Great mod, thank you. Only thing I noticed is when I sneak up on an enemy I did still get a killmove w/ this installed, should I move this lower in my load order?
How can I keep killmoves but remove kill cams? I dont know how to do so I roughly changed killmove value at Global 100F19 to 1 in SSEEDIT, but it makes those existing corpses indoor become stiff floating in the air and uninteractable
One thing to be careful with is the quest where you bring Parthunaax the Elder Scroll. In this quest, you see the vision of the past where those 3 Nords are fighting Alduin. Some other remove killmove mods have a problem here, since Alduin uses dragon killmolves in this scene. Was that checked for this one?
That was a question for the author seeing if he had taken it into account. I haven't tested this myself; I use Blade and Blunt to handle enemy killmoves.
I can't figure out what else is affecting it, I have nothing else overwriting it and nothing (as far as I know) that does anything to kill moves. But for anyone else having this same crash where Alduin is supposed to killmove Gormlaith and just stares at her instead and then the game closes itself, you can use commands to skip the scene entirely. after you read the scroll and get sent into the past, once the quest updates open console and type "setstage mq206 70", wait a sec for it to update the quest again, then type "setstage mq206 100" and close the console, it should pop you right back out to fight Alduin in the present.
You either don't have the latest version of the mod, or you probably have some other mod affecting that scene then, because I tested this with a minimal setup with basically the unofficial patch, and not much else, and it just works.
I still get werewolf killcams somehow with this mod so I looked at the other werewolf kill cam remover mod in ssedit for reference gonna try setting the werewolf animations subject.getrandompercent <= 0 and see if that fixes it
yeah probably something that said, adding subject.getrandompercent <= 0 fixed it for me with no other changes to load order so if anyone gets this issue, either make the edits yourself in sseedit or load Werewolf Killcam Remover after this mod!
those animations should only be possible vs three NPCs with this mod, all of those NPCs are scripted to be killed by a dragon.
MQ206Gormlaith "Gormlaith Golden-Hilt" [NPC_:000CD9F7] (the scene with Dragonrend is learned)
MQ301SonsSoldier [NPC_:00046EFD] OR MQ301ImperialSoldier [NPC_:00046EFC] (the balcony scene when you trap Odahviing)
So a better solution is to make sure that this mod isn't being overwritten at all, either by moving it further towards the end, or by forwarding the changes made by it to a conflict resolution plugin.
getting infinite load at main menu with this on both 1.5.97 and 1.6.64. I've tried two alternatives that dont work. I just want to have a fight that doesnt end in me one shotting them :(
very unlikely that it's related to this mod as it basically changes the conditions for every kill move so that they can never happen, and that should not cause infinite loading screens, it's likely some other mod you've added recently
nope. happens 100% of the time when adding this mod on both 1.6.64 and 1.5.9.7 and immediately is resolved after removing it. no idea why but I did more than the bare minimum testing before posting this
hey, i really like this mod but i noticed that the backstab moves from this mod https://www.nexusmods.com/skyrimspecialedition/mods/43436 are also disabled due to killmoves being disabled, could you do a patch for this?
the point of this mod is to have no kill moves whatsoever, so making a patch that allows a few kill moves wouldn't make much sense
this mod basically changes the conditions for every kill move so that they can never happen, one would need to use xedit to change that for the kill moves one would want to be not disabled.
50 comments
This is just to make things more clear for new users.
the animation doesn't play as usual though!
Endorsed
I confirmed that it works with this mod only, not additional content
after you read the scroll and get sent into the past, once the quest updates open console and type "setstage mq206 70", wait a sec for it to update the quest again, then type "setstage mq206 100" and close the console, it should pop you right back out to fight Alduin in the present.
gonna try setting the werewolf animations subject.getrandompercent <= 0 and see if that fixes it
that said, adding subject.getrandompercent <= 0 fixed it for me with no other changes to load order so if anyone gets this issue, either make the edits yourself in sseedit or load Werewolf Killcam Remover after this mod!
MQ206Gormlaith "Gormlaith Golden-Hilt" [NPC_:000CD9F7]
(the scene with Dragonrend is learned)MQ301SonsSoldier [NPC_:00046EFD]
ORMQ301ImperialSoldier [NPC_:00046EFC]
(the balcony scene when you trap Odahviing)So a better solution is to make sure that this mod isn't being overwritten at all, either by moving it further towards the end, or by forwarding the changes made by it to a conflict resolution plugin.
this is a very basic mod without a mcm
also use the bugs section to report bugs, with more details, can't really troubleshoot stuff based on "same"
this mod basically changes the conditions for every kill move so that they can never happen, one would need to use xedit to change that for the kill moves one would want to be not disabled.