Skyrim Special Edition
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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod attempts to fix the physics that you get when your characters gets thrown up into the air by getting killed by giants.

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Description

This mod is small edit to some "explosion" records (Yes, the giant slam is considered an explosion.) in an attempt to fix the insane physics you get when killed by a giant, aka "Project Dovanaut".

I reduced the force in the following explosions to 0:

  • crGiantStompExplosion "Giant Stomp" [EXPL:00072675] (was 100.)
  • crGiantSlamExplosion "Giant Stomp" [EXPL:00104D46] (was 100.)
  • crGiantSlamExplosionBIG "Giant Stomp" [EXPL:00105CFF] (was 3000.)


Especially the third one can cause issues. Yes, it can be funny to see your character or NPCs getting thrown up into orbit. However, it also affects essential and protected NPCs, such as followers, which can get them stuck in animation, or a piece of terrain. In addition, in rare extreme cases, it can lead to crashes.

I am also aware that this was actually fixed by Bethesda in an early official update, but put back in the game by request, as people found it funny. Regardless of that, I thought to make this available for people that do wish to see this fixed.

There's also an additional file, which replaces all the unplayable giant clubs in the world and replaces them with Misc objects. The clubs were only lootable by asking a follower to do something (favor) and pick up the club. However, now they are lootable by the player, but unequipable.

FAQ

Q: "Why fix this? It's fun!"
A: "While it may have been fun the first five hundred times, it gets old. Also, it sometimes caused crashes and other issues on my end."

Q: "It's not a bug, it's a feature./I don't like this "fix"."
A: "Don't download this then, and move along silently."

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.