load Order doesn't matter if you are using Version 1.8 or higher!
*For versions 1.6 (and under), IF you can't (for whatever reason) load this mod last, it will still work 100% for anyone not the PC. However, if a mod that makes changes to the Player Form is loaded AFTER this mod = the PC might not be able to inflict injuries (the NPCs will still inflict injuries to PC and each other normally though). THE FIX = open the console (~), type 'help "injuries" ', find the "injuries for ALL Actors' Perk, type 'player.addperk <insert perk id code here> ' (without the <> symbols) and hit enter. Close the console and save the game = have fun!
Compatibility:
-should be compatible with everything! *This Mod can be run with ANYTHING...INCLUDING other Injury type Mods. So you can use Wounds, Wildcat, Blood and Guts and so on with my mod!
Minor Bugs:
1) If you return your health back to/over 100%, the game might take a long time to notice = you're injury will likely go away (1minute timer) before the game engine notices you are healed and cures you. 2) Some of the effects are perk based only...so while your 'Active Effects' screen will show which injury(ies) are effecting you, it might not show all the penalties that are applied against you from that injury type. Rest assured, all the appropriate penalties for each injury are active (even if you can't see in them in the active effects list) + will go away after 1 minute.
Special Thank You!
To Alex9ndre for the Vigor series of mods (latest one being 'Vigor - Enhanced Combat'). To PowerofThree for the 'Spell Perk Item Distributor' Mod/Tool.