CHANGED (IMPORTANT): "Chance against creatures" is now "Creature 'block' chance". Creatures are unable to block, which makes them much easier to kill with this mod.To compensate, the attacker must pass this additional check to perform a Kill Move on a creature.I changed the text in UI, to better describe what it does, and i also changed how is the value used.It used to be the chance an attacker had to use a Kill Move on a creature, but now it is the chance a creature has to "block" an attack.So, if you previously had it set to 20, now you need to use 80 to get the same Kill Move chance.
CHANGED: Removed condition for 'KillMove' global variable being set to 1. I never saw any scripts changing the value, so I don't see any reason for having that condition.The only possible use for this variable, that I can think of, would be some parental lock, or maybe Bethesda sets it to 0 in game releases intended for regions where they have to comply with some strange laws about game violence or to make the game "kids friendly"?In any case, there is no need for that condition to exist in this mod.
CHANGED: Removed condition for target not being `AstridEnd'. This condition is used in vanilla game to prevent a slightly funny visual/anim glitch at the end of the Dark Brotherhood quest line.I decided to remove this check, because i don't think it is worth checking this condition on EVERY ATTACK OF EVERY ACTOR IN THE GAME, when the situation it is supposed to prevent happens only once in the entire game, and ONLY if player does the DB quest line.
CHANGED: Maximum allowed interval for generating random number increased to 10 seconds (was 3). I believe somebody asked for that, but can't find who and why.
CHANGED: Few micro-optimizations to scripts. Global variables are now handled using Get/SetValue instead of the slower Get/SetValueInt.
ADDED: New condition (target.GetActorValue(WardPower) < 0.0) for all frontal attack branches. This is for mages, to allow Ward spells protect against Kill Moves like blocking with a shield.
ADDED: New max target health percentage requirement, separate for NPC and Creatures. If the target has more than set amount of health percentage, Kill Move won't happen.NOTE: The value set for NPC is also used for Player (player will be affected the same way).
FIXED: Stamina and other requirements sometimes prevented Kill Moves even when the attack would kill. Before this fix, failed stamina or creature chance (now creature "block") requirements would sometimes prevent Kill Moves even if the attack would kill (target would still die, just not from a Kill Move, but from a normal attack).
FIXED: Some Draugr branches didn't include Ash Spawns (DLC2AshSpawnRace "Draugr" [RACE:0401B637]). Even in vanilla game, some Kill Moves are shared by both Draugr and Ash Spawns, and i forgot to do the same in some of the animation branches I added.This fixes my mistake, making all Kill Moves for Draugr also available for Ash Spawn.
Changelog: VERSION 0.3 - Beyond Skyrim - Bruma SE
Spoiler:
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ADDED: Support for some of the creature races added by "Beyond Skyrim - Bruma SE". Draugr killmoves: BSKAyleidZombieRace, BSKZombieRace, CYRZombieRaceALLOWSDIALOG Boar killmoves: BSKBoarRace Falmer killmoves: BSKGoblinRace, BSKScampRace Giant killmoves: BSKOgreRace Bear killmoves: CYRBearBrownRace, CYRBearMaskedRace Sabrecat killmoves: CYRMountainLionRace Troll killmoves: CYRTrollRiverRace, CYRTrollSavageRace Wolf killmoves: CYRWolfRace
Changelog: VERSION 0.3
Spoiler:
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ADDED: keyword MorsKwsNonLethalWeapon. If anything worn by the attacker has this keyword, the attacker wont be able to perform killmoves.This is intended to be used on "weapons" which aren't really weapons.
Changelog: VERSION 0.2
Spoiler:
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ADDED: configuration menu. If starting a new game, player will automatically receive new voice power "Options: Kill With Skill".If using an old save, you must first craft the "Options: Kill With Skill" spell book tome - you can do so at Tanning Rack, Cooking Pot, Smelter, or Smithing Forge - then read the tome to learn the voice power.Casting the voice power will open the configuration menu.
CHANGED: "unlocked" 9 previously unavailable 1H killmoves. They were hidden behind (GetGraphVariableInt[iTempSwitch]==1) condition which seemed to never evaluate as true (at least i never saw any of those animations before).Four of them are plagued by some positioning awkwardness, so i made those available only to player, which helps to hide the issue.The remaining five are available for both player and npcs.
CHANGED: implementation of the safety condition. The global variable was renamed to "MorsKwsSafety", with possible values:-1: Nobody can be instakilled (everyone is safe) 0: Only NPC can be instakilled (Player is safe) 1: Only Player can be instakilled (NPCs are safe) 2: Everyone can be instakilled (nobody is safe)The related condition was changed to: Target.GetIsID[Actor:Player] == GetGlobalValue[Global:MorsKwsSafety] OR GetGlobalValue[Global:MorsKwsSafety] > 1 AND
ADDED: condition to exclude Essential NPCs. Target.IsEssential == 0.0 AND
ADDED: condition to exclude Protected NPCs, except if attacked by Player. Target.IsProtected == 0.0 OR Subject.GetIsID[Actor:Player] == 1.0 AND
ADDED: condition to make followers safe from accidental Player attacks. Target.GetPlayerTeammate == 0.0 OR Subject.GetIsID[Actor:Player] == 0.0 AND
This mod makes it harder for the player to use a killmove because enemies spam block even more I've noticed. But the npcs can use killmoves easily though, Overall the player can't use killmoves easily despite having it set where they can. And this mod makes my weapons do less damage (which was something not mentioned in the description)
Edit : I found it what it was, I had the difficulty settings on legendary in a previous save and forgot to set it back to novice.
