Skyrim Special Edition

File information

Last updated

Original upload

Created by

5133p39

Uploaded by

5133p39

Virus scan

Safe to use

About this mod

MELEE Kill Moves depend on Weapon Skill, opponent's ability to block, optional stamina/health requirements, and few other things.
Now with a new configuration menu.

Permissions and credits
Changelogs
Donations
As you get more skilled with the MELEE weapon of your choice, you will be able to kill your opponents much quicker using killmoves.
Same applies to any NPC, so watch out for those hired thugs, they can be extremely deadly due to their high weapon skill on higher levels.
(This is a remake from scratch of my old Skyrim mod of the same name)




WHAT IT DOES

The mod makes melee Kill Moves happen depending on attacker's skill with equipped weapon, opponent's ability to block, and some other rules (some of them configurable).

When an attack is about to connect (ie. NOT BLOCKED by the defender), a random number (generated from a configurable range), is compared against the attacker's skill with equipped weapon.
If the attacker's Weapon Skill is greater than the generated number, and other rules are satisfied as well, a Kill Move will be performed by the attacker.
None of this is scripted, everything is done via conditions defined in the Character Behavior, in its Idle Animation Tree.

Attacks from behind can have a higher chance of success, depending on configurable multiplier (do not let enemies get behind you!).
Attacks from sneak are guaranteed to succeed, as long as the attacker is not detected by the target.

Stamina can also play an important role.
By default, an attacker's Stamina is required to be above 5% for the attacker being able to perform a Kill Move, while target's Stamina can be 100% or lower.
You can of course change these values using the configuration menu.

Target's Health can be used to set a threshold below which a Kill Move is allowed to happen (added in v0.4).
By default, the threshold is set for both Player+NPC and Creatures to 100% or lower, making the check to always succeed, but feel free to change it.

Since Skyrim has no real Unarmed skill that can be leveled up, the Smithing skill is used instead when deciding Kill Moves for unarmed attacks.



COMPATIBILITY

This mod INSERTS new branches into the Character Behavior's Animation Tree.
In theory, it should be compatible with nearly everything, except with mods that would be REORDERING or MOVING contents of these animation branches:

   Actors\Character\Behaviors\0_Master.hkx
   + \AttackRightRoot\NonMountedCombatRight
   + \PowerAttackRoot\NonMountedCombatRightPower


When in doubt, move this mod as low as possible in you load order, which should ensure that any new branches this mod adds, get injected into the tree at the
intended place (which matters). It may help ensuring this mod's functionality, but it may in turn hinder funcionality of other mods that mess with the same branches.



UNINSTALLING

The mod comes with two very simple scripts.
One for handling the configuration, which runs only when you activate it.
And another super tiny script for periodical re-generation of a random number and storing it in a Global Variable, which is then used for the Weapon Skill checks inside the conditionals of various animation branches.
Both scripts have zero impact on performance, and pose no real threat to your game even if you later decide to uninstall the mod.
Still, i recommend to stop the parent quest MorsKwsQuest before uninstalling the mod - do so in the console, using the StopQuest command, then save, and then uninstall the mod itself.



CONFIGURATION OPTIONS

If you start a new game, you should automatically get a new Voice Power called "Options: Kill With Skill".
If using an old save, you must first craft the "Options: Kill With Skill" Spell Tome, and learn the voice power from it.
You can craft the Spell Tome at a Tanning Rack, Cooking Pot, Smelter, or Smithing Forge (recipe is not shown if you already have the Voice Power, or you already have the Spell Tome in your inventory).
Once you learn the Voice Power, using that shoud will open the Configuration Menu (not to be confused with MCM, this mod is not using MCM, but simple "Message" dialogue boxes available in vanilla game).


CONFIGURATION OPTIONS - SAFETY...
Global variable MorsKwsSafety.

Depending on value, allows or prevents the Kill Moves from being used on Player or NPCs.

      -1: Nobody can be Kill Moved (everyone is safe)
       0: Only NPC can be Kill Moved (Player is safe)
       1: Only Player can be Kill Moved (NPCs are safe)
       2: Everyone can be Kill Moved (nobody is safe)

- Essential NPCs are always excluded.
- Protected NPCs can be Kill Moved only by Player.
- Followers can be Kill Moved only by NPCs, and only if not Protected/Essential.

Default is 2, allowing both Player and NPCs to be killed by a Kill Move.
This controls the Kill Move mechanic provided by this mod, not the vanilla Kill Moves (ie. regardless of this mod's settings, you may still witness occasional Kill Move caused by the vanilla game's mechanics, same as if this mod wouldn't be even installed).


