Aurum10000 Posted July 11, 2023 Share Posted July 11, 2023 The closest I've seen is realistic death impulse. Which doesn't cover any DLC weapons. Perhaps some one could drastically reduce the kill impulse for almost all the weapons? However if there's a mod that does this with a more modern approach. Feel free to link me. Link to comment Share on other sites More sharing options...
ebizoe Posted July 17, 2023 Share Posted July 17, 2023 (edited) I wrote a simple script that blindly sets every single weapon's "Kill Impulse" to 0. The idea is basically the same as Realistic Death Impulse, but I implement it as a quest script so that it covers every single weapon in the game, including the ones that are added by any DLC/mod. I've been testing this mod for a while and so far, I think I like this.Requires NVSE, JIP NVSE Plugin and JohnnyGuitar NVSE Plugin.Or, if you're familiar with GECK, you can compile this code as a quest script and attach it to a quest with the Script Processing Delay set to 0.1. scn skiMainScript ref rRef ref rWeaponPlayer ref rWeapon begin GameMode if GetGameRestarted SetDebugMode 0 endif if rWeaponPlayer != player.GetEquippedObject 5 if eval (rWeaponPlayer = player.GetEquippedObject 5) if GetWeaponKillImpulse rWeaponPlayer != 0 SetWeaponKillImpulse rWeaponPlayer 0 debugPrint "SKI:Nerfed %n(%i), player" rWeaponPlayer rWeaponPlayer endif endif endif rRef = GetFirstRef 200, 1 while rRef if IsFormValid rRef != 1 rRef = GetNextRef continue endif if rRef.GetActorProcessingLevel != 0 rRef = GetNextRef continue endif if rRef.GetLifeState != 0 rRef = GetNextRef continue endif if eval (rWeapon = rRef.GetEquippedObject 5) if GetWeaponKillImpulse rWeapon != 0 SetWeaponKillImpulse rWeapon 0 debugPrint "SKI:Nerfed %n(%i), %n(%i)" rWeapon rWeapon rRef rRef endif endif rRef = GetNextRef loop end Edited July 17, 2023 by ebizoe Link to comment Share on other sites More sharing options...
Aurum10000 Posted July 21, 2023 Author Share Posted July 21, 2023 I wrote a simple script that blindly sets every single weapon's "Kill Impulse" to 0. The idea is basically the same as Realistic Death Impulse, but I implement it as a quest script so that it covers every single weapon in the game, including the ones that are added by any DLC/mod. I've been testing this mod for a while and so far, I think I like this. Requires NVSE, JIP NVSE Plugin and JohnnyGuitar NVSE Plugin. Or, if you're familiar with GECK, you can compile this code as a quest script and attach it to a quest with the Script Processing Delay set to 0.1. scn skiMainScript ref rRef ref rWeaponPlayer ref rWeapon begin GameMode if GetGameRestarted SetDebugMode 0 endif if rWeaponPlayer != player.GetEquippedObject 5 if eval (rWeaponPlayer = player.GetEquippedObject 5) if GetWeaponKillImpulse rWeaponPlayer != 0 SetWeaponKillImpulse rWeaponPlayer 0 debugPrint "SKI:Nerfed %n(%i), player" rWeaponPlayer rWeaponPlayer endif endif endif rRef = GetFirstRef 200, 1 while rRef if IsFormValid rRef != 1 rRef = GetNextRef continue endif if rRef.GetActorProcessingLevel != 0 rRef = GetNextRef continue endif if rRef.GetLifeState != 0 rRef = GetNextRef continue endif if eval (rWeapon = rRef.GetEquippedObject 5) if GetWeaponKillImpulse rWeapon != 0 SetWeaponKillImpulse rWeapon 0 debugPrint "SKI:Nerfed %n(%i), %n(%i)" rWeapon rWeapon rRef rRef endif endif rRef = GetNextRef loop end Excellent work! Hope you upload the final version upon completion. Link to comment Share on other sites More sharing options...
ebizoe Posted July 27, 2023 Share Posted July 27, 2023 (edited) Since I didn't particularly like the last script, I rewrote it (BETA 4).This is a "JIP LN NVSE Script Runner" script that runs only once on game start. It's much more efficient than previous quest-script version.The script processes all the weapons from all loaded plugins thanks to "GetLoadedTypeArray" script function, so it covers any weapons from any DLC/mod. array_var aWeapons array_var aIter ref rWeapon if eval (aWeapons = GetLoadedTypeArray 40) forEach aIter <- aWeapons rWeapon = *aIter if GetWeaponKillImpulse rWeapon != 0 SetWeaponKillImpulse rWeapon 0 endif loop endif aWeapons = aIter = ar_Null ;I'm not sure if this line is necessary, but just for safety.I think I'll stick to this design and test this for a while. I can't promise when I'll publish this as a mod or even publish it at all, though. Edited July 27, 2023 by ebizoe Link to comment Share on other sites More sharing options...
Aurum10000 Posted August 1, 2023 Author Share Posted August 1, 2023 Since I didn't particularly like the last script, I rewrote it (BETA 4).This is a "JIP LN NVSE Script Runner" script that runs only once on game start. It's much more efficient than previous quest-script version. The script processes all the weapons from all loaded plugins thanks to "GetLoadedTypeArray" script function, so it covers any weapons from any DLC/mod. array_var aWeapons array_var aIter ref rWeapon if eval (aWeapons = GetLoadedTypeArray 40) forEach aIter <- aWeapons rWeapon = *aIter if GetWeaponKillImpulse rWeapon != 0 SetWeaponKillImpulse rWeapon 0 endif loop endif aWeapons = aIter = ar_Null ;I'm not sure if this line is necessary, but just for safety.I think I'll stick to this design and test this for a while. I can't promise when I'll publish this as a mod or even publish it at all, though.Wonderful! I'm sure many will benefit from the touch of realism this provides! Link to comment Share on other sites More sharing options...
ebizoe Posted August 4, 2023 Share Posted August 4, 2023 Here is the final, version 1.0. We are going to publish this! forEach array_var aIter <- (array_var aWeapons = GetLoadedTypeArray 40) if GetWeaponKillImpulse (*aIter) != 0 SetWeaponKillImpulse (*aIter) 0 endif loop Link to comment Share on other sites More sharing options...
ebizoe Posted August 9, 2023 Share Posted August 9, 2023 This mod has been published.https://www.nexusmod...egas/mods/82482 Link to comment Share on other sites More sharing options...
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