I typically play on Expert or Legendary with this mod, because i like when the NPC block more. For me, it makes the combat more difficult (and more fun) by forcing player to use power attacks to break the enemy block, and move more to outmaneuver the enemy (and to avoid getting surrounded and stabbed from behind).
The default settings make low level player suck, until the player gets better at fighting by training/leveling up given weapon skill. It is intended for the way i play, which is with a band of followers who fight alongside me. Followers balance things out a lot, and allow for some strategic choices when it comes to who the player attacks and when or from what position.
The mod wasn't intended to make things easier, unless a high level player fights a low level enemy. You can change the options to make it easy, but as you noticed, it also depends on difficulty and enemy skills. This mod intentionally doesn't try to affect how the NPC fight, so people can use other mods for that (or change the difficulty settings, as you did).
To get a feel for how I use this mod:
install Extensible Follower Framework or other mod that allows you to have at least 3 or 5 followers (some consider EFF outdated, but i still use it, because it does exactly what i want it to do and nothing more).
install Hand Placed Enemies, which adds more enemies (and it really does it in a meaningful way).
set difficulty to Expert or even Legendary if you want.
hire some followers (even one helps a lot, but don't be shy going with 5 for a proper chaos)
go visit Fort Greymoor, or a similar place (may need to start a new game, to ensure enemies are present).
Im sorry if the question is stupid because both mess with Finishing Attacks, but i would like to know because i really like the idea of this mod , but i also like how violens allows for killmoves from other weapon types to be used
I do not know - mostly because i do not know what exactly Violens does (what it changes in the game, etc.). I think some people used both at the same time, but i suspect that only resulted in Violens overriding any changes this mod does, rendering this mod mostly useless (or possibly the other way, depending on load order).
I do not have the time to look at it right now, but i will have a look later, once i am finished with something else (likely tomorrow).
quick question - is there a possible bug where NPCs can get killmoved, and can killmove amongst themselves, but cannot killmove the player? I've checked that the "safety" options are set such that both the player and the NPCs can be killmoved, i've set the min level to 1 and max level to 2, made stamina requirements to be 0% for the attacker and 100% for the victim, health threshold is 100% for the player/NPCs, yet despite all that no matter what kind of NPC i spawn they keep hitting me without managing to initiate a killmove. regardless of NPC level, weapons one handed, two handed, all that. turning my back to them, regardless of multiplier (base 0.50, anywhere down to 0.01 or up to 10.0) didn't make killmoves happen either. one other thing, i don't seem to be able to use the console commands for this mod. don't know if the syntax is different to what is written in the mod description, but the game doesn't seem to recognize them, from what i can tell. any help would be greatly appreciated!
I am not aware of such bug in the mod, but that could simply mean i do not know about it yet. The conditions you set are fine, it should be working.
There are no "console commands" added by this mod, so i guess you mean the console commands i mentioned, which can be used to change values of the global variables added by this mod. I have to ask: are you sure, you are typing the commands correctly? you didn't make any typo in the name of the variables you are trying to get/set ? (btw. you can set everything using the menu, i only listed the console commands to get/set the global variables before i added the menu - but i guess you know that, and you are just trying to use the console to test changes quicker, without having to go through the menu)
Are you sure those enemies do have any kill move animations? Which enemies are those? Are they added by, or modified by some other mod?
The kill move system in the game is a bit wonky. There are situations, when the kill move system of the game itself just doesn't work. I noticed it during my many runs through Bleakfalls Barrow, which is one of the things i do when testing any of my mods. At the beginning, everything was fine, but as i progressed further, i suddenly couldn't get a kill move against some of the draugr near the end of the dungeon, but it started to work again after leaving the barrow and trying out some bandits. I spent many hours trying to find out why is it happening, but without success, so i chalked it up to a mysterious bug in the game itself. I did many runs through the barrow without gathering any statistics, but i'd say the issue happened in at least 2 of every 10 runs. I also run into this problem while testing the mod in the "Smoke test cell" (without starting a real game first, while spawning enemies using console commands - interestingly, the same exact problem often happens in Fallout 4). So, maybe you run into the same issue.
If you are not doing this on a properly started game, but let's say you did just "coc qasmoke" from the main menu, it is quite likely you could be suffering from that mysterious issue. Same goes for spawning enemies using console, even in a properly started game, i did experience this problem when spawning enemies using console - rarely, but it happened. I also had somebody else asking similar questions quite some time ago - he too was struggling with spawned enemies being completely kill move resistant. So, try loading a real proper save, or starting a proper game, and finding some bandits to test if it works.
You can also try moving this mod to the bottom of your load order, it might help if there is some other mod that modifies the animation tree (but it also depends how does the other mod modifies it - changing the load order may not always help).
One more thing... i am not sure if there are any mods that flag player as "protected" or "essential", i don't even know if it is possible to do that to a player character, but if yes, and some mod does that for any reason, then obviously that could be the problem, because the mod contains a condition to prevent kill moves on anything that is "essential", or "protected" (unless the attacker is player).
