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Grasmann

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  1. Grasmann
    Grasmann
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    [ Released MoveShake 1.0 ]
    - Download

    [ Latest Update 3.0e ]
    - Fixed some bugs in mcm menu.
    Not really bugs but annoying design choice.
    If you disabled the mod the mcm menu would actually not represent it in any way.
    Now everything changes back to standard visualy.
    For gamepad users like myself this has the drawback that whenever I refresh the page for this the cursor is lost.
    Press Down on the DPad and the cursor is on the top of the page.

    [ Update 3.0d ]
    - There were still some leftovers from 2.0b and dirty edits. Thanks to 352.

    I went through all records with TESVEdit and deleted everything that wasn't supposed to be there anymore.
    I also found 1 or 2 dirty edits.
    Everything else is intentional.
    [size=60]DON'T CLEAN THIS MOD IN TESVEDIT[/size]
    It will destroy the mod completely XD.

    [ Update 3.0c ]
    - Added option to disable mod.
    If the mod is disabled everything should be like in vanilla skyrim.

    - Added option to disable VATS ( INI Setting: bVATSDisable ).
    The mod now provides an option to toggle the INI Setting bVATSDisable.
    What this does is basically what ViewMode would do ( see below ).
    ( EDIT: I noticed the way I implemented this it actually overwrites mod activation option. Not a big deal make sure you got both deactivated if you want to deactivate the whole mod )

    - Removed "ViewMode" option for killcam.
    The buggy/destroyed "ViewMode" option for the killcam is now removed.
    In older version of the mod this setting was used to ensure the killmoves are always playing in the view the player is currently using.
    I think skyrim does this on it's own anyways.
    To be honest I don't remember what this option did different XD.
    I replaced it with a similar if not identical mechanic. ( see above )

    - Added option to set the loop rate of the random chance generator
    You can now set the rate from 1s to 8s.
    And I changed the loop so it does nothing if the mod is disabled ( except checking if it's enabled soo it checks one boolean value ).
    The random chances have nothing to do with the basic killmove chance.
    Random chances that are rolled:
    Decapitation chance ( the decapitation chance in mcm actually is a real percentual chance; or it should be )
    Specific killmove ( a number indicating which killmoove will occur )

    - Removed leftovers from version 2.0b.
    Because I completely destroyed one of the latest version when I cleaned the esp with TESVEdit I
    tried to upload a working version as fast as I could XD.
    So I forgot to redo this step.
    Now the old AKM Book and all the magic effects and that shiet is gone.
    I mean the weren't used anyway, so, but now it's cleaned.

    I took me some time to test the different camera features and couldn't find any major bugs until now.
    Only thing I noticed: The killmoves don't seem to trigger with left and dual attacks anymore.
    But to be honest that's probably better anyways.
    Because they would still be played with the default ( right weapon ) and that can look awkward if you have a magic spell in that hand. XD
    So that's something I'm not looking into anymore.

    With this version I would consider the mod final and done.
    ( I'm still interested in a reliable uninstallation process though )

    [ Update process ]
    As far as I see everything is working if you just uninstall and install the new version.
    I checked my save game for leftover scripts and they seem to be replaced just as they should.

    [ Ranged killmoves ]
    I know there are some INI Settings for ranged killmoves but I don't know if
    should implement something for that. I'm not sure if anybody would use it.
    There isn't much you can do with them ... just change the ini settings.
    Look in the description for the ini settings.

    [ Known issues ]
    - I personally had a dragon killcam that was a bit off

    [ FAQ ]

    [ Killmove chance ]
    As the description of the option in the mcm says: This is not a real percentual chance.
    If a killmove is triggered or not depends on many different factors.

    Best chances to trigger a killmove:
    - Do enough damage ( killmoves are more likely to happen if you do more damage than the enemy has health left )
    - Be on the same level as the enemy ( the higher the level of the enemy compared to you the less damage you deal ( see above ))
    - Be on the same height/altitude as the enemy ( so, don't stand on stairs and attack an enemy below you )

    Even if the killmove chance is very low or on 0 you can trigger killmoves with your level 35 character if you attack a normal "Bandit".
    Remember: In Vanilla skyrim the killmoves only work for the last enemy of an enemy group.
    If you think the mod causes t many killmoves you can always switch them of mid-combat.

    [ Buggy animation ]
    Sometimes the killmoves fail, but there's nothing I can do about that.
    I haven't added any new animations with this mod.
    I simply unlock them for other weapons.
    How they are triggered and done is done by skyrim alone.
    So, any bugs regarding the animations themselves are skyrims fault. XD

    If there is an error in the camera paths the killmove plays way to fast ( it definitely looks buggy ) and the
    enemy won't die. You will notice it if that happens because it looks really buggy.
    That's something were a bugfix can be made.

    [ Some killmoves are always in third person ]
    Some killmoves in fact don't have working 1st person animation ... or at least they are flagged to have none.
    So if the killmove has this flag they are done in 3rd person.
    That's normal skyrim behaviour, or better yet that's a behaviour I tried to keep to avoid unpredictable bugs.

    Note: If VATS is completely disabled this seems to bypass this security check and plays everything in the currently used view.
    That can lead to clipping in the animation; especially in first person.
    But nothing bad will happen.

    [ I'm not using SkyUI ]
    You can set it via the console.

