Fallout 4
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  1. 5133p39
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    KNOWN ISSUE:  killmoves often do not happen with one handed bladed weapon (combat knife, switchblade, machete, etc.).
    WORKAROUND:  Keep the pommel strike animation enabled for one-handed bladed weapons.
    EDIT: This wasn't true, i got confused when looking at the mod in xEdit.
    Even with the pommel strike disabled, there is still a fallback animation available.
    Spoiler:  
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    I made a boo-boo when i added the holotape option to disable the pommel strike animation for one handed bladed weapons.
    The first neck stab animation is set to have a 50% chance of happening, while relying on the pommel strike animation as a fallback.
    The problem is that if you disable the pommel strike animation for one handed blades, there will be no longer a fallback animation to use if the first neck stabbing anim doesn't pass the 50% chance, and so no killmove happens.
    Until this is fixed, do not disable the pommel strike for one handed bladed weapons.

    I'd like to release a hotfix, but my GPU died and i am not able to start the Creation Kit anymore (the broken GPU runs only in unaccelerated VGA mode, and CK apparently doesn't like that).
    I could just use xEdit to make a quick hotfix, but i'd rather not do that, because otherwise amazing xEdit sucks when it comes to editing the animation tree (it doesn't show the tree sctructure, making it hard to find and keep track of what goes where, and that could result in me making a new mistake and i cannot even run the game to test the fix).
    So, i invite anybody with a decent mod making experience to create and release a hotfix for this mod.
  2. 5133p39
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    Version 0.5
    Spoiler:  
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    Works on humans and non-feral ghouls.

    Settings Holotape
    - Must be crafted at the chemistry station (recipe available in the "Utility" category).
    - Allows enabling/disabling stealth kills with Ripper, Suplex killmove, Pommel Strike for one handed and two handed separatedly, and allowing/preventing the player to instakill companions.

    Melee weapon killmoves (bladed or blunt)
    - Use normal attack to perform these killmoves

    Unarmed killmoves when rifle or pistol is equipped and holstered.
    - Activate via power attack key (L ALT on PC by default) while your weapon is holstered.
    - Uses the neck break (from behind), suplex (from behind + 3rd person only + allowed in settings), judo throw neck break (front attack + 3rd person only), front choke (front attack + 3rd person only), or 3 punches to the face (front attack only).

    Killmoves with Pistol grip / Rifle butt / Rifle with bayonette.
    - Activate via power attack key (L ALT on PC by default) with the weapon unholstered.
    - Uses the pistol bash to face (front attack), pistol bash to back of the head (from behind), rifle butt hit to the face (front attack), rifle butt hit to back of the head (from behind), rifle bayonette stab (front attack, 3rd person only).

    THOUGHTS FOR THE NEXT VERSION
    Spoiler:  
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    Ideas and thoughts to consider for the next version of this mod.

    1.) Alternative plugins
    Each providing different ways of activating the killmoves (normal attack, Mr. Sandman-like secondary activation key, ...others?), and maybe even slightly changed functionality.

    2.) Make it dependant on some perk (optional)
    Currently proposed to make it dependant on the Sandman perk.
    Maybe bladed killmoves on perk level 1, and additional pistol grip / rifle butt kill moves on perk level 2, to make it unneccessarilly complicated? ;-)
    Anyway, this should be alternative plugin version that people can choose during installation.

    3.) Consider allowing killmoves with some non-human targets
    (Synths Gen1/2, Feral Ghouls, ?)
    Personally, i dont like this idea too much, because i do not think the player should be able to sneak up on a deathclaw, or a willd dog, etc., but i dont mind this to be an optional setting.
    Also, feral ghouls make total sense - they are basically humans, only they smell a bit worse than your average raider, and their senses should be a bit duller too (plus, being basically human, same methods should kill them too - that is, if the paired killmoves actually can work with ghouls).

    4.) Consider ways to allow the killmoves during normal combat (not sneaking).
    This has to be an optional feature, because it will be probably too OP (depends on how its done though).
    There should be some logical natural restrictions applied to this, but i am not yet even sure where to start.
    Ideally, it should work similar to my old Kill With Skill mod for Skyrim, but i doubt the same approach will work in Fallout 4.
    This is rather low on my list, due to high uncertainty of possible proper implementation.
  3. Rebuz38
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    I use MO2, and it keeps telling me theres no game data on the top level, and I don't know how to fix it. Can anyone help? (I'm new to mod organizer, so idk how to fix it.)
    1. PrototypeBioweaponX21
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      Right click on the sneaky kills mod in the MO2 loadout and select information go to the optional Esps, move sneaky kills.esp from optional to available and MO2 will be able to use it now
  4. oorataparatoop
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    When I enabled this mod, I could no longer perform a basic attack with a melee weapon when in first person (but could in 3rd person, and was able to perform heavy attacks in either pov). Upon disabling the Sneakykills.esp I was able to again. Not really sure the reason why, though. Sneakykills.esp was at the bottom of my load order and I don't have any other melee mods.
    1. 5133p39
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      First of all, there are some vanilla game bugs, causing various problems with melee in general, related attack animations, and kill moves.
      For example, the kill moves often do not work when testing things after COC-ing into the test cell and spawning an enemy there, instead of starting a real game - why? nobody knows, "it just works" like that.
      So, people should be aware of this and do not put much stock into anything that happens after COC-ing into test cell from the menu.
      Now, i do not assume that is your situation, but if it is, try to test things from starting a real game.