Obviously, a god mode cheat would also prevent kill moves on player. You didn't switch god mode on during testing and forgot about it? ;-D
Hey, thanks for the reply! essentially, i started a playthrough normally. didn't have KWS immediately installed, but installed it soon after (I don't think i left riverwood before i installed it - or maybe i did it after being untied in helgen keep - can't precisely remember when i paused to install a couple more mods). tested to see if the bleak falls barrow bandits would KM me, they didn't. i could do it to them easily. i assumed that maybe their weapon levels were weirdly low, as most people would meet them very early on probably. later on i cleared redoran's retreat, swindler's den, all the usual stuff near whiterun but never got killmoved, even when i tried letting them do it. spawned some bandits, from the low level ones all the way up to marauders and the like, and they didn't manage to KM me either. i tested it with other NPCs, and the console-spawn could initiate kill moves between themselves (and i could do it to them). by the way, i completely allowed them to run down my HP - even when i spawned archers with daggers (so there were plenty of attacks rapidly incoming). i did the same on another playthrough that i initiated with KWS installed from the start, same deal. no "natural" enemies killmoved me, no spawned ones did so either. both worked between themselves, and for me to KM them. though, these did need a few hits to killmove each other almost always, sometimes (very rarely) managing to deplete the victim NPC's HP without a killmove, after a fair number of non-blocked hits. KWS is on the bottom of my load order in MO2, notably there are no file overwrites mentioned for KWS with other mods (like there are for a couple of other mods - files of one mod being overwritten by another mod). Now that you mention it though, i have also installed FNIS, dependency for XPMSSE and both as dependencies for some physics mods. not sure if that impacts the branch that this mod uses. there are some visual NPC overhauls and such, but they seem to be mostly textures, not animations. also i don't have any "new" NPCs modded in. Is there a way to check if my character was set as essential/protected? i don't see why any mods in my load order would do it (it's fairly anemic as load orders go, not counting all the compatibility patches/mods such as papyrus, powerofthree's tweaks, USSEP and so on). proteus does have the ability to toggle NPCs as essential/protected/killable, which works and does notify what was changed, but i have not found the same setting for the player. I have tested NPCs which i set as essential and they didn't get killmoved until i toggled them back to killable again. I was trying to use the console commands mentioned in the description, to see if anything happens - whether or not things start working, i get some output to confirm something was set, whatever (i assumed there may have been some possibility for a UI bug - as slim as the chance may be). I have been able to check these later with "help", and they're set properly. I hope there was some useful info here
FNIS and XPMSSE are not a problem - both of those and KWS are standard components in all my load orders for years, and i never had any issues.
Are you using the Dynamic Animation Replacer, or the newer (maybe not publicly released yet) OAR? I am not saying any of those would be a problem, i am using DAR myself, but who knows... maybe with certain settings, certain animation pack configuration, it could cause problems? I am reaching here, of course, but i am out of ideas.
You could try to find any mods in your load order that add plugins with any "Idle Animation" records. These are what is inserted into the animation tree, or what modifies existing records in the tree, and can result in changing the tree hierarchy or changing conditions for any given branch (both of which can affect which kill move animations play, when they play, and for which actors). If you find any such plugins, disable them and start a new game to see if the issue goes away.
Another thing that just occured to me - do you have the full Anniversary Edition with all of the CC mods? I realized, i never tested the mod with all CC mods. I do have the full AE on GOG, but i never load all the CC mods, but only the 4 that are for free (survival, fishing, curios, and saints and seducers - i load them because the recent versions of USSEP required them). So, i cannot rule out that among the remaining CC mods, there could be something that messes things up for my mod. I can't run the game now to test this, so it would be nice if anybody using this mod together with full AE could confirm whether it works fine for them.
To test for "protected" or "essential" flag, you can use console commands "player.IsProtected" and "player.IsEssential". And yeah, i don't think any mods make player essential for any reason, but it is a possbility.
i seem to have a lead; player.IsProtected returns 0. player.IsEssential on the other hand, returns 1. I was unable to do much testing other than this lately, but i guess it's now just going to be a bunch of testing if disabling individual mods changes this. I tried changing it with a console command, and it didn't work for some reason. Also yes, i do have all the CC stuff enabled. I suspect it's probably one of the mods though, but i'm gonna have to dig around to see which one.
If you cannot disable it using console, then that might suggest that the "Essential" flag is set via quest alias - some quest has an alias filled with the player character, and that alias has the "Essential" flag set, which makes the player inherit that flag as long as the player remains in that alias (which would be the reason why you cannot remove the flag using console command). This could help you narrow down your search a bit, by looking only at plugins containing any Quests.
I managed to find it. Proteus was making the player essential. I don't know why, as the mod description doesn't directly say anything about it, but since it does offer things like making player character copies, spawning them in as NPCs, even an alternative death thing, one of those might benefit from it. although, i haven't enabled this alternative death system (initially, i thought either this or Nether's Follower Framework would be problematic, after i read some forum thread about a player wanting a bleed-out state like some essential NPCs might have, then some people suggested SetEssential etc. which gave me the idea to check through those mods that might do something after player health reaches 0). Presumably, some other alternate death mods might cause this issue? although, this flag didn't change the way death happened - HP hit 0, the character died and the save just reloaded as normal. in any case, with proteus disabled, player.IsEssential returns 0, NPCs do killmoves (even spawned ones). Problem solved, thanks a ton!
