Quick Warning About Knockback and Killmoves

Post » Wed Jun 20, 2012 11:44 am

I'd been having problems with killmoves while testing out enchantment tweaks in one of my mods. I wanted to add a knockback effect. I did but soon discovered that it glitched killmoves, making the target temporarily invincible.

At first I thought it was my nifty little shockwave effect (it was originally) but I later discovered it was in fact the knockback. It seems that any effect which has the forcepush script attached (like the werewolf knockback effect) will glitch the killmoves. Originally my shockwave effect used a custom explosion which applied a force. This too glitched the killmoves. Upon setting the force to 0 the killmoves worked again. It may need further testing, but in my experiments I've found the glitch to be consistent.

I know that there are weapon mods which use the knockback effect (particularly the various Mjolnir mods) but they often have random percent chance to trigger and thus glitches may be rare. So this is a quick heads up to anyone looking to use knockback effects. They don't play well with killmoves.
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Donald Richards
 
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Post » Tue Jun 19, 2012 11:44 pm

I've been working on a solution to this problem and I believe I've found one. Essentially you need to replace or edit the VoicepushEffectScript. A condition needs to be added to prevent the push effect from triggering during a killmove. This is what I came up with. I've tested it in game and it works perfectly.

Scriptname voicepusheffectScript extends ActiveMagicEffect Event OnEffectStart(actor Target, actor Caster) if target.isinkillmove() == 0    Caster.PushActorAway(Target, PushForce) endifEndEventInt Property PushForce  Auto 

The intial value of the pushforce property can be whatever you like, the default is 10.
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Charity Hughes
 
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