      I always used this mod when playing the game, and never had any problems with melee.
      That said, i usually stick to firearms and use melee rather rarely, mostly using only combat knife or a baton.
      So, i cannot say there cannot be a problem, because last time i tested the mod with all vanilla weapons and enemies, is with the last update, and that is a long time ago.

      The fact that you do not have any other "melee mods", doesn't mean much, because there are other things that can interfere with this mod, or vice versa.
      The problem could be caused by some creature/npc mods, or by any mods somehow altering weapons, or by any perk mods, or possibly even vanilla perks (i did not test the mod with every vanilla perk active, so even some vanilla perk could be clashing with this mod).

      Which weapons are affected? What enemies are affected?
      Is it a combination of particular enemy/enemies and a particular weapon or weapon type?
      What perks do you have active?
      Do you have any creature/weapon/perk mods in your load order?
    2. oorataparatoop
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      I encountered the bug after starting a new game and was unable to basic melee with either a punch or the security baton you first get. At the time I had no perks active because I was still within Vault 111, and I have no perk rebalance mods. Re-enabled it to check and the issue persists after several levels and with a different weapon and confirm it is also an issue for both the switchblade and chinese officer's sword and persists between characters. I spawned in a raider and gave them only a melee weapon and they were able to swing it fine, and the mod works as-intended when I'm in 3rd person mode and is cool, but in 1st-person nothing happens when I attempt a basic melee attack in the same circumstances. 

      I have PANPC and Stealth and Detection System mods which both tweak the AI, and too many gun weapon mods to count. For animation mods I have Grab That Damn Mag, Better Female Sitting animation, Faster Getup and Power Armor Animation changes. For body mods I use CBBE and I have Skeletal Adjustments for CBBE active. Sorry for the kind of random list there I hope one of them jumps out as a problem mod, I have around 280 active esp's but a lot of those are weapon/armour and hair/clothing mods on top of the overall Welcome To Paradise pack I installed via Wabbajack. 

    3. 5133p39
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      Nothing jumps out, but maybe because i don't know many of the mods you mentioned.
      You could try checking in xEdit for any mods modifying any of the animation branches mentioned in the Compatibility section on the description page.

      I think the record group is called "IDLE"? but i cannot check right now and i feel like i forgot everything already, so maybe have a look at this mod's plugin first, to see what kind of records does it add.
      Be aware, the incompatibilities may not show as conflicts.
      A mod may cause incompatibility by simply injecting new records into the animation tree, resulting in a different order of the branches in the tree, which would affect how the animations work, how they are processed, in which order, and when.
      And new, injected records may not show as a conflict.

      I suggest you look at any mod containing any IDLE records (if that is indeed the group - like i wrote, i am not sure i remember), and then have a closer look at what those records are and try to determine what their effect would be (for that, you probably need to load the mod in CK together with my mod, and look at the animation tree and check the modified/injected/deleted branches, and determine what is going on in your game situation, by looking at the branch conditions).
      Or just deactivate such mods, to see if my mod starts working (to make sure, test that on a new game, not on an older save made while those other mods were active).
    4. lazloarcadia
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      Honestly I think you guys are overlooking the obvious.  The best way to get to the bottom of a mod conflict is by going old school with your search. Use whatever is your favorite Mod Manager and disable ALL of your mods, and then reactivate the mods a few at a time until you find the conflict.   

      Personally i tend to do this along "sane" lines, like I'll reactive all of my weapon mods at one time, because I have a lot of them and it would be a royal pain in the ass to do them one at a time.  Then I'll move on to armor mods, etc etc.  This narrows the search done to about 10 groups vs 200 mods.  Find the offending group and then either break down into smaller groups, or move straight to the individual mods.

      Yes, I know.  This approach is a MASSIVE pain in the ass, and I hate doing it myself.  But it is honestly the best way to ensure you mods are actually working as planned.

      I too run a pretty heavily modded game, and for this reason when I first start a new play through I consider the first few hours as 100% "disposable", meaning that if something tanks it is no big deal because I was still in the testing phase.  I not to get attached to the character until several hours into the game as I'm checking out the different systems.
    5. Atlas2895
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      did you find the problem?
  5. EdgeGames
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    It would be great if there's an ESL version. Or can I safely convert the ESP into an ESP-FE file?
    1. 5133p39
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      It isn't already ESP-FE? ...weird that i would leave it as ESP.

      Anyway, i *think* flagging it as ESL should be fine, but i am not 100% sure.
      I do not remember how i did things here, and i cannot have a look at the sources right now.
      Sometimes i tend to "simplify" things by referring to stuff (any global variables in this case) in the plugin by formId, to avoid using properties.
      If i did that here, then just flagging the plugin as ESL to make it into what is called "ESP-FE" should be ok, but if you want to change it into a regular ESL by also changing the file extension, then you may need to change the plugin file name referenced in the scripts and recompile them (IF i did what i described).