This mod essentially increases rate of kill moves which is fine if that's what you want. But without a way to stop the random kill moves, the addition rules and conditions are essentially neglected. I wonder if there is a way we could disable the random kill move chance
Unless you are talking about creatures only, i think you misunderstand what this mod does, or maybe I don't understand what you meant.
With this mod, there are no truly random killmoves (not in the sense of pure randomness). This mod makes sure that a killmove happens if: - the attack is strong enough to kill. - the attack is a sneak attack and victim is not detecting the attacker. - attack is not blocked while requiring the attacker to pass some configurable skill/stamina/health checks.
So, for example, the more skilled an attacker is, the higher is his chance to cause a kill move if his attack is not blocked. Also, if the attacker doesn't have the configured amount of stamina, a kill move won't happen. Also also, if the defender has more than configured amount of stamina, a kill move won't happen. Also also also, if the defender has more than configured amount of health, a kill move won't happen. That is quite different from purely random kill moves you seem to be implying.
If you want to increase the chance of these skill-based kill moves, you can decrease the skill range cap (down to a point where skill wouldn't even matter - if that is what you want).
Creatures are an exception, and the killmoves on creatures do happen in a pure random fashion. This is because most (if not all) do not use blocks, so i at least gave them a simple random dice roll to serve as a "saving throw" against incomming attacks - if you hit a creature, your hit is NEVER blocked, but the kill move happens only if the creature failed the "saving throw". This is very primitive and makes fighting against creatures a lot easier, especially with the default settings. But you can adjust the "Creature's 'block' chance" (that is the "saving throw"), and if you also set a rule for the HP to be lower, it should solve the problem of creatures being too easy to kill.
What i mean is, the mod doesn't seem to control kill moves from the vanilla animation tree (idle animation). I think it has it's own versions of the animations which it controls with the conditions you set (Unless I'm wrong). So I keep having kill moves trigger sometimes, even when they go against the conditions i set.
I essentially wanted the mod to prevent kill move cheesing, and give NPC/players a chance to fight. I wanted them to only have a chance of triggering when the target is a lower hp (Near death), stamina (getting tired vs superior stamina management) etc.
But still, looking at the records in SSEedit gave me some ideas of how to possibly get what i want. I also cross-examined Violens's records. I'm experimenting with adding conditions to those vanilla idle animations with the guidance of both mods. I'll feedback if it goes well. Thanks for your detailed response.
Ah, that is true. If the branches added by this mod do not result in a killmove, then the vanilla branches that follow after still might. My goal wasn't to get rid of the vanilla stuff, because i never did mind its random killmoves which, in my experience, were happening quite rarely anyway. And i decided to keep them at the end as a fallback.
The main motivation for this mod was to cure my face from the neverending cringe caused by watching all game characters slashing each other with swords without any substantial impact or sense of consequence (until eventually, after dozens of full power hits by a two handed sword, one of them would finally die, because their HP reached exactly one point below 1). This mod solves that for me, and the fact that there may be a few random vanilla kill moves happening in between... that obviously doesn't bother me.
I just recommend you do the editing in Creation Kit. While i prefer xEdit myself for most things, CK shows you the killmoves in a tree, making it much easier (for me at least) not having to "build" the tree in your mind to keep track of its logic (as much as i like a good brain exercise, it does get tedious quick with dozens of conditions in every branch and whatnot).
You can switch off Kill Moves done to player, and keep the Kill Moves done to NPC switched on, but that will still allow Player to use Kill Moves on NPC. So, no, you cannot allow ONLY npc-to-npc Kill Moves.
I could use some feedback regarding the recent 0.4 update.
Of course, i did test all changes/additions to make sure they work as intended, but I did not have time to test it while really playing the game. So, there could be situations where any of the recent changes may have unexpected results, or make things more/less difficult than desired.
I am especially interested in how are the Mages doing now? (both players and npcs) I am a bit worried that mages may be now a bit too OP due to how v0.4 treats an active Ward spell almost like a shield (while player/npc is actively using a Ward spell, it protects them against any frontal attack Kill Moves, same as when actively blocking with a shield).
I typicaly have the game (settings, this mod, other mods, etc.) set up in a way that makes mages very good damage dealers, able to kill me pretty fast, especially if they have the Ice Storm or other similar nasty spells. So, i have to prioritize them, and rush to kill them before they kill me, or before they lower my health too much enabling other enemies to finish the job. Since the Ward spells can now protect the mage aginst Kill Moves resulting from my/follower's attacks, while they can still keep sending those nasty Ice Storms at me, mybe it became too difficult (or nearly impossible) to defeat them.
But keeping the Ward up costs magicka, so maybe that can still balance it out? Let me know.
Stupid question: Do the killmoves on this mod kill? Ive been looking for a mod that allows killmoves mid combat, not finisher killmoves but killmoves that dont kill but instead makes the npcs ragdoll after the animation, Critical Hit mod does this with parrying, which when bashing during a power attack of an enemy, the player initiates a killmove animation but does not kill, does this work the same way because the parry feature does not allow the npcs to do non lethal killmoves. Can I fiddle with the settings to allow non lethal killmoves? I was really excited seeing this mod and hope its the one im looking for.
