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Lovers True Crime Extended LAPF version


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Posted

If you decide to go into scripting, even a little I highly recommend getting one of the Construction Set Extender versions. It dramatically improves CS stability and decreases CS crashes. I went back to the 5.xxx version, but did test out 6.0, or 6.1 I forget which. I don't recommend the later versions of 6 due to some really bad user interface window limitations.

 

5 and 6 differ slightly in their OBSE version requirements, so you'll need to make a personal choice if you decide to add this to your Oblivion tool chest.

 

Besides GIMP, which is fantastic free image tool, check out XnView from XnSoft too. Also free and I use it for quickly reviewing DDS image files and doing screen capture work as it loads much faster than GIMP. I use it on all of my Windows installs and Ubuntu Linux too.

 

And if all you want is the head cutting feature it is also available in LoversPayBandit.

Posted

 

And if all you want is the head cutting feature it is also available in LoversPayBandit.

 

 I did not know that. Is it implemented the same way?

 

Posted

LoversPayBandits have no head cutting. It is in Lovers True Crime and DarkBloodLine ( DarkBloodLine is "TrueCrime with Quest" , you can not use both Mods ! )

 

Posted

LoversPayBandits have no head cutting. It is in Lovers True Crime and DarkBloodLine ( DarkBloodLine is "TrueCrime with Quest" , you can not use both Mods ! )

 

Oops my bad then! (I thought it did have head cutting.)

 

So what does craftybits do as far as axes when its equipped? That could be a simple script edit OR a massively complex fix. It might be easier to adjust the Lovers True Crime head chopping script instead.

 

Posted

True Crime does not add /have a Special weapon ( no weapons in the esp) should work with vanilla and Mod weapons.

---------------------------------------------------------------------

aaaCutHeadScript

------------------------

if player.IsWeaponOut
 debugprint "%a(1)%a Got a head!" 2 3
 set weap to player.GetEquippedObject 16
 if weap == 0
  debugprint "%a(2)%a Got a head!" 2 3
  return
 elseif player.GetWeaponType weap == 0 || player.GetWeaponType weap == 1 || (player.GetWeaponType weap == 2 && CompareModelPath "axe" weap == 1) || (player.GetWeaponType weap == 3 && CompareModelPath "axe" weap == 1)
  debugprint "%a(2)%a more heads!" 2 3
  set trg to GetCrossHairRef

--------------------------------------------------------

WeaponType:

0: Blade1H

1: Blade2H

2: Blunt1H

3: Blunt2H

4: Staff

5: Bow

 

Should work with Blade 1Hand, Blade 2Hand, Blunt 1Hand with "axe" in the model path  and Blunt 2Hand with "axe" in the model path. ( e.g. 2 Hand Blunt meshes\Weapons\Iron\Battleaxe.NIF )

Weapon must be equipped and target must be in crosshair.

 

 

Posted

I'm not sure on the script craftybits uses, but it does use any axe, vanilla or mod, for getting planks from trees, and firewood from logs/ dead trees. Everything is done in real time. 

 

 

Edit: Just crossed my mind, is this affected by skill level?  

Posted

I don't use craftybits but if it adds weapons they must be in Categories: 1H blade, 2H Blade, 1H Blunt,....

Are you sure you use True Crime headcut right ?

First use the spell: [Lovers]Bounty Hunting:power(on\of)   by default the headcut is off, you can play the Mod without headcut. ( and without haircut :P  )

Then kill an NPC

Try a 1 Hand or 2 Hand Blade(All weapons in these 2 categories should work) : equip/draw the weapon, crosshair on the dead NPC, hold the grab key (z) and press the attack key (left mouse)

 

Edit: works with any skill Level.

Posted

Yup, had head hunting on. Does it need to be on before the kill? Craftybits doesn't add the weapons, uses what's in the game, To get a plank from a tree, need to pull a dagger, score the tree (attack) until it says it's scored on 4 sides, then pull your axe and pry (attack) to pull plank out. Very immersive. I use it mostly for the cooking. Love to watch a steak sizzle on a plate at a fire. :)  Going to try with true crimes under bashed patch. Just rebuilt, an animation mod messed up my game so bad had to reinstall. Prolly didn't help I had been testing a ton of mods. lol

 

Not much time to play on the weekends. Have my kids, will update when I get the chance. Here's my current LO

 

 Active Mod Files:

00  Oblivion.esm
01  Beautiful People 2ch-Ed.esm
02  CLS-ClassyClothes.esm
03  Cobl Main.esm  [Version 1.72]
04  Harvest[Containers].esm
05  Harvest[Containers] - Flat-Top Barrels Add-on.esm
06  Enhanced Daedric Invasion.esm
07  CyrodiilUpgradeResourcePack.esm
08  CLS-Craftybits.esm
09  A_Bloody_Mess.esm
0A  Lovers with PK.esm
0B  LoversCreature.esm
0C  Fundament.esm  [Version ision]
0D  Oblivion Sexualized Monsters.esm
0E  CM Partners.esm
0F  HorseCombatMaster.esm
++  Icon Overhaul.esp
10  Unofficial Oblivion Patch.esp  [Version 3.4.5]
11  UOPS Additional Changes.esp
12  DLCShiveringIsles.esp
13  Unofficial Shivering Isles Patch.esp  [Version 1.5.3]
++  USIPS Additional Changes.esp
14  OBGE - Liquid Water.esp
15  Purger.esp
16  Better Bell Sounds.esp
++  Symphony of Violence.esp
17  Atmospheric Oblivion.esp
18  Donatiions.esp
19  Sounds of Cyrodiil.esp  [Version 1.1]
1A  Better Rainbows.esp
1B  CampfireBehavior.esp  [Version 1.0]
++  300_Random_Clutter.esp
1C  Ayleid Loot EXtension.esp
1D  EnableFreeLookOBSE.esp
1E  RM Hot Potion and Poison.esp  [Version 1.0]
1F  CLS-Object Renamer-COBL.esp
20  TDDM.esp
21  Menu and Camera Toggler.esp  [Version 1.1]
22  NBB.esp
23  Camping.esp
++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]
**  OSM-All Genders.esp
24  TryBeforeYouBuy.esp
25  Enhanced Economy.esp  [Version 5.4.3]
26  Crowded Roads.esp  [Version 2.0]
27  Populated Prisons.esp  [Version 1.2]
28  PTRoamingNPCs.esp
29  Get Wet - just droplets.esp
2A  kuerteeSittableRocks.esp
2B  Oblivion Graphics Extender Support.esp  [Version 0.42]
2C  Quest Log Manager.esp  [Version 1.3.2]
2D  Spell Delete And Item Remove.esp
2E  Map Marker Overhaul.esp  [Version 3.9.3]
2F  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]
30  Enhanced Hotkeys.esp  [Version 2.3.1]
**  EVE_StockEquipmentReplacer.esp
++  MaleBodyReplacerV5.esp
31  Alluring Books.esp
++  Better Unique Items.esp
32  CL_Tools_and_Clutter.esp
33  Binoculars.esp
++  CLS-ClassyClothesFactions.esp
34  EpicLifeDetectRing.esp
35  Slof's Goggles.esp
36  sf-vibrators.esp
37  The Maeva Scribonia Collection 1.esp
38  Wolf Diversity.esp
39  Slof's Horses Base.esp
3A  Slof's Extra Horses.esp
3B  Slof's Extra Horses 2.esp
++  RealBanditsAndHighwaymen.esp
3C  Cobl Glue.esp  [Version 1.72]
3D  Cobl Si.esp  [Version 1.63]
++  Cobl Tweaks.esp  [Version 1.44]
++  CB-Cobl_Glue.esp
3E  Alluring Potion Bottles v3.esp
3F  Alluring Wine Bottles.esp
++  Harvest[Containers] - Vanilla - Ore Respawn.esp
++  Harvest[Containers] - SI - Ore Respawn.esp
++  Harvest[Containers] - Flat-Top Barrels Add-on.esp
40  Smarter Bandits.esp
41  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]
42  Oblivifall - Something's Not Right.esp  [Version 1.0]
43  Cyrodiil transportation network 1.3.esp
44  Adult_BookStore.esp
45  Arena Invisible Wall Removed.esp
46  Cheydinhal Land Texture Fix.esp  [Version 2.0]
47  Better Abandoned House.esp  [Version 2.0]
48  Better Camps.esp
49  Better Benirus Manor - Helping Hands.esp  [Version 2.01]
