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RedRoryOTheGlen

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RedRoryOTheGlen

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About this mod

Adds "death" noises to killed entities and makes sure they expend all their knockback before turning them into a lootable corpse. Android version also available.

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In vanilla Daggerfall, killed enemies are instantly turned into lootable corpses the moment their health is reduced to 0. This felt very abrupt to me. This mod averts this by delaying the corpse replacement until the entity has fully stopped, allowing them to be knocked back before turning into a corpse.

Other effects include:
  • Flying enemies like Harpies will plummet to the ground when killed at a great height instead of their corpses instantly teleporting to the floor.
  • A "death" sound will be played at the moment of a fatal blow to give instant feedback on kills despite the delay. For classed enemies, these sounds are pulled from the clips played when the player dies, so they'll be appropriate to whatever race and gender the enemy is generated as.
  • When a corpse is instantiated, it may appear mirrored for variety.
CONSIDERATIONS

During the "death animation", the entity is set as Paralyzed to prevent them from acting during the entire sequence, even if they're normally immune to paralysis. This may have some unintended effects elsewhere.

The following are some "issues" that I may or may not improve in the future.
  • Falling enemies that land in water will sink and turn into a corpse when hitting the bottom.
  • Spectral enemies will also drop to the ground when killed, presumably because they're still under the effect of gravity when paralyzed.
  • Aquatic enemies will behave entirely like vanilla (aside from the delayed corpse replacement) because they are hardcoded to not be affected by gravity.
  • Guard/City Watch enemies can be generated with any race and gender and will have the resulting "death" sounds even if their graphics are male-only and there is only a single HALT sound clip
KNOWN ISSUES

  • Some users report enemies not leaving corpses behind on death. If this occurs to you, please send player logs for the session in the bug reports as I was unable to replicate the issues.
MOD COMPATIBILITY AND RECOMMENDED MODS

Dramatic Deaths shouldn't conflict with any mods that rely on EnemyDeath.OnDeath because its replacement component calls the appropriate static events normally. If there are any detected, feel free to bring them up in the comments and bug reports and I can see about addressing any issues.

Though DD works well enough in vanilla, the mods below will work fantastically with it to enhance the hack-and-slash experience:
  • Bloodfall by SquidKamer. Adds some feedback to killing blows by the means of extra blood pool flats.
  • DaggerBlood by Excoriated. Adds blood particles to hits depending on damage as well as overkill effects. Can be used as an alternative to Bloodfall or together. Requires VCEH.
ANDROID VERSION

  • Made for use specifically with Vwing's DFU port. I can't guarantee it will work with different forks or projects. Refer to the github for instructions on installing mods.
  • My access to Android devices is limited, so I'd appreciate any feedback regarding the mod working on other devices. As with the previous point, I can't guarantee it will work perfectly with every device, but with your help, I will try my best to figure out whether it's in my capability to fix.
  • Many thanks to Vwing for their work on porting DFU to Android as well as being extra mindful of modding support.
ACKNOWLEDGEMENT
Much thanks to Excoriated over at the DFU Modding Discord server for the great feedback and helping with catching some sneaky bugs.