Yes, the killmoves in this mod should kill. You cannot fiddle with the settings to allow non-lethal killmoves - no matter how you fiddle with them, the killmove either happens (in which case it kills) or doesn't happen at all.
its very op the ebony warrior got killmove instantly with iron sword with all perks in one handed, can you do another mod where you add like instant killmove sword that can killmove anything (including essentials i want to see alduin dies by a killmove before he escapes from the thorat of the world)
Wouldn't it suffice to set the "Chance against creatures" to 100? ...combined with a high skill with the weapon you are using, AND good positioning to create ideal conditions for the killmove (leveled terrain should help, and facing the dragon from the front) and it should guarantee a killmove within few hits. Unless they made Alduin essential for this scene, in which case there is no chance (not without editing the killmove conditions in the Animation tree, and even then it will not end up really killing the dragon, unless you also remove the Essential tag from it).
You can easily make a version were there's no random numbers with no timer. Instead you can make a lesser power which you active which increases the chance of a kill move in the next 10 seconds.
Think about it. It still calculates the skill and the stamina but you activate it when you need not randomly when it wants.
I made it the way i wanted it to be, but regardless, i dont think your variant with lesser power is a very good idea.
For example, how is that supposed to work for NPCs? Of course you can give this lesser power to all NPCs, and hope they will use it during combat as they use normal spells, but as a result you are turning super tiny and quite compatible mod into something that must now change all races (to give them the ability as a racial power) or all NPCs (to give them the ability as a spell), which will make the mod highly incompatible.
Besides that, you wrote it is supposed to "increase the chance", so you still want some "randomness", so you still need some timer to generate the random number - i guess you want to move that into the magic effect script? that isn't very good idea in this case, because even if you would be running one magic effect script when needed, spawning and destroying the magic effect script will put more strain on the VM than the tiny script that keeps running constantly (the cost of that is next to nothing), and you will not be running just one script, but several of them, depending on how many NPCs are in the battle (assuming they will be using the lesser power given to them).
So, it makes no sense from performance standpoint, but how about the gameplay? will it make the gameplay better? I dont think so, because it makes things more complicated for the player (having to activate a power) without providing any sense of fullfilment while the killmove still depends on the random chance same as it was before, which will result in worsened player experience when the killmove doesnt happen while player is expecting it to.
IMO it would make sense to do it that way only if you'd want to get rid of the randomness and make it work only for player. But if that is your goal, then why not just change the conditions of the killmoves to make them always happen when it is the player attacking - the result will be the same, it wont require player to use any powers, and it wont need any scripts at all. ...but that isn't something i want to do.
Oh no I didn't mean for everyone just for the player. You can add a lesser power what permits you to activate it and trigger a kill move with a 100% guarantee. The lesser power would have a cooldown of 2/3mins (Maybe set by the player with an increment of 30secs up to 300secs)
So you can trigger this kill move when you really need it.
Anyway this is just an idea. This mod is already great as it is right now considering you don't need Skse to make it work.
73 comments
Creatures are unable to block, which makes them much easier to kill with this mod.To compensate, the attacker must pass this additional check to perform a Kill Move on a creature.I changed the text in UI, to better describe what it does, and i also changed how is the value used.It used to be the chance an attacker had to use a Kill Move on a creature, but now it is the chance a creature has to "block" an attack.So, if you previously had it set to 20, now you need to use 80 to get the same Kill Move chance.
I never saw any scripts changing the value, so I don't see any reason for having that condition.The only possible use for this variable, that I can think of, would be some parental lock, or maybe Bethesda sets it to 0 in game releases intended for regions where they have to comply with some strange laws about game violence or to make the game "kids friendly"?In any case, there is no need for that condition to exist in this mod.
This condition is used in vanilla game to prevent a slightly funny visual/anim glitch at the end of the Dark Brotherhood quest line.I decided to remove this check, because i don't think it is worth checking this condition on EVERY ATTACK OF EVERY ACTOR IN THE GAME, when the situation it is supposed to prevent happens only once in the entire game, and ONLY if player does the DB quest line.
I believe somebody asked for that, but can't find who and why.
Global variables are now handled using Get/SetValue instead of the slower Get/SetValueInt.
This is for mages, to allow Ward spells protect against Kill Moves like blocking with a shield.
If the target has more than set amount of health percentage, Kill Move won't happen.NOTE: The value set for NPC is also used for Player (player will be affected the same way).
Before this fix, failed stamina or creature chance (now creature "block") requirements would sometimes prevent Kill Moves even if the attack would kill (target would still die, just not from a Kill Move, but from a normal attack).
Even in vanilla game, some Kill Moves are shared by both Draugr and Ash Spawns, and i forgot to do the same in some of the animation branches I added.This fixes my mistake, making all Kill Moves for Draugr also available for Ash Spawn.
Changelog: VERSION 0.3 - Beyond Skyrim - Bruma SE
Draugr killmoves: BSKAyleidZombieRace, BSKZombieRace, CYRZombieRaceALLOWSDIALOG
Boar killmoves: BSKBoarRace
Falmer killmoves: BSKGoblinRace, BSKScampRace
Giant killmoves: BSKOgreRace
Bear killmoves: CYRBearBrownRace, CYRBearMaskedRace
Sabrecat killmoves: CYRMountainLionRace
Troll killmoves: CYRTrollRiverRace, CYRTrollSavageRace
Wolf killmoves: CYRWolfRace
Changelog: VERSION 0.3
If anything worn by the attacker has this keyword, the attacker wont be able to perform killmoves.This is intended to be used on "weapons" which aren't really weapons.