      The easiest thing to do is to just try it and see what happens.
      If you see the configuration working and changing any values seem to have an effect, then it should all work.
      If you want to be 100% sure, just look at the script sources - if it is using anything like GetFormFromFile, then you need to make the modifications and recompile.
    2. EdgeGames
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      I just converted the ESP into a ESP-FE with FO4Edit and started a fresh new game to see if the mod still works well. And it turns out that it seems to work fine.
      I noticed that this mod contains scripts and it is said that usually mods contain scripts should not be converted (I know little about scripting though). However, everything seems to work well after conversion. So I suppose it's convertible?
      Anyway, thanks for the detailed reply. It's always good to see a modder still being active even after many years since the mod was released. <3
  6. JohnnoirAtlas619
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    Can someone clarify the MO2 installation method? I  got the "The conent of <data> does not look valid". I have no idea what the locked comment is saying about right clicking on the loadout.
    1. 5133p39
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      The "loadout" sounds like a mistake, maybe the author wanted to write "load order", which to me still doesn't make much sense, because in my mind, if you have a mod in your "load order" it has to be already installed, but i don't know anything about MO2... and maybe i am wrong about what the author meant.
      Anyway, i imagine there is some list of mods somewhere in MO2, you find this mod in that list, right click on it, and follow the rest of the instructions (unless they are similarly cryptic :)).

      Sorry, that is the best i can do, hopefully somebody else will be more helpful.
    2. SAshura
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      Probably too late for you, but for anyone else looking to fix this: in the window that pops up with that message when you try to install the mod, right-click the Data folder that has the ESP in it and select "set as data directory."
    3. oldweasel1
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      Needed this, thank you!!
    4. Crossfire2085
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      would this mod be compatible with unarmed gameplay overhaul
    5. angrysquirrel
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      Thanks SAshura.  That worked!
    6. Faerom
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      @SAshura, Enjoy your Kudos bub, thanks. Don't know why someone didn't do it before.
    7. RavinDew
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      @SAshura thanks man youre a godsend
  7. Heystopnow
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    Absolute must have for anyone making a badass character. Makes you feel like Sam Fischer. The animations are so well made that it’s a shame that vanilla fallout 4 doesn’t use them more often.
  8. amirullahizzan
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    does it trigger if the enemy is wearing a power armor or have 500 HP (for example legendary raiders)?
    1. 5133p39
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      Firstly, all kill move rules, added by this mod, trigger regardless of the target's HP, as long as you are not being detected by the target.

      Now about the Power Armor...
      If i remember correctly, the game only has a kill move for when a person in Power Armor kills a human (who is not in PA) using a knife, but not the other way around (the game has no kill moves of any type for killing somebody who is wearing PA).
      On top of that, this mod's kill moves work only if you remain undetected by the target, so it is very unlikely you will ever see that "PA knifing a human" kill move, because you can't remain undetected in PA while getting close enough for a melee attack.
      Considering how unlikely it is for that kill move to work in a sneaking scenario, it is possible i didn't even bother implementing a "sneaky kills" rule to make it trigger (sorry, i don't remember, would have to load the plugin in CK/xEdit to have a look, and i can't do that now).

      That said, you may still see this kill move, if it gets triggered by vanilla game rules (where the main condition is that the attack should be a killing blow - which obviously depends on the target's HP), because this mod doesn't disable the vanilla rules, but only adds its own rules for the "sneak kills" on top of the vanilla ones.
  9. TheDailyXPerience
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    Can confirm this works with my 600+ load order. Love it, thank you! Paired this with https://www.nexusmods.com/fallout4/mods/14369?tab=description to make it better, used the sneak mag version so that detection was based off line of sight and sound + base game statistics.
  10. glglglglgl
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    Some people at diamond city cannot be executed by this mod. Why? Like one of the security guard is immune to sneaky kill, two unimportant npcs are immune. When I sneak up to them and attack, they just get normal attack. Please fix.
    1. 5133p39
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      Maybe those NPC are essential, or you run into a vanilla game bug.
      There is nothing this mod can do about any of it.
  11. cynicalwaltz
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    i yelled "ooooo dayum" outloud. im endorsing this mod. i needed this so badly. thank you for being awesome and skilled.
  12. marsxc
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    Great mod!
    but it seems only works on human.  I tried to backstab supermutant,  not working. Maybe no killmove animation in vanilla game is the reason. 
    1. 5133p39
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      Exactly, there is no killmove animation for killing Super Mutants.
      It works only on humans (including human synths, not the robotic "terminators"), and ghouls (those that talk, not the ferals).
    2. marsxc
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      Pity, back to Skyrim days, there were killmoves for every creature. 
      I also found M84 flash bang mod works great with this mod.  Blinded enemy can be executed. See my video.
      https://www.bilibili.com/video/BV1qu411271q/
  13. species5478
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    I like how this mod sneaked onto the Nexus... it's one of my MUST haves. Thanks for the upload!