4A  HackdirtTheDeepOnes.esp
4B  BrotherhoodRenewed.esp  [Version 1.1.2]
4C  (DC) Sutch Reborn.esp
4D  Dungeons of Blackwood.esp
4E  Fighters Guild Quests.esp
4F  OblivionFarmer'sMarket3NoHungry.esp
50  Housewives v101.esp
51  Heroes of Cyrodiil full.esp
52  _NDibellaBT.esp
53  ChapelGoers.esp
54  Kiki.esp
55  Kvatch Rebuilt.esp  [Version 3.0]
56  LetThePeopleDrink.esp  [Version 2.6]
57  Mages Guild Quests.esp
58  MrPwner's Marihuana Mod.esp
59  MTCExpandedVillages.esp
5A  Quest-Related Dungeons Marked.esp
5B  Region Revive - Lake Rumare.esp
5C  Shady Sam Plus.esp
5D  SMChorrol.esp  [Version 1.0]
5E  Tavern-Goers 2.esp
5F  Temple District Repaired.esp  [Version 1.0]
60  TheElderCouncil.esp
61  VaultsofCyrodiil.esp
62  BrumaGuildReconstructed.esp  [Version 1.0.1]
63  Knights.esp
**  EVE_KnightsoftheNine.esp
64  More Effective Enchantments.esp
65  More Effective Enchantments Knights.esp
66  Consequences.esp  [Version 3.0]
67  Consequences_Knights.esp
68  TeddyChest.esp
69  AFK_Weye.esp  [Version 2.32.Non-COBL]
6A  House of Healing at Weye.esp
6B  WeyeOverhaulModsPatch.esp
6C  Enhanced Daedric Invasion.esp
++  EDI - Aggression Fix.esp
6D  HackdirtAlive.esp
++  PSE-HackdirtAlive-Patch.esp
6E  HentaiMania2.esp
6F  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
70  Pitcher Plant and Lily Ingredients.esp
++  Real Lava 1.3.esp
71  _Prison_Mod_(TLB) v0.3b.esp
72  AXR Elixirs (No Testing Chest).esp
73  A Bloody Mess - Bloody Fights.esp
++  A Bloody Mess - Armor Shader Supression.esp
++  A Bloody Mess - Arena Wash Basin.esp
74  Actors Have DLT.esp  [Version 2.4]
75  Cliff's Shacks Basements.esp  [Version 1.0]
76  MoreBetterNotes.esp  [Version 1.2]
77  HUD Status Bars.esp  [Version 5.3.2]
78  DS Storage Sacks.esp  [Version 1.3]
79  EVE_ShiveringIslesEasterEggs.esp
7A  Finite Ammo.esp
7B  2nd to 1st person.esp
7C  GuildAdvancement.esp
7D  Jhaerik's Dungeon Fog Remover.esp
7E  kuerteeInventoryIsABackpack.esp
7F  kuerteeSilentEquipUnequipClothing.esp
80  Leviathan Soulgems.esp
++  LustyArgonianMaidContinued.esp
81  MWStyleSpriggansV.1.2.esp
82  NirnrootPermPotions.esp
83  Oblivifall - Closing Time.esp  [Version 1.0]
84  P1DKeyChainSI Merged.esp
85  kuerteeGoldIsAnInventoryItem.esp
86  RMDailyIncomeV2.esp
87  Vtoy.esp
88  LoversAdultPlayPlusforSSP.esp
89  LoversHooker.esp  [Version 2.2]
8A  LoversAdultPlayPlusforSSP_HookerPatch.esp
8B  LoversVoiceSSPplus.esp
8C  LoversProstitute.esp
8D  LoversRaperS.esp
8E  LoversStalkerM.esp
8F  LoversStalkerMN.esp
90  LoversSituations.esp
91  PlayerSlaveEncounters.esp
92  LoversPayBandit.esp
93  PSE-PayBandit-Patch.esp
94  Lovers with PK.esp  [Version 96v5]
95  LoversCreature.esp
96  Lovers with PK Extender.esp  [Version 2.4.3]
97  LoversSoundCreature.esp  [Version 0.1.0]
98  LoversSpermSplashEx.esp
99  LoversEscapeRapeVPlayer.esp
9A  LoversSlaveTrader.esp
9B  LSTBravilUnderground.esp
9C  LSTaddonInH.esp
9D  LoversImmoralSisters.esp
9E  LoversStupidNpc.esp
9F  LoversLight.esp
A0  LoversChorus.esp
