Skyrim Special Edition

Custom races added by mods don't work with Valhalla Combat's execution by default. However, compatibility patches in the form of .ini file can be easily made.

Here's a short tutorial using Mihail's Crystal Golems as an example.

Step 1, load the plugin using SSEEdit or ZEdit


Step 2, expand the "race" section


Step 3, find the race you intend to make compatible with Valhalla Combat, rememeber its formID(in my case it's "25000800"); double click it and look at its details.

Step 4, expand the "body data" section and look at the "body part data"


Step 5, back to the folder containing Valhalla Combat, open "SKSE\Plugins\ValhallaCombat\RaceMapping".

Step 6, create a new .txt file, rename it to an .ini file as you wish. I named it "Mihail_CrystalGolem.ini" for clarity.


Step 7, open the .ini file with your preferred text editor. 

Step 8, when making this tutorial I realized ice golem skeleton doesn't have any available execution animations...

Step 9, however, let's assume the ice golem uses Falmer skeleton. In the .ini file, add the following line:
[Falmer]
Crystal_Golem = mihailcrystalgolem.esp|0x0008000

And there you go! All creatures of race with formID 0x000800 from mihailcrystalgolem.esp will now use the Falmer execution. (of course they can't be executed, but this is just an example).

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dTry

3 comments

  1. Ysylgr
    Ysylgr
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    Thanks, this was exactly what I was looking for. A couple questions though:
    1. Is there a list of races that have execution animations?
    2. Can multiple entries be placed in the same .ini file?

    Thanks again
    1. dTry
      dTry
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      1. nearly all vanilla races with the exception of a few like skeever and mudcrab, have execution animations.
      2. yes
  2. josearcos
    josearcos
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    I didn't really get it, I know what you want me to do but I missed the part where you put the falmer.

    Where should the information appear about what type of skeleton it uses?


    I really like this mod,  https://www.nexusmods.com/skyrimspecialedition/mods/50593, 
    it adds various mihail mods like bosses. I imagine that I will have to carry out this process with everyone if I want to use your mod, right?
    Why else what would happen? Would the game crash?

    I have this when i open boss mod with sse edit and i press one of all monsters.  in Vampire lord/Data/ANAM-Male Skeletal Model Mihail Monsters and Animals\Wispmother\Vigilant Ancestor\skeletonvigilantancestor.nif


    what supose i create with this? Something like this?

    [Vigilant Ancestor]
    Vampire Lord = mihailgasterace.esp|08000A35

    and what happen if i transform the plugin in esl.? need change the name?