Haugerud15328 Posted August 29, 2013 Share Posted August 29, 2013 In my mod, I have a spell that changes several things. I have a duplicate of the unarmed "weapon" that a script will equip once the magic effect begins. It wall also re-equip it whenever you unequip your spell/weapon/shield and leaves the game to vanilla unarmed for a split second. On the custom unarmed(which is hidden etc., the player can't tell it's not the real unarmed) it has an enchantment that uses an magic effect that does about the same thing as Werewolfpushbackeffect. I'm having a problem however. Whenever the player enters a kill move it won't finish as the knockback effect will still take place. So the NPC instead of dying will get pushed back and then mysteriously become unable to be killed for a while(if you leave them a lone for a bit they'll become killable again). OnEffectStart and OnEffectFinish Events won't work. They won't be able to check whether or not the player is in a kill move at the right time. Something I haven't tried yet(just thought of it as I'm writing this) maybe I can the change the push script so that it will only execute if the player isn't in a kill move? Any other ideas? Link to comment Share on other sites More sharing options...
Haugerud15328 Posted August 29, 2013 Author Share Posted August 29, 2013 Change: I just made a system that will dynamically attach a script to NPC's . The script is Scriptname ActorMonitorForHit extends activemagiceffect {If the actor gets hit and is in kill move he will be sure to die} Actor actorBeingHit Actor Property PlayerREF Auto Spell Property KillActor Auto Event onEffectStart(Actor akTarget, Actor akCaster) actorBeingHit = akTarget EndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) If(akAggressor == PlayerREF && actorBeingHit.isInKillMove() == true) Debug.Notification("Hit Detected") Utility.Wait(2.5) KillActor.Cast(akAggressor,actorBeingHit) EndIf EndEvent Link to comment Share on other sites More sharing options...
Haugerud15328 Posted August 29, 2013 Author Share Posted August 29, 2013 I added the notification to make sure that it was detecting both conditions which it is. Then it is supposed to cast a spell on actorBeingHit. I know that this spell works as I tested it by normal means earlier. It is supposed to be invisible however so I don't if it's casting or not. Anyways I've found out something. If I hit a npc that I haven't previously used a kill move on, then the notification won't come up (and it shouldn't) However, the first time enter a kill move with an NPC, the notification runs. Then when they are standing again, and I use a normal punch on them, the notification still runs. So I'm quite sure that the game thinks for some reason that the target actor is still in a kill move even after the animation/cut scene ends. (By the way the whole scene doesn't play through, once the NPC is sent flying it stops) Link to comment Share on other sites More sharing options...
OminousVoice Posted July 16, 2014 Share Posted July 16, 2014 http://www.nexusmods.com/skyrim/mods/21493/? This should help. Link to comment Share on other sites More sharing options...
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