Changelog: VERSION 0.2
If starting a new game, player will automatically receive new voice power "Options: Kill With Skill".If using an old save, you must first craft the "Options: Kill With Skill" spell book tome - you can do so at Tanning Rack, Cooking Pot, Smelter, or Smithing Forge - then read the tome to learn the voice power.Casting the voice power will open the configuration menu.
They were hidden behind (GetGraphVariableInt[iTempSwitch]==1) condition which seemed to never evaluate as true (at least i never saw any of those animations before).Four of them are plagued by some positioning awkwardness, so i made those available only to player, which helps to hide the issue.The remaining five are available for both player and npcs.
The global variable was renamed to "MorsKwsSafety", with possible values:-1: Nobody can be instakilled (everyone is safe) 0: Only NPC can be instakilled (Player is safe) 1: Only Player can be instakilled (NPCs are safe) 2: Everyone can be instakilled (nobody is safe)The related condition was changed to:
Target.GetIsID[Actor:Player] == GetGlobalValue[Global:MorsKwsSafety] OR
GetGlobalValue[Global:MorsKwsSafety] > 1 AND
Target.IsEssential == 0.0 AND
Target.IsProtected == 0.0 OR
Subject.GetIsID[Actor:Player] == 1.0 AND
Target.GetPlayerTeammate == 0.0 OR
Subject.GetIsID[Actor:Player] == 0.0 AND
Edit : I found it what it was, I had the difficulty settings on legendary in a previous save and forgot to set it back to novice.
For me, it makes the combat more difficult (and more fun) by forcing player to use power attacks to break the enemy block, and move more to outmaneuver the enemy (and to avoid getting surrounded and stabbed from behind).
The default settings make low level player suck, until the player gets better at fighting by training/leveling up given weapon skill.
It is intended for the way i play, which is with a band of followers who fight alongside me.
Followers balance things out a lot, and allow for some strategic choices when it comes to who the player attacks and when or from what position.
The mod wasn't intended to make things easier, unless a high level player fights a low level enemy.
You can change the options to make it easy, but as you noticed, it also depends on difficulty and enemy skills.
This mod intentionally doesn't try to affect how the NPC fight, so people can use other mods for that (or change the difficulty settings, as you did).
To get a feel for how I use this mod:
(some consider EFF outdated, but i still use it, because it does exactly what i want it to do and nothing more).
Im sorry if the question is stupid because both mess with Finishing Attacks, but i would like to know because i really like the idea of this mod , but i also like how violens allows for killmoves from other weapon types to be used
I think some people used both at the same time, but i suspect that only resulted in Violens overriding any changes this mod does, rendering this mod mostly useless (or possibly the other way, depending on load order).
I do not have the time to look at it right now, but i will have a look later, once i am finished with something else (likely tomorrow).
I've checked that the "safety" options are set such that both the player and the NPCs can be killmoved, i've set the min level to 1 and max level to 2, made stamina requirements to be 0% for the attacker and 100% for the victim, health threshold is 100% for the player/NPCs, yet despite all that no matter what kind of NPC i spawn they keep hitting me without managing to initiate a killmove. regardless of NPC level, weapons one handed, two handed, all that. turning my back to them, regardless of multiplier (base 0.50, anywhere down to 0.01 or up to 10.0) didn't make killmoves happen either.
one other thing, i don't seem to be able to use the console commands for this mod. don't know if the syntax is different to what is written in the mod description, but the game doesn't seem to recognize them, from what i can tell. any help would be greatly appreciated!
The conditions you set are fine, it should be working.
There are no "console commands" added by this mod, so i guess you mean the console commands i mentioned, which can be used to change values of the global variables added by this mod.
I have to ask: are you sure, you are typing the commands correctly? you didn't make any typo in the name of the variables you are trying to get/set ?
(btw. you can set everything using the menu, i only listed the console commands to get/set the global variables before i added the menu - but i guess you know that, and you are just trying to use the console to test changes quicker, without having to go through the menu)
Are you sure those enemies do have any kill move animations?
Which enemies are those? Are they added by, or modified by some other mod?
The kill move system in the game is a bit wonky.
There are situations, when the kill move system of the game itself just doesn't work. I noticed it during my many runs through Bleakfalls Barrow, which is one of the things i do when testing any of my mods.
At the beginning, everything was fine, but as i progressed further, i suddenly couldn't get a kill move against some of the draugr near the end of the dungeon, but it started to work again after leaving the barrow and trying out some bandits.
I spent many hours trying to find out why is it happening, but without success, so i chalked it up to a mysterious bug in the game itself.
I did many runs through the barrow without gathering any statistics, but i'd say the issue happened in at least 2 of every 10 runs.
I also run into this problem while testing the mod in the "Smoke test cell" (without starting a real game first, while spawning enemies using console commands - interestingly, the same exact problem often happens in Fallout 4).
So, maybe you run into the same issue.
If you are not doing this on a properly started game, but let's say you did just "coc qasmoke" from the main menu, it is quite likely you could be suffering from that mysterious issue.
Same goes for spawning enemies using console, even in a properly started game, i did experience this problem when spawning enemies using console - rarely, but it happened.
I also had somebody else asking similar questions quite some time ago - he too was struggling with spawned enemies being completely kill move resistant.
