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I took him to fight a giant too, and he was one hit killed, no bleed out. I wasn't able to screen shot the body, cause I was running from giants.
Keep in mind this is the very beginning of the game when enemies are doing the least amount of damage. I'd imagine as the game progresses and enemies hit harder or use powerful spells, you'll see less bleedout and more instant death.
Some times folks get injured but not straight up killed. Bleedout in certain circumstances seems appropriate and realistic. I have encounted situation with my all guard party where an especially nasty orc with a warhammer kills several of my men without me being able to do anything about it. Subsequently, there's situations in Dwemer ruins, where a spinning blade trap that can't be turned off and must be avoided will kill your whole party unless you just leave them to wait there and return to get them later. Very inconvenient.
If the very possibility of bleedout happening from a nonlethal hit it just too unacceptable for you, I think you might be asking too much. But to each their own.
I think you're putting too much faith in AFT. It hasn't been updated in over 2 years. Nether's is still being developed and it the current standard of follower mods. Heck, you might even want to consider posting on his nexus page or forum to see if he has any insite on the issue.
That's not sound logic. There's no "overkill". When a character drops below a certain level of health they go into bleedout. NPC's do it. Enemies do it to.
If someone has 100hp and you hit them for 90hp, they go into bleedout.
If someone has 100hp and you hit them for 100hp, they die.
I'm not sure you're understanding the mechanics at work.
If a npc is "essential", no one can kill them. If a npc is "protected" only the player can kill them. Any npc or enemy can go into a bleedout state.
Ok, I get where you're coming from.
My experiment with Faendal was against the 2 bandits at the beginning of the bleek cave. You are correct, when he went into bleedout, the bandit no longer targeted him. His death occured as he was coming out of bleedout, had just stood up, was retargeted by the bandit, took and arrow in the head, and died.
I can't say for sure if anything in the bleek dungeon is capable of one hitting though from full to death.
Something interesting to me though is how you say he popped back up after 2 minutes. Really that shouldn't be. I read that a named npc death is hard coded into your save, and that's why you get the letter from the courier, etc. I can try to find the post if you're interested.
That aspect makes me think that must be a feature of ATF, to simulate death for essential characters, but i'm not sure, it's been awhile since I used ATF. When your follower "dies", and before they "resurrect", are you able to search them?
https://steamcommunity.com/app/489830/discussions/0/1319962329027247416/
I wanted to discuss something I saw on another site that might be relevant to what we're discussing, but I'm not willing to discuss it here. But that's fine, to each his own.
There are also demo videos for each follower on YT under DrNewcenstein
If you want them to be non-essential, open the mod and untick the Essential boxes for all followers, then save it. Works with AFT, which works fine despite not being "updated in 2 years", a point which I find quite moot since Skyrim SE hasn't been updated in at least 3 years, but whatev.
Sneaky followers that have good sneak will have good sneak, though they do still obey vanilla sneak rules. I took Faendal through Volunruud at about level 25 and we both snuck past the entire first half without being detected, and he wasn't wearing super-jacked Sneak gear, just whatever you can buy at Warmaiden's at level 25 - Hide Boots of 12% better Sneak, IIRC, if that.
He was also wearing Elven armor, so noise.
However, there are only a few followers who fit the Stealth Assault playstyle. You're not going to get Mjoll past anyone.
I think perma-death for followers was one of those things they patched out in Oldrim, along with dragon attacks in cities, because of the crybabies, some years ago. I distinctly remember one of my earliest revisions of Improved Housecarls and Hirelings where Uthgerd died in combat because I forgot to set her Essential flag.
Modlist.txt
+PrivateProfileRedirector SE - Faster game start (INI file cacher)
+ENB Helper SE
+More Informative Console
+SSE Engine Fixes (skse64 plugin)
+Alternate Start - Live Another Life
+Amazing Follower Tweaks SE
+SkyUI
*DLC: Dragonborn
*DLC: HearthFires
*DLC: Dawnguard
Loadorder.txt
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
SkyUI_SE.esp
AmazingFollowerTweaks.esp
Alternate Start - Live Another Life.esp
https://youtu.be/rsyyS1AgFoM
Hence my mod gives them a fighting chance by giving them skills, and many of them are leveled above the player, since you start the game as a 30-something nobody with base-15 in all Skills, and most of these followers, such as Hirelings and Housecarls, have been doing this sort of thing for quite some time (except for Erik, obviously), or otherwise have had some specialized training from a young age (Illia).
Essentiality is just an extra bonus which any user is free to edit.
However, not all followers are going to be suited for all situations, so you'll have to pick the best one for the job. Unless you get a Housecarl, in which case you get a walking death machine. With AFT's 5-follower limit, you can build a Housecarl Death Squad with Lydia, Iona, Jordis, Rayya, and Argis.
Or you can build a more traditional RP'ing party with a Pure Mage who has no melee, an Archer who has limited melee, and a melee who does little or no archery.
Either you have another mod that is interfering with them remaining dead, or your AFT settings are causing them to recover. Under Tweak Options/Settings, make sure you don't have the option enabled to recover during combat in the All Followers section.