Injuries for both PC AND NPCs
🟠 Updated over a year ago⚠️ Install Order · 5 steps
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🔍 Analysis
- 👍 6.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #65 of 123 Immersion mods in this game by downloads
📋 About This Mod
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
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.
Injuries generally last 60 seconds. Injuries can also be PREVENTED by blocking (defending) against attacks!
As for bleeding injuries, they are a bit special. Claws, fangs, maces and so on can ALL potentially 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.
3% chance on hit + will only effect actors who are struck mid attack (where their hands/weapons are most exposed).
-odds of disarming (or being disarmed) increases the larger the weapon skill difference between combatants!!!
-100 Skill in 1H/2H (or higher) results in immunity to being disarmed!
Winded: Heavy blow to to
📊 Mod Details
- Game
- Skyrim Mods
- Author
- Paradoxnrt
- Version
- 2.2
- Downloads
- 4,723
- Endorsements
- 289
- Category
- Immersion
- Created
- 10/5/2020
- Updated
- 5/1/2025
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