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Is there a way to make 'Killmove Animations' nonlethal?


dkatryl

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Ordinarily, using a killmove automatically kills the target.  I don't particularly want the target to die, so currently I have to handle this by using a Target.Resurrect() line shortly after the animation plays out.  The problem with that is, other than being cumbersome, is that:

 

1) It makes them momentarily fade out since that command fully reloads the actor

2) Since it fully reloads the actor, it doesn't keep track of their current inventory, since it fully reloads a fresh copy.

3) Every so often, the Resurrect() command will give an immediate CTD.  Not often, but enough that it could get annoying.

 

This is what I am currently doing in my mod, however, the above, especially #3, is making me look at ways I could make it better.

 

So, my question is, what exactly makes the killmove animation lethal?  Is it the actual animation .hkx file?  I don't know anything really about animation, but if that is the case, since there are apparently tools out there to decompile a .hkx file into either a .kf or a .xml file, can whatever the "kill" trigger at the end of the animation be removed from a copy of the animation I want to use and then be recompiled back into a differently named .hkx file?

 

If not that, is there some master script(s) somewhere that keeps track of these animations, and does some kind of an AnimationEnd() event or something to trigger the kill?

 

Or is something else entirely?

 

Hopefully, some industrious modder out there understands what I am asking and knows how to do this! :)

 

(Forum mods, please just delete the topic in the Skyrim: General forum.  It's probably better suited for this forum.)

 

Edit: While I am still curious as to the answer to this for academic interests, I have discovered a workaround (I stumbled across it completely by accident :lol: ) that allows me to use the killmove for my mod but doesn't let it trigger the killactor command, so I don't need to use the buggy Resurrect() command.  w00t! :))

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