UpscaleBA Posted April 9, 2017 Share Posted April 9, 2017 I have plans on mod that once an enemy is below a certain threshold (say like 20 percent or less) i can equip a spell with a script that allows me to start a kill move animation on that NPC. But i have no idea how to start a kill move animation through scripting. If anyone could tell me how it would be appreciated. Link to comment Share on other sites More sharing options...
DeathMotif Posted April 10, 2017 Share Posted April 10, 2017 Have you tried looking at existing scripts yet? If not, I suggest you download the Champollion decompiler, if you haven't already, and look through the existing scripts for examples of how killing moves are triggered. I'm not modding Skyrim right now, or I'd recommend a few scripts to look through. Sorry I can't be more helpful at the moment. Link to comment Share on other sites More sharing options...
ReDragon2013 Posted April 10, 2017 Share Posted April 10, 2017 (edited) The killmove on actors depends on two globalVars afaik. GlobalVariable PROPERTY KillMove auto GlobalVariable PROPERTY KillMoveRandom auto ; FormID=0x0005159D The first GlobalVar seems to be a boolean, that is meaning that: IF (Killmove.GetValue() == 1) ; killmove is available ELSE ; killmove is switched off ENDIFThe second GlobalVar is a percentage value, with vanilla default of 50.0, it means probably 50 percent (or 5 percent) chance to trigger a killmove, if an actor is dying. Imho it is not a good idea to change such things by script, because some blood mods alter these values too. An alternative would be to increase the chance of critical damage like Valdr's dagger or the dagger Keening.Look at the CK for attached spells and magiceffects. Edited April 10, 2017 by ReDragon2013 Link to comment Share on other sites More sharing options...
fore Posted April 12, 2017 Share Posted April 12, 2017 You start it with actor1.PlayIdleWithTarget(<IdleObject>, actor2) For <IdleObject> look for the available idles in the CK, Animations -> 0_master.hkx -> LOOSE For example "pa_1HMKillMoveBackStab". If you happen to have a custom killmove then you can look into the FNIS Modder's doc on how to integrate it into the game. Link to comment Share on other sites More sharing options...
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