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Broder

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Broderhud

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18 comments

  1. LordoftheSith89
    LordoftheSith89
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    not working for me at all unfortunately
  2. Nevcair
    Nevcair
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    Man I appreciate your work and effort but I just think bethesda did a terrible job in even adding the functionality of killmoves (which is probably also the reason why so little amounts of mods are there to support them).

    There is nothing wrong with your animations and I think they fit quite well into the vanilla setting of skyrim but it still feels off.

    Like the vanilla animations have that too. They feel so slow and impactless at times.

    I wish there were actual perks for killmoves, to unlock new ones like takedowns in farcry 3.


    Let's hope that ElderScrolls 6 will do it right when it finally gets released in the year 4065. 
    1. Broderhud
      Broderhud
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      Thats because slow motion effect, violens have Vats-off for that.
    2. Nevcair
      Nevcair
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      Yea thats probably it. 

      Its still kinda sad that it has a last enemy restriction instead of being something like in doom or godofwar (given that skyrim is quite old).

      Imagine being able to rip out a briarhearts....well briarheart to kill it while everyone around you suddenly gets frightened or perplexed
    3. Hluill
      Hluill
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      Violens - Killmove Mod SE (https://www.nexusmods.com/skyrimspecialedition/mods/668/) does exactly that, with the right settings in MCM.
    4. manicmoxie
      manicmoxie
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      With DAR, you can pretty easily set up conditions so that you DO unlock killmoves with perks. You would have to restrict the variety of killmoves to begin with using a mod plugin, but the DAR conditional animations will override that behavior as you unlock the perks you selected. You can accomplish this by downloading violens and turning off all the killmoves you want to be unlockable, and adding the ones you want to unlock to DAR folders with the HasPerk("plugin.esp"|0xRefID) condition. Take a look at DAR's page for a better explanation of how it works. You can open up the plugins you want to use perks from in xEdit to check the IDs of the perks. Or just look them up in game in the console by typing help "perkname" 4. I hope this helps you.
    5. Nevcair
      Nevcair
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      Yea but the game just implemented it badly.

      Like FarCry 3 was released 2 years later and did that way better.

      Like they made many mistakes when going from Oblivion to skyrim.
  3. Kulharin
    Kulharin
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    If I have this installed when I run Nemesis I am getting.

    WARNING(1027): 32bit hkx file detected. This file is not supported by current skyrim's architecture
    File: E:\SteamSSD\steamapps\common\Skyrim Special Edition\data\meshes\actors\character\animations\paired_1hmkillmove.HKX
    WARNING(1027): 32bit hkx file detected. This file is not supported by current skyrim's architecture
    File: E:\SteamSSD\steamapps\common\Skyrim Special Edition\data\meshes\actors\character\animations\paired_1hmkillmoveb.HKX
    WARNING(1027): 32bit hkx file detected. This file is not supported by current skyrim's architecture
    File: E:\SteamSSD\steamapps\common\Skyrim Special Edition\data\meshes\actors\character\animations\paired_1hmkillmoveh.HKX
    WARNING(1027): 32bit hkx file detected. This file is not supported by current skyrim's architecture
    File: E:\SteamSSD\steamapps\common\Skyrim Special Edition\data\meshes\actors\character\animations\paired_1hmkillmovei.HKX
    1. WAMozart1756
      WAMozart1756
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      Just optimize the animations with Cathedral Assets Optimizer.
    2. Thegreattyreno
      Thegreattyreno
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      Thanks for the info dude, I can nao perform the animations :D
  4. SgtFunBun
    SgtFunBun
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    looks sick, i was frothing at the mouth from the lack of custom killmove mods
  5. chypres89
    chypres89
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    Nice about time killmoves got some love again.
  6. Vai1lyn
    Vai1lyn
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    Congrats on porting the mod to SSE :)
  7. Kulharin
    Kulharin
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    Hey hey hey.  would this work with.

    Post-Hit Killmove and Execution
    1. Vai1lyn
      Vai1lyn
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      As it is a vanilla animation replacer, it works out of the box with PHKM, if you have one of the Vanilla Killmove files installed from the optional files.
  8. Tramendium
    Tramendium
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    It haaaaaaaaaaaaasssssss........begunnnnnnnnnnn!
  9. Thegreattyreno
    Thegreattyreno
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    Thanks for this mod, I'm always happy to see custom kill moves being made again for SSE :D
    1. Broderhud
      Broderhud
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      You welcome :D