So, try loading a real proper save, or starting a proper game, and finding some bandits to test if it works.
You can also try moving this mod to the bottom of your load order, it might help if there is some other mod that modifies the animation tree (but it also depends how does the other mod modifies it - changing the load order may not always help).
Obviously, a god mode cheat would also prevent kill moves on player.
You didn't switch god mode on during testing and forgot about it? ;-D
essentially, i started a playthrough normally. didn't have KWS immediately installed, but installed it soon after (I don't think i left riverwood before i installed it - or maybe i did it after being untied in helgen keep - can't precisely remember when i paused to install a couple more mods). tested to see if the bleak falls barrow bandits would KM me, they didn't. i could do it to them easily. i assumed that maybe their weapon levels were weirdly low, as most people would meet them very early on probably. later on i cleared redoran's retreat, swindler's den, all the usual stuff near whiterun but never got killmoved, even when i tried letting them do it. spawned some bandits, from the low level ones all the way up to marauders and the like, and they didn't manage to KM me either. i tested it with other NPCs, and the console-spawn could initiate kill moves between themselves (and i could do it to them). by the way, i completely allowed them to run down my HP - even when i spawned archers with daggers (so there were plenty of attacks rapidly incoming).
i did the same on another playthrough that i initiated with KWS installed from the start, same deal. no "natural" enemies killmoved me, no spawned ones did so either. both worked between themselves, and for me to KM them. though, these did need a few hits to killmove each other almost always, sometimes (very rarely) managing to deplete the victim NPC's HP without a killmove, after a fair number of non-blocked hits.
KWS is on the bottom of my load order in MO2, notably there are no file overwrites mentioned for KWS with other mods (like there are for a couple of other mods - files of one mod being overwritten by another mod). Now that you mention it though, i have also installed FNIS, dependency for XPMSSE and both as dependencies for some physics mods. not sure if that impacts the branch that this mod uses. there are some visual NPC overhauls and such, but they seem to be mostly textures, not animations. also i don't have any "new" NPCs modded in.
Is there a way to check if my character was set as essential/protected? i don't see why any mods in my load order would do it (it's fairly anemic as load orders go, not counting all the compatibility patches/mods such as papyrus, powerofthree's tweaks, USSEP and so on). proteus does have the ability to toggle NPCs as essential/protected/killable, which works and does notify what was changed, but i have not found the same setting for the player. I have tested NPCs which i set as essential and they didn't get killmoved until i toggled them back to killable again.
I was trying to use the console commands mentioned in the description, to see if anything happens - whether or not things start working, i get some output to confirm something was set, whatever (i assumed there may have been some possibility for a UI bug - as slim as the chance may be). I have been able to check these later with "help", and they're set properly. I hope there was some useful info here
Are you using the Dynamic Animation Replacer, or the newer (maybe not publicly released yet) OAR?
I am not saying any of those would be a problem, i am using DAR myself, but who knows... maybe with certain settings, certain animation pack configuration, it could cause problems? I am reaching here, of course, but i am out of ideas.
You could try to find any mods in your load order that add plugins with any "Idle Animation" records.
These are what is inserted into the animation tree, or what modifies existing records in the tree, and can result in changing the tree hierarchy or changing conditions for any given branch (both of which can affect which kill move animations play, when they play, and for which actors).
If you find any such plugins, disable them and start a new game to see if the issue goes away.
Another thing that just occured to me - do you have the full Anniversary Edition with all of the CC mods?
I realized, i never tested the mod with all CC mods. I do have the full AE on GOG, but i never load all the CC mods, but only the 4 that are for free (survival, fishing, curios, and saints and seducers - i load them because the recent versions of USSEP required them).
So, i cannot rule out that among the remaining CC mods, there could be something that messes things up for my mod.
I can't run the game now to test this, so it would be nice if anybody using this mod together with full AE could confirm whether it works fine for them.
And yeah, i don't think any mods make player essential for any reason, but it is a possbility.
player.IsProtected returns 0.
player.IsEssential on the other hand, returns 1.
I was unable to do much testing other than this lately, but i guess it's now just going to be a bunch of testing if disabling individual mods changes this. I tried changing it with a console command, and it didn't work for some reason.
Also yes, i do have all the CC stuff enabled. I suspect it's probably one of the mods though, but i'm gonna have to dig around to see which one.
This could help you narrow down your search a bit, by looking only at plugins containing any Quests.
in any case, with proteus disabled, player.IsEssential returns 0, NPCs do killmoves (even spawned ones). Problem solved, thanks a ton!
With this mod, there are no truly random killmoves (not in the sense of pure randomness).
This mod makes sure that a killmove happens if:
- the attack is strong enough to kill.
- the attack is a sneak attack and victim is not detecting the attacker.
- attack is not blocked while requiring the attacker to pass some configurable skill/stamina/health checks.
So, for example, the more skilled an attacker is, the higher is his chance to cause a kill move if his attack is not blocked.
Also, if the attacker doesn't have the configured amount of stamina, a kill move won't happen.
Also also, if the defender has more than configured amount of stamina, a kill move won't happen.
Also also also, if the defender has more than configured amount of health, a kill move won't happen.
That is quite different from purely random kill moves you seem to be implying.
If you want to increase the chance of these skill-based kill moves, you can decrease the skill range cap (down to a point where skill wouldn't even matter - if that is what you want).
