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Author notes
Give us credit if you do use anything, there's no need to ask
This requires a SKSE plugin, so this can't be ported to consoles
File credits
JDM for his help testing and mod review channel Shikiyokira for Nemesis, behaviour extractor and help with behaviour files Zartar for his Behaviour editing tool Maxsu for their onhitframework TheRetroCarrot for help with the VR testing
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Changelogs
Version 1.361
Merged the VR files into one, now uses a Fomod to pick between the magic can and cannot flinch versions
Fixed the Archive
Version 1.351
A New requirment has been added, be sure to get it! - https://www.nexusmods.com/skyrimspecialedition/mods/45966
Version 1.341
Fixed Falmer ragdoll bugs, they can now stand up after getting ragdolled again
Version 1.37
Added Extra creatures
Regular old Chaurus's, Dragon priests, All the base game Dwarven robots and Hag Ravens
Version 1.36
Added in support for more creatures, Dogs, Giants, Trolls, Wisp Mothers and Wolfs Merged the VR files into one, now uses a Fomod to pick between the magic can and cannot flinch versions
Version 1.34
Fixed Flinching with Crossbows
Falmer, Spriggans, Fire, Ice and Storm Atronachs can now flinch
Update source files for new creatures
Uploaded the old Spell, Item, Perk version for VR users as I've been told that version works for them
Version 1.32
Changed how the Draugr behaviour edit works
Changed how the Ultimate combat patch works
Adding compatibility for Zxlice's BackStab and Parry SSE
Version 1.4
Added in support for Reiklings, Seekers, the Grass hopper lads, Lurkers, Dwarven Ballistas and Neches
You can select groups of enemies in the fomod when installing so you can pick and choose some
Version 1.3
Draugr's can now flinch
Flinching has been changed, it now effects a lot more states and uses a different method in the behaviour files to play the flinching animations
A behaviour edit that allows the player and NPC's to flinch when they're hit by melee weapons, flinching doesn't override a state that an actor is in, it plays over the top of normal animations via blends the detection is now done via the OnHit Framework, If you use VR or AE(even SE if you want) Use this variant of On Hit Framework it supports VR, AE and SE
Player and NPCs can not re flinch until they finished flinching, 1.3 added in support for Draugrs as well as allowing players and NPCs to be flinched in nearly all states
Installing/Uninstalling
Steps for Installing 1) If you're on SE download OnHitFramework here 1 a) If you're on AE or VR(or SE if you want no difference though) download OnHit Framework - NG 2) Download Ultimate Combat and Creatures Behaviour compatibility for Nemesis 3) Download and install this mod 4) When installing this mod it will overwrite a file from OnHit Framework, allow the overwrite 5) Download and install Nemesis(Off Site Link) 6) Tick "Flinching Animations" in the list of patches 7) Run Nemesis and click "Update Engine" wait for that to finish then click on "Launch Nemesis Behavior Engine" wait for that to finish 8) You can now play the game, no need for a new save
Steps for Uninstalling 1) Make sure no one is getting hit 2) Save the close the game 3) Uninstall in your preferred mod manager 4) Run Nemesis and click "Update Engine" wait for that to finish then click on "Launch Nemesis Behavior Engine" wait for that to finish 5) You have now uninstalled the mod
Updating
Version 3 to 3.5 had a massive change in the base install, it's best to completely remove the older version Get Ultimate Combat and Creatures Behaviour compatibility for Nemesis and reinstall the new version of this mod and then rerun Nemesis Updating from 3.5 onwards shouldn't require you to do anything different than any other mod, just update like you would any other mod
If you using the other version of Flinching, it's advised to uninstall that and install this version, I'm no longer supporting that version, There's an Article on this mod's page for instructions on uninstalling the older version
CGO and 360 movement behaviour both work with this Should be compatible with SkySA Animated Armoury now has built in support for flinching, you need to tick the DAR option in AA's MCM menu or use the pure DAR version of AA