A1  LoversSoundVolumeDown.esp
A2  zzEstrus.esp
++  zzEstrus_noFX_for_v1.9r5.esp
++  zzEstrusSoundVolumeDown.esp
A3  FuroGeneratorTrap.esp
A4  xlds.esp
++  xldsFuro.esp
A5  SetsunaDummyTraining.esp
A6  tag_NaturalWildlife.esp
A7  UNKNOWNYMOUS Social NPCs.esp
A8  CLS-Craftybits.esp
++  CB-Weights_Hard.esp
++  CLS-Craftybits_A_Bloody_Mess-Glue.esp  [Version 1.1]
A9  CLS-Craftybits_A_Bloody_Mess-Glue-Ragplacer.esp
AA  Enhanced Economy - House prices.esp  [Version 5.4.3]
AB  Quest Award Leveller.esp  [Version 2.0.1]
AC  Alternative Beginnings.esp  [Version 1.4.2]
AD  Alternative Beginnings - Kvatch Intact.esp  [Version 3.0]
AE  MQSDone.esp
AF  Elz - Realistic Gravity.esp
B0  SM Encumbrance and Fatigue.esp  [Version 2.6]
B1  NoBackwardsRunning.esp
B2  Basic Primary Needs.esp  [Version 6.3]
B3  Basic Physical Activities.esp  [Version 1.3]
++  No Vampirism.esp
B4  MadCompanionshipSpells.esp  [Version 2.5]
B5  Spells Be Effective.esp  [Version 1.0]
B6  Syc_AtHomeAlchemy.esp
B7  RshAlchemy.esp
B8  RshAlchemyRecipes.esp
B9  EnchantmentRestore.esp
BA  StolenItemOwnership.esp
BB  Morrowind Lockpicking.esp
BC  Lem - Bounty Reduction Over Gametime.esp
BD  sycHearNoEvil.esp  [Version 1.0]
++  GuildBetrayal.esp
BE  Enhanced Grabbing.esp  [Version 0.5]
BF  Armorer's Advantage.esp
C0  Denock Arrows.esp
C1  'Eagle Eye' Realistic Archery v1.0 Fixed.esp  [Version 1.0]
C2  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
C3  DeadlyReflex 5 - Combat Moves.esp
C4  Kayo.esp
C5  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]
C6  Double-tap dodge.esp
C7  Duke Patricks - Actors Can Miss Now.esp
C8  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]
C9  Unequip Broken Armor.esp  [Version 2.8.2]
CA  HumantouchNPC.esp
CB  nGCD.esp
CC  nGCD Oghma Infinium.esp
CD  Legendary Abilities-Fortify Health MOJ.esp  [Version 2.0]
CE  Grandmaster of Alchemy.esp
CF  zzEDialog.esp
**  SW01Plus.esp
**  Let There Be Darkness - Cyrodiil + SI.esp
**  Let There Be Darkness - Knights.esp
D0  CM Partners.esp
D1  Elves Of Lineage II.esp
D2  X.Races.Comp.esp
D3  CM partners lots of NPC.esp
D4  Kanin Race.esp
D5  Ramy Enfant.esp
++  EVE_KhajiitFix.esp
D6  Oblivion_Character_Overhaul.esp  [Version 2.0]
D7  Birthsigns Expanded.esp
D8  DBWBMR.esp  [Version 1.22]
D9  No More Annoying Comments.esp
DA  No More Annoying Merchant Comments - Combined.esp
DB  Think to Yourself.esp
DC  Automatic Timescale.esp  [Version 1.1.1]
**  GW71_Life_Detect.esp
DD  qazFingerSnap.esp
++  DBED - 7 murders Level delay.esp  [Version 1.0]
++  MD No more Sleeper Agents.esp
++  MyRats.esp
++  normal_ghost.esp
DE  HorseJumpFixer.esp
++  HealthFood-2050.esp
++  Nirnroot Tweak-2033.esp
**  YoungerNPCs.esp
DF  Cobl Silent Equip Misc.esp  [Version 01]
E0  Bashed Patch, 0.esp
E1  Crowded Cities 15.esp
E2  LoversTrueCrimeEx.esp
E3  LoversBitch.esp
E4  Slof's Dogs.esp
E5  kuerteeCleanUp.esp
E6  DynamicLeveledLists.esp
E7  GBRsAntiCTD.esp
E8  LoversMB2.esp
E9  LoversIdleAnimsPriority.esp
EA  LoversAnimObjectsPriority.esp