Creatures are an exception, and the killmoves on creatures do happen in a pure random fashion.
This is because most (if not all) do not use blocks, so i at least gave them a simple random dice roll to serve as a "saving throw" against incomming attacks - if you hit a creature, your hit is NEVER blocked, but the kill move happens only if the creature failed the "saving throw".
This is very primitive and makes fighting against creatures a lot easier, especially with the default settings.
But you can adjust the "Creature's 'block' chance" (that is the "saving throw"), and if you also set a rule for the HP to be lower, it should solve the problem of creatures being too easy to kill.
I essentially wanted the mod to prevent kill move cheesing, and give NPC/players a chance to fight. I wanted them to only have a chance of triggering when the target is a lower hp (Near death), stamina (getting tired vs superior stamina management) etc.
But still, looking at the records in SSEedit gave me some ideas of how to possibly get what i want. I also cross-examined Violens's records. I'm experimenting with adding conditions to those vanilla idle animations with the guidance of both mods. I'll feedback if it goes well. Thanks for your detailed response.
My goal wasn't to get rid of the vanilla stuff, because i never did mind its random killmoves which, in my experience, were happening quite rarely anyway. And i decided to keep them at the end as a fallback.
The main motivation for this mod was to cure my face from the neverending cringe caused by watching all game characters slashing each other with swords without any substantial impact or sense of consequence (until eventually, after dozens of full power hits by a two handed sword, one of them would finally die, because their HP reached exactly one point below 1).
This mod solves that for me, and the fact that there may be a few random vanilla kill moves happening in between... that obviously doesn't bother me.
I just recommend you do the editing in Creation Kit.
While i prefer xEdit myself for most things, CK shows you the killmoves in a tree, making it much easier (for me at least) not having to "build" the tree in your mind to keep track of its logic (as much as i like a good brain exercise, it does get tedious quick with dozens of conditions in every branch and whatnot).
One question, it's possible to only keep the NPC chance of killmove other npc ? :>
So, no, you cannot allow ONLY npc-to-npc Kill Moves.
Of course, i did test all changes/additions to make sure they work as intended, but I did not have time to test it while really playing the game.
So, there could be situations where any of the recent changes may have unexpected results, or make things more/less difficult than desired.
I am especially interested in how are the Mages doing now? (both players and npcs)
I am a bit worried that mages may be now a bit too OP due to how v0.4 treats an active Ward spell almost like a shield (while player/npc is actively using a Ward spell, it protects them against any frontal attack Kill Moves, same as when actively blocking with a shield).
I typicaly have the game (settings, this mod, other mods, etc.) set up in a way that makes mages very good damage dealers, able to kill me pretty fast, especially if they have the Ice Storm or other similar nasty spells.
So, i have to prioritize them, and rush to kill them before they kill me, or before they lower my health too much enabling other enemies to finish the job.
Since the Ward spells can now protect the mage aginst Kill Moves resulting from my/follower's attacks, while they can still keep sending those nasty Ice Storms at me, mybe it became too difficult (or nearly impossible) to defeat them.
But keeping the Ward up costs magicka, so maybe that can still balance it out?
Let me know.
You cannot fiddle with the settings to allow non-lethal killmoves - no matter how you fiddle with them, the killmove either happens (in which case it kills) or doesn't happen at all.
...combined with a high skill with the weapon you are using, AND good positioning to create ideal conditions for the killmove (leveled terrain should help, and facing the dragon from the front) and it should guarantee a killmove within few hits.
Unless they made Alduin essential for this scene, in which case there is no chance (not without editing the killmove conditions in the Animation tree, and even then it will not end up really killing the dragon, unless you also remove the Essential tag from it).
Instead you can make a lesser power which you active which increases the chance of a kill move in the next 10 seconds.
Think about it. It still calculates the skill and the stamina but you activate it when you need not randomly when it wants.
For example, how is that supposed to work for NPCs?
Of course you can give this lesser power to all NPCs, and hope they will use it during combat as they use normal spells, but as a result you are turning super tiny and quite compatible mod into something that must now change all races (to give them the ability as a racial power) or all NPCs (to give them the ability as a spell), which will make the mod highly incompatible.
Besides that, you wrote it is supposed to "increase the chance", so you still want some "randomness", so you still need some timer to generate the random number - i guess you want to move that into the magic effect script? that isn't very good idea in this case, because even if you would be running one magic effect script when needed, spawning and destroying the magic effect script will put more strain on the VM than the tiny script that keeps running constantly (the cost of that is next to nothing), and you will not be running just one script, but several of them, depending on how many NPCs are in the battle (assuming they will be using the lesser power given to them).
So, it makes no sense from performance standpoint, but how about the gameplay? will it make the gameplay better?
I dont think so, because it makes things more complicated for the player (having to activate a power) without providing any sense of fullfilment while the killmove still depends on the random chance same as it was before, which will result in worsened player experience when the killmove doesnt happen while player is expecting it to.
IMO it would make sense to do it that way only if you'd want to get rid of the randomness and make it work only for player.
But if that is your goal, then why not just change the conditions of the killmoves to make them always happen when it is the player attacking - the result will be the same, it wont require player to use any powers, and it wont need any scripts at all.
...but that isn't something i want to do.
So you can trigger this kill move when you really need it.
Anyway this is just an idea. This mod is already great as it is right now considering you don't need Skse to make it work.