thingy123 Posted March 16, 2016 Share Posted March 16, 2016 Hey guys. Does anyone know how to get effects to apply on instant kills? So far I've been unable to find anything regards applying effects. I might have screwed up.. somewhere. It's for the disintegration effects for my mod I can't seem to figure it out. Does anyone know or have any ideas how to get the effects to actually activate upon instant kills, I've noticed so far, that when you hit them once, the effect activates and once you kill them in subsequent hits, they die and their corpse disintegrate as intended. It does not appear when you instantly kill someone. I tested this by boosting my character's strength to 9k and used a baton to kill the NPCs. Nothing seems to work so far.. and I can't work out the conditions that I can apply that might get this effect to work on instant kills. I'm just now posting this, wondering if anyone has come across similar issues on other mods, and has anyone ever found a solution to that issue? Things tried so far:- IsDead,HasDied,InstantKilled does not appear to be an actual condition. They are NON-EXISTENT. Would be good if they did exist.- GetHealthPercentage or something similar doesn't seem to affect instant kil.- changing duration and magnitude doesn't affect the instant kill Link to comment Share on other sites More sharing options...
DDProductions83 Posted March 16, 2016 Share Posted March 16, 2016 It doesnt work because impact weapon damage applies basically .1 second before a effect will apply from the given source. IE projectile damage is calculated first, then effect is applied, so if the initial hit kills, gg. I subverted it by making a cloak effect, which you could do conditioned upon the player carrying the specific gun etc or something.. bout all I got for ya, it's a stupid F system by bethesda Link to comment Share on other sites More sharing options...
registrator2000 Posted March 16, 2016 Share Posted March 16, 2016 Try the condition function ShouldAttackKill - it's used in the killmove conditions to perform a killing move animation if that particular attack is the attack that will finish your opponent off. Link to comment Share on other sites More sharing options...
thingy123 Posted March 16, 2016 Author Share Posted March 16, 2016 My apologies for a late reply. I just woke up. @registrator2000Okay, so.. I'm trying out this condition function shouldattackkill. I'm confused on what actor value I need to look for. enemy and target does not appear to exist. http://i.imgur.com/SxIZcYb.png - I've found my effects do not activate because I have yet to point the condition to. Where do I find it? @DDProductions cloak effect? What mod did you make cloak effect on? By the way, your solar panels mod were f***ing awesome. I absolutely loved that and some of your other mods too. Keep your awesomeness coming, especially when Creation Kit hits. Some of us might need it like crack addict needs it's fix. Update 1:DDProductions83's solution and Registrator2000's solution aren't working. I've messed and changed up numbers, added SPEL to the associated list and it causes crashes for me. I'm still experimenting but I'l lhave to take a break for now, I need to figure this out. I feel like I'm getting close. It's either waiting for Creation Kit or gettin' this done now.. hm. Link to comment Share on other sites More sharing options...
lordbevan1 Posted April 15, 2020 Share Posted April 15, 2020 I know I'm necroposting, but what should I set as the "run on" factor for shouldattackkill if I want a magic effect to run after killing an npc? Link to comment Share on other sites More sharing options...
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