 
Does it really work with any blade? been making sure to have an axe.
 

 

 

NSTRUCTIONS FOR USING:
Head hunting instructions: You need to activate the head cutting spell and have an axe of any type. This won't work with swords or any other type of weapon. Once activated it remains ready and you can switch to another spell with no issues. If you cast the head cutting spell a second time it disables it and you will have to cast it again to take heads.

Pull out your weapon, then use the grab key on the dead bandit you wish to behead. While holding the grab key, strike once with your axe to get the head.

 

 
Posted

No you can activate headcut anytime, I just tested it with some NPCs who were already dead before I activated the headcut.

 

The readme is wrong !

Right: Pull out your weapon, then use the grab key on the dead bandit you wish to behead. While holding the grab key, strike once with your axe to get the head.

 Once activated it remains ready and you can switch to another spell with no issues.

If you cast the head cutting spell a second time it disables it and you will have to cast it again to take heads.

Wrong: Head hunting instructions: You need to activate the head cutting spell and have an axe of any type. This won't work with swords or any other type of weapon.

 

See the spript in one of my last Posts. And I tested it ( half an hour ago) with a 1 Hand sword.

Works with all Blade 1Hand,  all Blade 2Hand, Blunt 1Hand with "axe" in the model path  and Blunt 2Hand with "axe" in the model path.

That's why I said test it with a sword (1H or 2H) they all must work. A axe from a Mod perhaps does not work if the model Path have no "axe" in the Name.(all original game axes have "axe" in name)

 

post-3205-0-91422700-1407564237_thumb.jpg with sword. splatters! quite a mess :D 

Posted

 

 

Going to try with true crimes under bashed patch.

You can of course but it should work where recommended since it does for me.

Posted

ok, not a mod conflict..... I had my grab key remapped. Put grab back to z and it works. I used z for something else, but that's easily changed to another key. Have almost every key on my keyboard doing something. I use a side button on my mouse for grabbing, so now z is just for grabbing to chop heads. Thanks for helping and info. Oddly, enhanced grabbing, craftybits and any other mod that I have tried seem just fine with the setup I had. Is there a "is key pressed" check? Maybe that could be changed to work for people who remap their grab key. 

 

YAY!!! Now to get decorator assistant and Imperial furniture. I can keep heads on shelves everywhere in my cellar. lol

 

 

Edit: Was just looking at the script, found the grab control. Going to change it once I find the script to check if grab is activated. And thus, is the beginning of messing with scripts. :)

Posted

You don't have heads in your inventory, you have bloody bags (heads inside a bag)

They look all the same, only different names (The head of a weak thief, The Head of man in the Street, The head of The Leader of the Bandits, ......)

All use the mesh

Clutter\zOdemsBags\HeadSack01.nif

 

You can replace the HeadSack01.nif with a head mesh  ( or add different head meshes and change the mesh path of all 37 heads . No female head names, The script does not  check male and female , so if you kill a male and female weak Bandit you get the same head/head bag )

 

 

 

 

Posted

Fine by me. Still heads, sort of. that would be my OCD anyways, they get labeled. lol

 

Tried to edit the script, but when I go to save it, I get an error

 

  Script Error

Script 'aaaCutHeadScript' , line 13:

Script command "string_var" not found.

Posted

That's 21 not 21.4

21.4 was the last beta

part of the "obse_whatsnew.txt"

 

 

0021:
-Fixed swimming event registrations
-Fixed format string evaluation inside compiler overridden blocks
-Fixed the %n format specifier to correctly handle deleted references
-Fixed Get/SetLevCreatureTemplate and SetCalcAllLevels command definitions
-PluginAPI addition: IsUserFunction
-Reverted the No Actor Value AV type code to its original value to preserve backward compatibility
-Added a command alias for SetFlyCameraSpeedMult (SFCSM)

