No Kill Moves
28 Kommentare
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Cardgamer 28. März um 4:56 Uhr 
Yeah, the moves casting too long. As Assassin you need to kill the enemies fast and quick or as warrior you need the time to block an attack. The kill moves would be nice, if they would only able on the last enemy.
Soulgriffon 24. März um 0:38 Uhr 
You lose alot of experience opportunitys with killmoves aswell, Does this disable decapitation to?.
sapienta 13. Aug. 2014 um 23:03 Uhr 
This is exactly what I was looking for! The killcam is a nice idea, in theory, but it's way too buggy. The fact that the option to turn it off is not available in the vanilla game is just stupid. Thanks again for the awesome mod.
Repeatable 15. Dez. 2013 um 10:25 Uhr 
@ c.dowd, the finishing moves are cool and all, but for those of us who might fight down to our last touch of health in the heavier difficulty modes and prefer not to continually slug down or use potions constantly it can be a real pain when control is pulled from the player when taking on multiple foes. I can't even keep track of the number of times I've been brought down by a foe from behind while the freakin' kill move cinematic played. If I would have had control of my character in each and every one of those instances I would not have been brought down - it's very frustrating. Just my opinion and experiences...
Wolf 27. Sep. 2013 um 16:50 Uhr 
sorry i thought you would not be able to turn it again. my bad :(
Wolf 27. Sep. 2013 um 16:48 Uhr 
i love finishing moves so why have no finishing moves why not just remove all of the slow motion so no waiting is implied?
onealone 23. Jan. 2013 um 22:55 Uhr 
deargahdinheaven, thank you. bout to drive me nuts with the constant pseudo-cutscene crap. esp. since you could be attacked while waiting for kill scene to end.
The Cupcake KING [The Combine] 6. Dez. 2012 um 10:22 Uhr 
ty justin
JustinOther  [Autor] 4. Dez. 2012 um 16:15 Uhr 
Sure. The FormID is XX0012C6
The Cupcake KING [The Combine] 4. Dez. 2012 um 16:03 Uhr 
one of my mods removes my inventory at the start of the game before i get my class items so the inventory isnt cluttered, When this happens i loose the all powerful skull. Could you please give us the skulls item number so i can add another one to my inventory?
dedla 30. Nov. 2012 um 13:04 Uhr 
If you're really well hidden and keep attacking fast enough, you can fully level your sneak in about 3 minutes with the bug, as well as give your one handed several levels. I even auto-fallowed the guy when he kept walking around on his patrol path.
JustinOther  [Autor] 29. Nov. 2012 um 16:02 Uhr 
This is due for an update and I'll try to pin down the backstab issue while in there. I'm thinking of removing the toggle option as one can just deactivate the plugin if they want kill moves.
Captain Ebola 29. Nov. 2012 um 14:46 Uhr 
I am having the same issue as dedla, the glitchy backstab animation that forces me to use my off hand to avoid it being triggered. I installed this mod to prevent the annoying ranged combat kill moves, but unfortunately whenever I attempt to backstab someone, my game bugs out.
opinger 25. Juli 2012 um 2:16 Uhr 
Thankfully this one works for ranged combat, all my builds are ranged never melee.

But, yes there has to be one but, you could say in the description that it is active from default and that we don't have to hunt for the item that triggers the menu option.

As you still havent said, it is a armour item, wouldn't it be better as a magic skill like other mods do?
dedla 12. Juli 2012 um 12:46 Uhr 
Works great as far as I can tell, haven't had a single slow-motion 3rd person arrow shot since.

Works great EXCEPT for back stabs with daggers. Whenever the throat slit animation activates the game just goes screwy. If in first person, the view shifts to the left of the character, the back stab animation takes place, but in only a fraction of a second, then the view shifts back to normal. This action causes zero damage, and seems to mess something up further: If done, and then the person is attacked normally, several attacks must connect before damage is noticed again, as if the messed up animation freezes their health in place. The throat slice can be done dozens of times, doing no damage, but still counting as One-Handed hits.

I've just taken to sneak-attacking with the off hand to avoid the animation entirely, though this gets tricky because the attack is much slower.
dedla 12. Juli 2012 um 12:45 Uhr 
JustinOther: Communicating in plain English would also clear up that you don't need to do anything, subscribing alone activates the mod. Instead you choose to tell us about global flipping of menu scripts. It's not stated or implied what the hell that might mean, nor do I think it's pertinent to make people go look up these vague terms or expect them to be experienced at making mods to know anything about what you're talking about. If you hadn't noticed this leads to confusion and guessing, like where you stated the KillMove blahblah is what made me think it still required some console work.
JustinOther  [Autor] 7. Juli 2012 um 21:26 Uhr 
dedla: That's the global flipped by the menu's script. It's not stated or implied anywhere that anyone needs to edit a file or use a console command.

The Nazca Mystery: At some point when the ground stops moving under our feet (Beth is done patching), I'll remake this and add more options/catch any Kill Moves not already covered.
Sir Campsalot 7. Juli 2012 um 10:42 Uhr 
great mod but I have one complaint. Dragons still have kill moves... they bite my head and fling me... lol
dedla 6. Juli 2012 um 23:52 Uhr 
By listing "KillMove [GLOB:00100F19] to 0", you keep giving the impression that this needs to be a console command, or that we need to edit a file and insert this code some where.

From the photo, however, it looks like it's a menu option that this mod automatically adds into the game. I'm going to try it out and hopefully figure it out, just saying you might want to clarify this to remove any confusion.
jarekstorm 16. Juni 2012 um 11:28 Uhr 
Thank you, seriously. Since 1.5 I had just quit playing due to the immersion breaking ranged killcams. With this game-saving mod, I am once again able to enjoy Skyrim, without being ripped out of 1st person and having my gameplay experience completely ruined. This should be an ingame option. Killcams have no place in an elder Scrolls game.
Blynat 18. Apr. 2012 um 1:44 Uhr 
im going to try it out, and ill let you know,
Blynat 18. Apr. 2012 um 1:43 Uhr 
i have random gliches with the kill moves in beast form. Does this stop the werewolf kill moves too?
worick 12. Apr. 2012 um 22:25 Uhr 
You just saved this game for me. After 1.5 I couldn't stand to play the game anymore because of the constant kill moves. It ruined the play for me.
Staypuff 27. März 2012 um 3:09 Uhr 
it works on bows! yay!
JustinOther  [Autor] 22. März 2012 um 8:22 Uhr 
New version is up.
StormFireKitty 21. März 2012 um 20:57 Uhr 
Grrr... I have never had to deal with killmoves before.... I run a sniper. Apparently they added stealth/archery killmoves in 1.5. I will be very happy if you manage to figure out how to block these @#%#@ things.

I just had a @#%@ skeever pull the slide 6 feet to the left miracle dodge, and I couldn't take a second shot because I was in the #$%@ killmove animation. I couldn't kill a SKEEVER because of the killmoves! Grrrrr....
JustinOther  [Autor] 10. Feb. 2012 um 9:28 Uhr 
DeeJayKennetNOR: KillMove [GLOB:00100F19].
ESG 10. Feb. 2012 um 3:03 Uhr 
What file did you edit?