jucoking Posted April 14, 2019 Share Posted April 14, 2019 Is this possible? If not, would it be possible to have the player decapitate a specific boss 100% of the time on their last hit? I'm trying to make a boss whose head comes off *somehow* on defeat. Ideally once the battle is over. I would like to be able to force this to happen via a script, but if I have to I can use a kill animation I guess. Thanks in advance. Link to comment Share on other sites More sharing options...
maxarturo Posted April 14, 2019 Share Posted April 14, 2019 (edited) Before around two weeks there was a mod uploaded that decapitated all actors when an even was triggered. Didn't download it or remember its name, but you can search for it and see how the mod does it. It wouldn't be hard to find, its pictures are all from decapitation, and i think that this is all that the mod does. If you find it can you post back the name of the mod, i got also interested. Edited April 14, 2019 by maxarturo Link to comment Share on other sites More sharing options...
jucoking Posted April 14, 2019 Author Share Posted April 14, 2019 Before around two weeks there was a mod uploaded that decapitated all actors when an even was triggered.Didn't download it or remember its name, but you can search for it and see how the mod does it.It wouldn't be hard to find, its pictures are all from decapitation, and i think that this is all that the mod does.If you find it can you post back the name of the mod, i got also interested. Maybe this one? https://www.nexusmods.com/skyrimspecialedition/mods/22850?tab=posts I'm going to dissect this mod and I will post what I find. Link to comment Share on other sites More sharing options...
jucoking Posted April 14, 2019 Author Share Posted April 14, 2019 (edited) Can't open the source script from inside cc, so I opened it up in notepad++ but this is all I get...a bunch of jumbled letters and symbols: úWÀÞ \G¡ KillMoveDecap.psc ac198 ORENJI ' KillMoveDecap GetState GotoState onEffectStart onEffectFinish hidden conditional activemagiceffect Force decapitation idle Immune Bool ::Paralysis_var spell Paralysis None akTarget actor akCaster ::temp0 ::temp1 ::temp2 ::temp3 objectreference ::NoneVar isDead isEssential AddSpell debug SendAnimationEvent KillMove1HMDecap 9Function that switches this object to the specified state newState String onEndState self ::State onBeginState 'Function that returns the current state \G O ! " # $ % # ! & $ I thought notepad++ could be used to view papyrus scripts, but it looks useless to me. Edited April 14, 2019 by jucoking Link to comment Share on other sites More sharing options...
maxarturo Posted April 14, 2019 Share Posted April 14, 2019 I couldn't find the mod i was talking about, maybe it's been remove......But i found this :https://www.nexusmods.com/skyrim/mods/94599 Link to comment Share on other sites More sharing options...
jucoking Posted April 20, 2019 Author Share Posted April 20, 2019 I couldn't find the mod i was talking about, maybe it's been remove......But i found this :https://www.nexusmods.com/skyrim/mods/94599The script required to force decapitation is the following: Debug.SendAnimationEvent(akTarget, "KillMove1HMDecap") Credit to ORENJII, creator of the "decapitation spell" mod for helping me figure this out. (https://www.nexusmods.com/skyrimspecialedition/mods/22850) Link to comment Share on other sites More sharing options...
maxarturo Posted April 20, 2019 Share Posted April 20, 2019 Thanks !. Link to comment Share on other sites More sharing options...
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