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File Name: Simple Kill Move

File Submitter: flippetized

File Submitted: 20 Dec 2013

File Category: Other

Requires: none

 



This is a kill move mod, that aims to enchance immersion in combat. It does not unlock the unused kill moves. This is a simple mod (no added objects, no scripts, no requirements) that does the following:

- Removes last enemy condition for kill moves (except ranged/magic).
- Removes perk requirements for unlocking kill moves.
- Performs the kill move, slit throat, when sneaking with sword or dagger, even when detected.
- Makes the global variables KillMove and KillMoveRandom save their values when set via console, so their values will stay the same in between saves.

set KillMove to [1 or 0]
- This enables/disables kill moves (this should stay 1).

set KillMoveRandom to [0 - 100]
- The chance to perform a kill move.
- Set to 100 (from 50) by mod.
- You can set to whatever you want (0-100).

set DecapitationChance to [0 - 100]
- Chance to perfrom a decapitating kill move.
- Untouched by mod.
- You can set to whatever you want (0-100).
- This global should already keep its value between saves when set.


For example, to set the decapitation chance to 25% when doing kill moves, type in the console:
set decapitationchance to 25

If you want to know the current value, type in the console:
getglobalvalue decapitationchance


Right now, it does not have many customization options because I'm keeping it simple. If you want more options, use The Dance of Death mod. I simply made this, for me initially, because I didn't like most of the killmoves TDoD added, and (my own experience) was bugging out for me once in a while - dragon kill moves, CTDs, etc...

Installing/Uninstalling this mod should be no problem because this basically only alters conditions to initiate the kill move animations. No requirements, No added objects, no scripts. This obviously won't be compatible with any other kill move mod (like TDoD).


What exactly determines when you can do a kill move:
http://gaming.stackexchange.com/questions/35077/what-determines-when-you-do-a-finishing-move

Alternative download links:
http://steamcommunity.com/sharedfiles/filedetails/?id=206046501
http://www.loverslab.com/topic/24252-simple-kill-move/

Mods used in pics:
Body: http://www.nexusmods.com/skyrim/mods/37900/
Face: http://www.nexusmods.com/skyrim/mods/12951/
Textures: http://www.nexusmods.com/skyrim/mods/35267/
Hair: http://www.nexusmods.com/skyrim/mods/10168/
Armor: http://www.nexusmods.com/skyrim/mods/25846/

 



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Click here to download this file

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Does it remove condtions from every killmove, even decaps? Sounds pretty awesome ;)

 

EDIT: After installing it my game kept freezing every 15 minutes. Probably because I used TDoD before on the same save and removing it caused it.

New save might be a good solution for me.

 

Oh, and btw, how did you edit the conditions? I've been looking to do this myself but I never knew how. Whenever I try to open animations bar in CK it CTDs so I can't do anything.

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Does it remove condtions from every killmove, even decaps? Sounds pretty awesome ;)

 

EDIT: After installing it my game kept freezing every 15 minutes. Probably because I used TDoD before on the same save and removing it caused it.

New save might be a good solution for me.

 

Oh, and btw, how did you edit the conditions? I've been looking to do this myself but I never knew how. Whenever I try to open animations bar in CK it CTDs so I can't do anything.

 

I doubt the uninstall of TDoD causes CTDs. TDoD only has one script, and it was for the MCM to set globals. This mod basically does the same, but the globals are set through the console (hence no requirements), and doesn't add new globals. I also have a save where I have uninstalled it, and have had no problem so far. The menu in MCM stayed, but it was no big deal. 

 

For the conditions, It was all done in animations. Idk why, but the CK crashes for some people trying to open it. Basically, each kill move animation has a list of conditions that has to be met before it can be used. I simply removed the one condition, that requires the target the kill move is to be used on, be the last hostile enemy around. I also removed conditions that requires the player to have a perk.

 

I assume TDoD added conditions to kill moves, especially to the added unused ones, so that they can be unlocked when a player has a certain perk. It also probably adds conditions to be controlled by new added globals that are set in the MCM. This gives the player customization options. My mod simplifies all that, with no added kill moves, or new globals, but does not give as much customization.

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You can enable disable killmoves in DOD using the types "set dod_killmoverotating to 0" see "help dod_ 3" to see all types. If the animations menu crashes for you try using tes5edit, I used it to remove the condition from killmoves that prevented killmoves when opponent is blocking or staggered.

 

For DOD I only leave static killmoves on, the other ones don't align properly or look too weird.

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