Thanks a lot ProfJack! As you suggested, a synthesis patcher could be made for this. Here it is: https://www.nexusmods.com/skyrimspecialedition/mods/86973/
Being a synthesis patcher, it is compatible with all versions! :)
its fine i found a better alternative since im not gonna downgrade and lose my stuff over one simple mod like this downgrading will cause a lot of problems on my end and is not worth losing my money over
you dont know how many times I've missed a shot with a bow when it does the arrow track camera and the guy is already laying on the ground paralyzed. Hopefully this fixes that?
Would you please explain what the exact issue is with Kill Moves and Paralyze? I usually use a Paralyze enchanted dagger for my rogue build and didn't encounter any problems (except that it is ill advised to use it on the boss in Shalidor's Maze before he teleports out - can screw the scene if he gets paralyzed).
Some finishers will perform multiple hits. The most noticeable weapon that does that is the greatsword's front finishers. Each strike has a chance to perform a paralysis in that case, if you got the enchantment. It IS a rare occurrence, but it can still happen.
Sorry, maybe I'm dumb, but I still don't get it. Why would that be a problem? If it is a Kill Move, the enemy is dead anyway. Who cares what effects get applied on them with a killing blow? I am obviously missing something here.
The enemy who get paralyze during killmove usually does not die... the killmove bugs out and the enemy is still alive after it, also in my game sometimes the enemy after the paralyze + killmove issue wakes up does a killmove to the air and then dies, really weird i know
I see... Maybe I was just lucky to not encounter this issue or simply got used to it so I stopped realizing that some enemies needed further beating after a Killmove. Thanks for explaining.
Does anyone know if this is related to the problem where NPC's will get back up and sort of wiggle-walk in place after death? I use spells that paralyze so it seems possible
Thank you so much! Do you known if a similar thing is possible by checking if subject is in paired animation, and applying "ImmuneStrongUnrelentingForce" keyword to them during that time, so that they can't get knocked down during the animation?
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As you suggested, a synthesis patcher could be made for this.
Here it is:
https://www.nexusmods.com/skyrimspecialedition/mods/86973/
Being a synthesis patcher, it is compatible with all versions! :)
downgrading will cause a lot of problems on my end and is not worth losing my money over
found this and is compatible with all versions
https://www.nexusmods.com/skyrimspecialedition/mods/9783
Maybe I was just lucky to not encounter this issue or simply got used to it so I stopped realizing that some enemies needed further beating after a Killmove.
Thanks for explaining.
Do you known if a similar thing is possible by checking if subject is in paired animation, and applying "ImmuneStrongUnrelentingForce" keyword to them during that time, so that they can't get knocked down during the animation?