Haven't even downloaded this mod (yet) because I wasn't sure if it would work with the wounds mod, but just wanted to say I love how positively you respond to people in the comments. You seem like the friendliest person. Super wholesome and refreshing to see the modding community lol
Doing mod support can be the most demoralizing thing you can imagine. After a while it can sour mod authors and they start lashing out. Been around since forever and I've see this play out over and over again.
My line of thought is that I want to treat people like I would want someone to treat me when I have a question on something on their mod. Simple, right? Not always possible but one can always try :)
Hope you have a good one Roguebox and thanks for the kind words.
Hey Madgbi. I think I've seen your name on Jay's and thank you :)
As far as the arm bandages. They are covered by hand and body mods, to ensure they perfectly fit for each of those. It's because the hand is part of that armor piece. So to get a really good fitting arm bandage you're going to need one of the many hand and body mods here on the Nexus.
I like the new healing option! I always disable health regen in my modlists, as well as make potions harder to find and afford, so I appreciate immersive bandage features like this. It's included in a few bigger overhauls like CACO, but I've never been keen on installing something that big for every playthrough. This is a great alternative!
Much appreciated Zira. I echo everything you say. Love CACO, don't always use it. I was very hesitant to include this because it's not that kind of mod. Well... then JJ got me thinking that it could be really good as an option for exactly the reason you mention.
Great to hear you're tweaking it to suit your needs. Just add a healing enchant to it. I think the Necromancer's amulet uses something like that but a negative debuff for health regen instead of what you want. But I'm sure you got this :)
haha thanks, I'm working on this really immersive VR build so crafting and equipping the bandage is already cool since I have to manually apply it to myself and followers thanks to this mod, I just have to add the H.O.T. Effect so that way it works in synergy with injury mods that have the "removes health regen when injured" effect, so after combat, I can craft this, set it to like 5% Hp per second or something that makes it take a bit to help them reach full health for the max effect. Thanks for your feedback on it, I'll look into that amulet and copy the records over
I may also have a better idea ;) There was some fun ideas in 1.1 that I got rid of to make the mod easier for people who make injury mods to integrate, but what you want basically exists there as a non implemented easter egg. TLDR Download the 1.1 version of the mod, rename the 1.1 version of the mod to something different and load up both versions in xedit. Have a look at the item called RxCircletHeadBandages_CleanR and the object effect called RxEnchHeadbandageClean, trim out the extras from the object effect and add the healing to yours. IGNORE THE ONE CALLED SKOOMA ;)
The female world model for ClothesHeadBandages under the "Armor" tab of the esp in SSE edit is blank where in skyrim.esm male and female both pointed to the same nif. I was wondering, does leaving it blank have any affect on the world models or if this doesn't matter for the mod setup?
The mesh which is in Armors is the one you see in menues and in the world if the object is picked up and thrown to the ground. Which is why you often see them have gnd or go in the mesh name, which is short for ground object. The actual armor files you see on the characters are in Armor Addons, which is the issue in vanilla where they have just a single one for every race which doesn't fit all of them.
In vanilla the Headbandages don't even have their own ground/menu object because it's not supposed to ever be seen because they are not intended to be playable so what bethesda did was take the ground objects from the graybeard hoods instead, just so they have something there and it doesn't go invisible if you throw it out and that something shows up in the menu.
So onto the next bit.
For male and female characters they will first read what is in the male field and use that and since I'm using the same ground object for both male and female characters I only need it to be in the male field. If you have anything in the female field then only female characters will be using that. This is a common cause of bugs in armors which have the ground object in the female ground object field but nothing in the male one, then you have something show up if you are playing female characters but it's invisible for male characters.
Having both of the fields point to the same mesh is pointless and gives the game one more thing to process and one more thing which can go wrong so I avoid it unless it's needed like with clothes where the male and female versions look entirely different.
Thank you for the detailed response. It does answer my question, I was mainly concerned and had difficulty putting into words what you mentioned in the second paragraph where the female ground object could be invisible. I'm glad to know that's not the case and no longer a concern.