0021 beta 4:
-Fixed AV type code for No Actor Value (existing scripts that use the old value, 256, will need to be corrected manually)
-GetAVSkillMasteryLevel/C uses base actor value for the skill
-Fixed ToggleCreatureModel to not CTD when enabling models
-Fixed GetStageIDs to work with stage-less quests. And to work in general
-Fixed GetStageEntries to correctly populate its result array
-Fixed RemoveEventHandler to correctly handle filtered OnHealthDamage event handlers
-Fixed GetLuckModifiedSkill to allow negative values, call game code to calculate the capped value (to improve compatibility with plugins that modify the formula)
-GetFactions
-GetLowActors
-Get/SetLevCreatureTemplate, SetCalcAllLevels
-OnWaterSurface/Dive, Get/SetActorSwimBreath, Get/SetActorMaxSwimBreath, OverrideActorSwimBreath
-Fixed MagicEffectUsesOtherActorValue-GetMagicEffectOtherActorValue/C mix-up
-Allowed SetMagicEffectResistValue/C to remove resist AVs
-SetFlyCameraSpeedMult

0021 beta 3:
-Fixed compatibility with the CustomSpellIcons OBSE plugin
-Fixed issue with the script precompiler that caused it to erroneously display errors when a script ended with a commented line
-Fixed issue with the equality operator that prevented the correct evaluation of numeric-form comparisons
-Fixed SetSoulLevel/SetSoulGemCapacity; they apparently never worked hitherto
-Fixed GetActorValueC to correctly return negative actor values
-OnQuestComplete, OnMagicCast, OnMagicApply
-Get/SetSkillSpecializationC, GetRequiredSkillExpC, GetAVSkillMasteryLevel/C
-GetLuckModifiedSkill accepts an optional arg to return the uncapped result
-Missing plugin handler warnings display the name of the delinquent plugin
-Added attacker filter to OnHealthDamage
-Added GetActiveMenuRef support for the enchantment recharge menu
-PluginAPI additions: GetPluginLoaded, GetPluginVersion, PeekNextRecordInfo

...

...

 

 

Posted

Ok, just double checked back at silverlock, current stable, my link above, is 21.4, found obse 21, cs still crashes. obse 20.6, cs starts

 

 

TYVM for the cse link

Posted

 

 

Is there a "is key pressed" check? Maybe that could be changed to work for people who remap their grab key.

 

Yes, typically, not sure if this MOD applied one. Easy to check by just reviewing scripts, that is once you get the CS/E combo working.

 

And the other 'typical' approach would be that those advanced enough to remap keys should also realize it messes with the typical defaults and plan for it. To go back and review each and every MOD for key assignments, and change the individual scripts so that it can set by the player, would IMO be a major undertaking.

Posted

Ok, This has grab set specifically for the z button instead of checking if grab is activated or w/e. Like I said, every mod I've tried that uses the grab to do something has no problem with me using my extra mouse key. 

 

Found OBSE 21, but cs still crashes with it. Tried a reinstall of cs, no help. So, as it sits, to play, I need OBSE 21 because of certain mods, then, if I want to use CS + OBSE + CSE, I need to switch to the OBSE 20.6 loader. Little bit of a hassle, but I can live with it. 

 

Now, just to remove key binding and put in grab activation check.

Posted

Have you changed the path in the OBSE loader exe Desktop Icon to ...\Oblivion\obse_loader.exe" -Editor -oldinject  ?

You can also use CSE51 with OBSE21 by adding -oldinject to obse_loader.    \Oblivion\obse_loader.exe" -Editor -oldinject

With OBSE20 only add Editor : ......\Oblivion\obse_loader.exe" -Editor

Don't forget the spaces ! # = space

....\Oblivion\obse_loader.exe"#-Editor#-oldinject

 

Edit : the script check if you pess the grap key ( aaaCutHeadScript )

-------------------------------

Begin ScriptEffectUpdate

 

set grab to GetControl 28

 

if player.IsWeaponOut

....

....

...

debugprint "%a(5)%a bloody head -> %g" 2 3 dist
     if IsKeyPressed3 grab
      debugprint "%a(i)%a head!" 2 3

-----------------------------------------------------

28 is grab Key (not the keybord number (z = 44). It use the key you have set in the Oblivion Key menu)

 

 

Input Control IDs

0: Forward

1: Back

2: Slide Left

3: Slide Right

4: Use

5: Activate

6: Block

7: Cast

8: Ready Item

9: Crouch/Sneak

10: Run

11: Always Run

12: Auto Move

13: Jump

14: Toggle POV

15: Menu Mode

16: Rest

17: Quick Menu

18: Quick1

19: Quick2

20: Quick3

21: Quick4

22: Quick5

23: Quick6

24: Quick7

25: Quick8

26: QuickSave

27: QuickLoad

28: Grab

 

 

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