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Question for a mod I am making (beheading a specific NPC)


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So basically, I have a specific NPC that in the context of the mod needs to be beheaded.

 

At first I was like, oh I can probably just look at scripts for a mod that allows you to edit kill moves/chance and essentially temporarily force kill move chance and beheading chance to 100.

 

Then I was like what if they kill him with magic? Arrows? Or don't even have a melee weapon on them for that matter?

 

Just looking for suggestions on how others might go about implementing this.

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Just thinking... maybe have some 'lore' in place that requires that a specific weapon be used to kill the NPC. Since said weapon would be a blade of some sort, you could then do your kill move idea if possible.

So side note this mod is based on the highlander movies tv series so as the lore goes you fight with swords (or bladed weapons in general) and thats the rules (while yes at times some evil characters had "broken" these rules, for the most part they follow them). So I might look at some of the auto-unequip ammo mods and see if I can...temporarily disable the use of bows/shouts/spells. The fights take place in a cell so there will be no interference from other npcs either.

Edited by tsdobbi
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Have the NPC essential / protected (whichever it is that does not allow the player to kill them). Then use a script on the NPC with an OnHit event. If hit with a blade weapon while health is below X amount and the NPC is still on one knee, trigger your kill move decap. Otherwise, they recover and keep fighting.

 

Not 100% it can all be pulled off, but 80~90% sure that something along those lines could be done.

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Have the NPC essential / protected (whichever it is that does not allow the player to kill them). Then use a script on the NPC with an OnHit event. If hit with a blade weapon while health is below X amount and the NPC is still on one knee, trigger your kill move decap. Otherwise, they recover and keep fighting.

 

Not 100% it can all be pulled off, but 80~90% sure that something along those lines could be done.

 

That is actually a great suggestion. I'll see if I can get something working like that.

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Have the NPC essential / protected (whichever it is that does not allow the player to kill them). Then use a script on the NPC with an OnHit event. If hit with a blade weapon while health is below X amount and the NPC is still on one knee, trigger your kill move decap. Otherwise, they recover and keep fighting.

 

Not 100% it can all be pulled off, but 80~90% sure that something along those lines could be done.

 

So yes this works (in a rather comical way). I need to play with the killmove specifically to have it do the actual cool animation. With what I have there the NPC's head literally will just decapitate in normal game play if hit with a sword when conditions are satisfied, lol. Comical because the head will just pop off sometimes high in the air and the body violently ragdolls.

 

But overall, the logic is perfect for preventing the NPC from being able to be killed by anything but a bladed weapon (specifically swords and axes in this case).

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
  bool abBashAttack, bool abHitBlocked)

  If (Self.GetActorValuePercentage("health") < 10)
      ActorBase base = Self.GetActorBase()
      if (akSource.haskeyword(WeapTypeSword) || akSource.haskeyword(WeapTypeGreatSword) || akSource.haskeyword(WeapTypeWarAxe) || akSource.haskeyword(WeapTypeBattleAxe))
          base.SetEssential(false)
          Debug.SendAnimationEvent(Self, "KillMove1HMDecap")
      endIf
  endIf
 EndEvent
Edited by tsdobbi
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Have the NPC essential / protected (whichever it is that does not allow the player to kill them). Then use a script on the NPC with an OnHit event. If hit with a blade weapon while health is below X amount and the NPC is still on one knee, trigger your kill move decap. Otherwise, they recover and keep fighting.

 

Not 100% it can all be pulled off, but 80~90% sure that something along those lines could be done.

 

Heres the results. Thank you again so much for that suggestion. Setting them to essential and only allowing them to be killed with certain weapon types worked perfectly (once I figured out how to get the kill move to proc correctly, it requires adding a wait after the animation to stop the onhit function from finishing and causing the death animation to interrupt it.)

 

https://www.youtube.com/watch?v=iOwvxRBJZdc

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