You caught me early in the morning when I just had a lot of coffee and after I just answered the actual question I figured there might end up being follow up questions so you got something which looks more like crash course in the armor forms :D
Right now, that would be something for others to do as this was a side project while working different projects and something me and Jay wanted to exist so you can put head bandages on anyone and it would just work. Instead just working partially with 25% of the Skyrim population as it was before.
At least the resources are there so anyone who wants can just add them to suitable npcs. Good choices would be sailors, bandits, raiders, forsworn, dock workers, people in the ratway. Lot of options. I'm sure someone will do it cause the idea is good and it adds diversity to the world.
The two mods don't conflict at all. It will keep using its own version of the bandages which use the vanilla meshes but removes the non playable flag. They have all the same issues as the vanilla meshes do if used by a khajiit, argonian, high elf, wood elf, dark elf or orc because it's using those same meshes.
The reason i left the vanilla meshes alone and put everything in a custom folder was to not break mods like this so working as intended.
For it to use mine it would have to be patched to just use the vanilla bandages and everything would work perfectly with my meshes.
48 comments
My line of thought is that I want to treat people like I would want someone to treat me when I have a question on something on their mod. Simple, right? Not always possible but one can always try :)
Hope you have a good one Roguebox and thanks for the kind words.
As far as the arm bandages. They are covered by hand and body mods, to ensure they perfectly fit for each of those. It's because the hand is part of that armor piece. So to get a really good fitting arm bandage you're going to need one of the many hand and body mods here on the Nexus.
Great to hear you're tweaking it to suit your needs. Just add a healing enchant to it. I think the Necromancer's amulet uses something like that but a negative debuff for health regen instead of what you want. But I'm sure you got this :)
I may also have a better idea ;)
There was some fun ideas in 1.1 that I got rid of to make the mod easier for people who make injury mods to integrate, but what you want basically exists there as a non implemented easter egg. TLDR Download the 1.1 version of the mod, rename the 1.1 version of the mod to something different and load up both versions in xedit. Have a look at the item called RxCircletHeadBandages_CleanR and the object effect called RxEnchHeadbandageClean, trim out the extras from the object effect and add the healing to yours. IGNORE THE ONE CALLED SKOOMA ;)
Anyway thanks for the comment, made me giggle and I hope you have a nice rest of the day.
The mesh which is in Armors is the one you see in menues and in the world if the object is picked up and thrown to the ground. Which is why you often see them have gnd or go in the mesh name, which is short for ground object. The actual armor files you see on the characters are in Armor Addons, which is the issue in vanilla where they have just a single one for every race which doesn't fit all of them.
In vanilla the Headbandages don't even have their own ground/menu object because it's not supposed to ever be seen because they are not intended to be playable so what bethesda did was take the ground objects from the graybeard hoods instead, just so they have something there and it doesn't go invisible if you throw it out and that something shows up in the menu.
So onto the next bit.
For male and female characters they will first read what is in the male field and use that and since I'm using the same ground object for both male and female characters I only need it to be in the male field. If you have anything in the female field then only female characters will be using that. This is a common cause of bugs in armors which have the ground object in the female ground object field but nothing in the male one, then you have something show up if you are playing female characters but it's invisible for male characters.
Having both of the fields point to the same mesh is pointless and gives the game one more thing to process and one more thing which can go wrong so I avoid it unless it's needed like with clothes where the male and female versions look entirely different.
Hope this answers your question :)
mentioned in the second paragraph where the female ground object could be invisible. I'm glad to know that's not the case and no longer a
concern.
At least the resources are there so anyone who wants can just add them to suitable npcs. Good choices would be sailors, bandits, raiders, forsworn, dock workers, people in the ratway. Lot of options. I'm sure someone will do it cause the idea is good and it adds diversity to the world.
Thank you Hoangdai!
playable flag. They have all the same issues as the vanilla meshes do if used by a khajiit, argonian, high elf, wood elf, dark elf or orc because it's using those same meshes.
The reason i left the vanilla meshes alone and put everything in a custom folder was to not break mods like this so working as intended.
For it to use mine it would have to be patched to just use the vanilla bandages and everything would work perfectly with my meshes.