    "Set Variable to Value"
    Setting - Variable
    -------------------------------------------------------------
    Player Immunity - AKM_PlayerKillMoves ( 0/1; 1 - Player can be killed by killmoves )
    Mid Combat - AKM_AllowMidCombat ( 0/1 )
    Splitting - AKM_KillMoveSplit ( 0/1 )
    Unlock Decapitation - AKM_UnlockDecap ( 0/1 )
    Sneak Request - AKM_ray_314_sneak_option ( 0/1; unlocks sneak attacks as normal back attacks )
    Punch Request - AKM_nknight2084_punch_option ( 0/1; shouldn't do the tripple-punch to the face anymore )
    Basic KillCam - AKM_KillMoveSetup ( 0; Vanilla/ 1; 1st Person/ 2; 3rd Person Last Enemy/ 3; 3rd Person )
    KillCam 1st Person - AKM_Special1stPerson ( 0; Standard/ 1; Slow/ 2; Split )
    KillCam 3rd Person - AKM_Special3rdPerson ( 0; Standard/ 1; Static/ 2; Static Slow/ 3; Split/ 4; Cinematic Split )
    Basic KillMoves - AKM_KillMoves ( 0; Vanilla/ 1; All Branches/ 2; Advanced Kill Moves )
    ( I think "All Branches" isn't working in this version ... I'm not sure and if I open the animations in CK it crashes XD ... I got to figure out why it crashes so I can check all the conditions again )
    Basic KillMove Chance - KillMoveRandom ( default 50 )
    Basic Decapitation Chance - DecapitationChance ( default 20 )
    Random Loop Rate - AKM_RandomLoopRate ( float; the rate of the loop calculating random numbers; Set to 1.0 - 8.0 )
  2. LeeSama
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    This mod is amazing and works smooth and fast. I love the Split options and the selection of killmoves play random very often without fail.
    Thank you Grasmann.

    PS: After a long test playing with AKM, I found something odd, the killmove animations are playing against Ice Wraiths that is not suppose to happen, turning this enemy immortal and the game unplayable.
  3. McgeeYT
    McgeeYT
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    ok so i set it to 100% but i am finding it hard to get a kill move. is there something that i am missing
  4. neotribe
    neotribe
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    Anbody know if it's possible to abuse the VATs cam (killcam) to get alternative views during normal play?
  5. egys115
    egys115
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    Anyone knows if it works with violens? I'd love to try this mod.
    1. shadowkiller494
      shadowkiller494
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      yeah me too
    2. shadowkiller494
      shadowkiller494
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      but since violens doesn"t add killmoves i think it would work
    3. shadowkiller494
      shadowkiller494
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      They are compatible i tested
  6. vizex1
    vizex1
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    EDIT: Okay I've just confirmed that the ranged killcam bug has nothing to do with this mod. It happens even without the mod on a fresh save. Maybe it's a Skyrim ini file bug? I take back my last comment, this is the best killmove mod.

    I personally really like this killmove mod more than any other. I think the cinematic split style is perfect. Aside from that I've noticed (a bug?) that when trying to get killcams for ranged weapons it's buggy. I've copied and paste the VAT setting for the skyrim.ini. I also set bVATSIgnoreProjectileTest=1 i read this increases killcam frequency for bows but decreases magic killcam frequency. Everything works fine at first, i get a ranged killcam almost every time. Then I quit the game exiting to desktop, load the game back up from an autosave. Then all of a sudden the ranged killcams are very rare. Sometimes it works others not. what I've noticed is that the ranged killcams work almost always on animals, but for some reason it will barely trigger on human npcs. also i've noticed at times the arrow path will go off in a wierd direction. like i'm aiming at a humanoid npc then all of a suddon the arrow keeps flying off way to the side or toward some random spot for some reason. Not sure why this is happening but I hope it could be fixed. I tried all this only using skse, skyui, and akm mods installed only. This personally is my favorite killmove mod because of the way it handles it, but the fact that it seems to bug out ranged killcams sucks. hope it could be fixed. Oh, and i was using ranged sneak attacks.
    1. vizex1
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      EDIT: It's actually not a bug. Ranged killcams are only triggered by naturally hostile npcs, but not triggered by friendly villager npcs, guards, etc. Also not triggered via npcs spawned via the console command.
  7. Vol08
    Vol08
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    I seem to be constantly getting unarmed kill moves when using weapons. So far I've seen this with both dual wielded swords and 1h + shield.

    If it helps I'm using Perkus Maximus, but I'm not sure why that would change the kill moves available. I still see NPCs with weapons do their normal killing moves.
  8. Xilion78
    Xilion78
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    Freeze/CTD - Unistalled
    1. dauransx
      dauransx
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      Learn to install mods and know what your installing...
  9. Dagerocco
    Dagerocco
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    Could someone explain the Randomization Rate Loop thing where you can set it from 1 - 8?
    I'm just not understanding what it does.
  10. TimoteiSoap
    TimoteiSoap
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    Can you add the option to disable this mod's effect on VATS? I would prefer to use combat drama overhaul.
    1. aviper9
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      I am in the same boat here; I would love to get this and Combat Drama Overhaul working. I was using Dance of Death mainly for the % chance changes and killmove unlocks and Combat Drama Overhaul for the camera changes. I really want to stop using Dance of Death since it is not longer developed, so was hoping to combine this with CDO
    2. myztikrice
      myztikrice
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      There's nothing to develop in Dance of Death except the MCM script which was already done by a third party here (in the optional files)

      http://www.nexusmods.com/skyrim/mods/50671/?
  11. xplosive2014
    xplosive2014
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    should i use this or the dance of death for better stability?