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Author notes
不允许用于付费整合特别是9DM的各种付费整合包
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Changelogs
Version 2.2.1
Add patch for Beasts of Tamriel, Haugbui
Version 2.2
Add patch for Skyrim Extended Cut - Saints and Seducers, Undead Snow Elves- Mihail, The Unbidden, Draugr MCO enabled.
Removed the skeleton race (the one split when dead) due to the fact that at beginning of killmove the skeleton will split into parts
Merge all patches into one file.Need SPID 6.0.3 and higher.
Version 2.1
Add trigger on NPC
Version 2.0.1
Edited ViolensExtension_Skyrim_DISTR.ini in mainfile, fixed the bug that wrongly trigger killmove on dwemer spider You can open ViolensExtension_Skyrim_DISTR.ini and delete ;Spider Perk = 0x909~ViolensExtension.esp|NONE|0X131F3~Skyrim.esm,0X1CAD8~Dragonborn.esm|NONE|NONE then you won't need to update
Version 2.0
Fixed the bug that killmove could not be triggered due to frequent distribution failures. Now distribute Perk instead of Keyword.
Version 1.0
released
Sometimes you found you can't trigger killmoves on creatures created by other mods, such as Goblins or some Draugrs created by Skyrim Immersive Creatures Special Edition.This is because they're not vanillia races, while Killmoves triggers depends on target race except on NPCs.This mod make killmoves able to trigger on creatures in other mods when you use Violens.
Built based on SPID. It is a framework, you can make your own patches based on this mod.
Distribute Keyword(Frequently failed to distribute so use perk instead in v2.0) Perk via SPID, and change conditions of animation root in Violens, so killmove will play on creatures which have the Perks.
If you know how to use SPID, you can make patches yourself.
Well I noticed here were too many optional files. I will try to learn how to build a fomod. Patches all in one ini file now.
How to make a Patch?
Step 1: Check the races of the creature you want Violens works on. In xEdit , check the race's ANAM-Male Skeletal Model, you can see Acrots/XXX/Character assets. Usually, XXX is the skeleton type. For wolf and dog, they're Actors\Canine\Character Assets Dog(wolf)\... you can judge which type of Killmove it should use by it's skeleton.
Here's All 20 types of Skeletons that have Killmoves
Dragon Draugr Falmer VampireBrute(Gargoyle) ChaurusFlyer(DLC1ChaurusHunter) Bear SteamCenturion Hagraven Spriggan Spider Wolf Giant Troll SabreCat DwarvenBallista(DLC2DwarvenBallista) Lurker(DLC2Lurker) Boar Scrib(Ashhopper) Riekling NPC (Usually Not Use, If you want, you can add ActorTypeNPC keyword or VENPC perk, if target Actor have template , Perk may fail distribute , then you have to distribute keyword ActorTypeNPC)
If the Skeleton is not in this list, then it's unable to play killmove on the creature.
Step 2 : Build a new ini file named XXX_DISTR.ini. For example here's a Draugr race , then you should write Perk = 0x901~ViolensExtension.esp|NONE|0x1BCC0~test.esp|NONE|NONE
0x901 is the Perk VEDraugr Killmove. 0x1BCC0 is the Editor ID of this Draugr race, test.esp is where this Draugr race from. You can write Actor Editor ID instead of race Editor ID if you know what you're doing.