Wildcat Combat Fatigue Integration

by Distar66·v1.0·Updated 2019-05-22

When using Wildcat, 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 Wildcat, when your character is injured, this mod will change animations to reflect your new status.

This mod integrates Combat Fatigue into the Wildcat damage system.

Basically, your character gets hurt when you actually get hurt.

illustrate:

Combat Fatigue plays an injury animation when your character's health drops below a certain point where you can repair it.

Wildcat will consider you injured when your player health drops below a certain point that you can repair or takes too much damage in a short period of time.

My mod makes your character play the injury animation when Wildcat decides you are injured and completely ignores the combat fatigue status.

Only when your injury heals will you return to your normal self.

Am I not clear enough?

In practice, if you use the basic Wildcat damage system, you can get almost the same results as this model if you set the Combat Fatigue health threshold and Wildcat damage threshold to the same percentage. I still recommend using it for the following reasons:

Integrated wildcat "explosion damage" system

It makes combat fatigue mode lighter (I hope CTD is free if there are some to start with)

Because it integrates with mods, you don't have to change the settings every time you decide to set another damage threshold for one mod or another

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 second mod and I'm not sure what I'm talking about, if there's something wrong please tell me and I'll correct it:

Wildcat scans you or an NPC (depending on who took the shot) with each hit to check if it (Wildcat Mod is livestock) will think you are wounded

Combat Fatigue scans you or an NPC (depending on who takes the shot) on every hit to check if they (the Combat Fatigue mod is a syndicate of mod creators) will consider you or an NPC to be injured or not

My mod removes the battle fatigue scan, so the script responsible for changing the animation only fires when Wildcat tells you to take damage (basically one scan per hit instead of two)

To note:

EnaiSiaion for Wildcat 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 for battle fatigue SSE port

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This mod integrates Combat Fatigue to the Wildcat 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 you can fix.

Wildcat consider you as injured when your player health goes below a certain point you can fix OR take too much damage in a short time span.

My mod makes your character play injured animation when Wildcat decides you're wounded and completely ignores the Combat Fatigue conditions.

You'll return to your normal state only when your injuries are healed.

I'm not clear enough?

In practice, if you use the basic Wildcat injuries system, if you set the Combat Fatigue health treshold and the Wildcat injury treshold to the same percentage you could get almost the same result as with this mod. I'd still recommend using it, here's why:

the integration of the Wildcat "burst injuries" system

it makes the Combat Fatigue mod lighter (and I hope CTD free, if it had some to begin with)

as it integrates the mod you won't have to change the settings every time you decide to set another injury tresho …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
野猫战斗疲劳整合
File size
10.3 KiB
SHA-256
ea47e6c0b023b92e40f908955a55b37c9d795cdfab8b4c0ab60ae67fdb9cbb3d
Stored at
2026-10-10 18:11