CONFIGURATION OPTIONS - SKILL... - range
Global variables MorsKwsRndMin and MorsKwsRndMax.

Defines the range to use when generating the random number for the Weapon Skill check, used in the Animation Tree conditionals.
MorsKwsRndMin shouldn't be set to less than 0, and MorsKwsRndMax should be always higher than MorsKwsRndMin.

Default values are 20 for MorsKwsRndMin, and 120 for MorsKwsRndMax.
As long as the attacker's Weapon Skill is bellow 20, they won't have a chance to perform a Kill Move.
MorsKwsRndMax uses a value of 120 (greater than maximum possible skill value) to generate numbers higher than 100, so even if attacker's Weapon Skill is maxed out, they wont be able to perform Kill Move on every attack.


CONFIGURATION OPTIONS - SKILL... - behind multiplier
Global variable MorsKwsBehindMult.

A multiplier applied to the generated random number, used for Weapon Skill check for attacks from behind.
Default is 0.5, resulting in 50% lower skill requirement for attacks from behind (ie. if the random generated number for Weapon Skill check is 60, then attacks from behind will only require skill of 30 to trigger a Kill Move).

Global variables MorsKwsReqSkill and MorsKwsReqSkillBehind store the random generated number for the normal Weapon Skill check, and the value resulting from applying the MorsKwsBehindMult multiplier.
Both values are overwritten everytime a new random number is generated, so there is no point changing these manually, unless you stop the quest MorsKwsQuest.


CONFIGURATION OPTIONS - STAMINA... - Attacker's Stamina
Global variable MorsKwsReqStamina.

Stamina requirement for the attacker to be able to perform a Kill Move.
It is a float where value of 0.0 means 0%, and value of 1.0 means 100%.

Default is 0.05, which means the attacker must have at least 5% of Stamina left.
This rule always applies, regardless of whether attacking from the front, from the back, or from Sneak.
You can disable this rule by setting the value to 0.0 (0%).


CONFIGURATION OPTIONS - STAMINA... - Target's Stamina
Global variable MorsKwsReqStaminaTarget.

Stamina treshold for the target, allows a Kill Move done to the target only if its Stamina is below set value.
It is a float where value of 0.0 means 0%, and value of 1.0 means 100%.

Default is 1.0, which makes it so the check is always passed.
For example, when set to 0.9, an attacker will be able to perform Kill Move on the target only if the target has no more than 90% of Stamina left.
This rule applies only for attacks from the front, ignored for attacks from the back, or from Sneak.
You can disable this rule by setting the value to 1.0 (100%) or more.


CONFIGURATION OPTIONS - HEALTH... (added in v0.4)
Global variables MorsKwsReqHealthTCr and MorsKwsReqHealthTNpc.

Prevents Kill Moves from being used on targets having more than set percents of Health.
Uses separate values for Player+NPC and Creatures.
If the target has more than set percents of Health left, Kill Move won't happen (unless the attack is strong enough to kill anyway).


CONFIGURATION OPTIONS - CREATURE... - Creature's "Block" chance (added in v0.4)
Global variable MorsKwsCreatureChance.

Prior to v0.4, it was called "Chance against Creatures", and was used as a chance for an attacker to perform Kill Move on a Creature.
Since v0.4, it is called "Creatures 'Block' chance", and is used as a chance for a Creature to "block" an attack, saving the Creature from a Kill Move (unless the attack is strong enough to kill anyway).

Animals cannot block, which makes them easier to kill when using this mod. To compensate, we use this additional dice roll to help them Creatures a bit.
Sucessfull "block" does not prevent damage, it only prevents the Kill Move.
Default is 90, meaning a Creature has 90% chance of "blocking" an attack.


CONFIGURATION OPTIONS - TIMER...
Global variable MorsKwsRndTimer.

An interval for regenerating the random number used in the Weapon Skill checks.
Default setting is 1 second.




NOTES

  • Global variable KillmoveRandom.
    This is vanilla game's global constant, originally with value of 50.
    I set it to 100, because i read some rumors that it MAY somewhat influence the chance a Kill Move will be played - I do not know if that is true.
    Unless it is hardcoded in the engine, i don't think the game is using this variable, but just to be safe, i changed its value to 100.
    (if somebody knows more about this, can confirm or refute these rumors, please let us know in the Post Section).