This page was last updated on 23 April 2018, 12:05AM
Changelogs
Version 3.21
- Fixed gore piles and bones sometimes not cleaning up after a cell reset.
- Various scripting tweaks.
Version 3.3
- New Feature/MCM Toggle: Broken Heart, A hole will now appear where your enemy's heart once was.
- Heart Rip script refined, if heart ripping animation cannot be triggered due to terrain, glitched side effects such as dropped weapons/explosions/added hearts should no longer occur.
- Spell Power can no longer be used on the following NPCs: Miraak, Ildari, Ebony Warrior, and Tsun.
- Fixed issue where Spell Power could be applied more than once, leading to every hit causing bleedouts.
- Various scripting tweaks and refinements.
- New installer that includes both Loose and BSA options.
Version 3.2
- New MCM Toggle: Vampire/Werewolf Mode, killmove may only be performed if you are a werewolf or vampire.
- New MCM Toggle: Briarhearts Only, killmove may only be performed on briarhearts.
- Ghosts no longer drop weapons regardless of the disarm toggle.
- Fixed Ghosts in Ysgramor's Tomb not using correct hearts.
- Fixed a few of the defaults in the MCM.
Version 3.1
- New MCM Toggle Draw Weapons. If your weapons are drawn at the beginning of the killmove they will be automatically drawn at the end.
- Heart support for Ghost NPCs. Ectoplasm will be added to your inventory instead of normal hearts.
- Ghosts will no longer explode regardless of the Explosive Heart Breaker setting.
- Changed Explosive Heart Breaker explosion visuals.
- Added in a Z-Position check so that the killmove can't be activated if you are too far above or below an NPC. This should help keep the killmove from triggering without playing the animation. This problem is not completely gone, but it should be lessened.
- Scripting changes to help alleviate Heart-Stuck-In-Hand bug caused by having a script heavy mod list.
Version 3.02
- If you were in first person view when you activated the killmove, you will be returned to that view when the killmove has completed.
Version 3.01
- Since hearts shown in the player's hand are equipped as armors using biped object 60, a small scripting change was needed to ensure anything that was already equipped to biped object 60 will be re-equipped at the end of the killmove.
Version 3.0
- New once a day Spell Power that enables you to hit an enemy into the BleedingOut state, allowing you to perform the killmove.
- New Magic Arm option that comes with 4 different visual effects that are applied to your arm when you activate the Spell Power or perform the killmove.
- New Disarm toggle causes enemies to drop their weapons at the beginning of the killmove.
- Messages about killing essential NPCs and hearts being added can now be in 1st person, 3rd person, or turned off.
- Hearts in your character's hand will now visually match the hearts added to your inventory for Daedra, Briar, and Heart Stones.
- All vampire hearts will now turn to dust in your hands and Vampire Dust will be added to your inventory instead.
- Heart toggles have been removed and replaced with a Menu Option.
- Explosive Heart Breaker toggle has been removed and replaced with a percentage slider, 0% is now off.
- Satchel left by Special Essential NPCs has been renamed to "Blood Soaked Satchel" and has blood soaked textures to match.
- Satchel left by Special Essential NPCs will no longer sometimes flag all items in it as stolen.
- Support has been added for General Falx Carius. If you perform the killmove on him, you will see the Heart Stone removed from his chest and added to your inventory.
- Heart Breaker is now fully compatible with the original quest from which this mod is derived. The original killmove for the NPC will be properly played regardless of any of your settings in the MCM. I have also corrected a visual bug with the killmove on the NPC where the Heart Stone was removed before you actually pulled it out.
- Support mentioned for the two NPCs was achieved without actually editing either of the NPCs themselves.
Version 2.0
- Changed MCM scripting for better updating.
- Changed and updated the "Mod Active" toggle to properly turn off scripts when mod is deactivated for better uninstallation.
- Added new toggle: Auto Shield Un/Re-Equip, shield will be Un-Equipped at the beginning of the killmove and Re-Equipped at the end.
- Added new toggle: Explosive Heart Breaker, which causes NPCs to explode into gore upon having their hearts ripped out.
- Fixed problem with Special Essential NPCs freezing in place, not dying, then going about their business. Special Essential NPCs will now explode into gore upon having their hearts ripped out. This will happen regardless of whether or not you have the Explosive Heart Breaker toggle on or off.
Version 1.11
- Small change to Essential Kills to fix Heart Breaker not killing Imperial and Stormcloak generals.
Version 1.1
- Added MCM support.
- Essential Kills can now be toggled on and off.
- Dialogue Menus can now be toggled on and off.
- Built in Better Vampires support; just toggle Dialogue Menus on.
- Hearts being added to your inventory can now be turned off.
- Added new hearts for Khajiit, Argonians, Elves, and Orcs.
- New hearts being added to your inventory can be turned off separately from vanilla hearts.
- Scripting changes.
Version 1.02
- After using the killmove, Briar Hearts will now have holes where their hearts used to be.
Version 1.01
- Completely removed activation labels.
- Changed the reference mesh of the Heart through the creation kit rather than replacing original .nif
- Can still rip out the hearts of orcs/elves/beast races, but you will no longer get a Human Heart.