Vitality Combat Fatigue Integration
When using Vigor, when your character is injured, this mod will change animations to reflect your new status.
Screenshots 1 screenshots
About this mod Machine translation
When using Vigor, when your character is injured, this mod will change animations to reflect your new status.
This mod integrates combat fatigue into the Vigor damage system.
Basically, your character gets hurt when you actually get hurt.
illustrate:
Combat Fatigue plays the injury animation when your character's health drops below a certain point.
When your player takes too much damage in a short period of time, Vitality will think you're injured.
My mod makes your character play the injury animation when Vigor decides you are injured and completely ignores your health level.
Only when your injuries heal do you return to your normal state (so, unlike normal combat fatigue mode, you can have 100% health and still be walking like a mutilated lemon).
Optimizations and (temporary?) compromises:
The combat fatigue model got quite a few complaints and I stopped using it for a while because I suspected it was causing me CTD.
To compromise, I removed the enemy's ability to play damage animation (and I never saw it when I was using it), but my script should be lighter.
So for this version it's like you use the mod via FNIS PCEA.
Explanation is in spoilers.
If you want the enemies to animate tell me and I'll upload it as an optionnal file.
From what I understand (keep in mind this is my first mod and I'm not sure what I'm talking about, if there's something wrong please let me know and I'll correct it:
Vigor scans you every time you hit to check if he (Vigor Mod is an oppressive cisgender white male) will think you are hurt
Combat Fatigue scans you or the NPC (depending on who took the shot) every hit to check if he/she/appache helicopter (I'm not sure about the combat fatigue model identity) will consider you or the NPC injured or not
My mod removes the battle fatigue scan, so the script responsible for changing the animation only triggers when Vigor tells you to be wounded (basically one scan per hit instead of two, only when you are wounded)
To note:
Alex9dre for Vigor Mod
Funnybizness injured animation (these links will take you directly to LoversLab, be careful)
thegooglyman's original battle fatigue model (and boy can I thank him for being the autistic sausage of the script)
hankgank SSE port for battle fatigue
——————————————————————————————————————————
This mod integrates Combat Fatigue to the Vigor injury system.
Basically, your character will act injured when you're actually injured.
Explanations:
Combat Fatigue plays injured animations when your character health goes below a certain point.
Vigor consider you as injured when your player take too much damage in a short time span.
My mod makes your character play injured animation when Vigor decides you're wounded and completely ignores your health level.
You'll return to your normal state only when your injuries are healed (so unlike in the normal Combat Fatigue mod you can have 100% health and still walk like a crippled lemon).
Optimization and (temporary?) compromise:
The Combat Fatigue mod got a fair amount of complaint, and I stopped using it for a while because I suspected it caused me CTD.
For the compromise, I removed the ability for the ennemies to play the injured animation (and to be honnest while I used it I never witnessed it) but my script should be way lighter.
So with this version it's like you used the mod through FNIS PCEA.
The explanation is in the spoiler.
If you want the ennemies to play the animation tell me and I'll upload it as an optionnal file.
From what I understood (keep in mind that it's my first mod, I'm not sure about what I'm saying, if there's a mistake please tell me I'll correct it:
Vigor scans you for every hit you take to check if he (the Vigor Mod is an oppressive cisgender white male) is going to consider you as injured or not
Combat Fatigue scans you or a NPC (depending on who took the shot) for every hit to check if he/she/appache helicopter (I'm not sure about the Combat Fatigue mod identity) is going to conside …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.