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[VATS]
bVATSdisable=1
Thanks man, but I don't want them gone. Want them fixed.
Also, how exactly is the killcam messed up? On a quick glance I can't spot anything that would interfere with killcams on your load order though I'm not familiar with all of the mods listed which makes me assume that it might be just some settings gone wild.
If in doubt, try to reinstall Violens and see if it'll work out with default settings.
The way they're messed up is that they either don't work or don't work properly. The killcams initiate, but either I'm canceled out immediately, it stops and I'm stuck for a couple seconds, or my character freezes but the enemy is humorously stabbed to death by an imaginary friend.
That's going to be where your problem lies. Something is interfering with the killcam animation. I know sometimes with FNIS, I'll have a pause before a killcam engages. It can result in some oddball behavior, but nothing I'm not comfortable having.
Yeah I thought about that but I'm pretty sure I disabled it. If it's still there maybe I should fully delete it. And yes it does permit aerial and underwater attacks.
For full info on this topic, see:
http://steamcommunity.com/app/489830/discussions/0/1520386297681801135/
Don't worry. I'm not new to how scripts work in Skyrim. I was already testing my attempted fixes on new games. I may just clear out the animations entirely and then verify to redownload the untouched files. Although I don't know exactly where those are.
However, if going through that feels overwhelming, here's a short(ish) version.
If using NMM, follow through this procedure.
1) Verify that C:/Users/YourNameHere/Documents/my games/Skyrim Special Edition folder is cleaned
2) Verify that .../Steam/steamapps/common/Skyrim Special Edition/data is cleaned
3) Optionally verify that C:/Users/YourNameHere/AppData/Local/Skyrim Special Edition is cleaned
3a) AppData is hidden by default in Windows so you must manually edit the system to gain access
4) Restore your SSE via Steam
5) Re-install Violens and necessary required additional mods (SkyUI & SKSE)
6) Run the game through SKSE and test the setup
6a) Give Violens some time to let it manage itself
6b) Use console in main menu and "coc whiterun"
6c) Use console "tgm"
6d) Use console "help wolf" or "bandit"
6e) Use console "player.placeatme [wolf/bandit ID] 2"
6f) Eradicate the opponents to verify Violens in action
This procedure is needed to ensure that no leftover files from other mods cause conflicts. It's daunting to blow up your Skyrim setup I know, but if you use Nexus Mod Manager, it's unfortunately possible that ghost data is messing up things and without having access to your system files, it is the only way to make sure that there's nothing hindering Violens acting as intended.
If using MO2 follow through this procedure.
1) Create a new profile
2) Activate only SKSE, SkyUI & Violens using this load order
2a) Verify that you have the latest version of all mods and your Skyrim is up to date
3) Run the game through MO2 using SKSE
4) Follow the NMM instructions 6a-6f to verify Violens in action
Long story short, what you should do is to run your game using only Violens and it's requirements to check whether the problem lies with a mod conflict or something else. Chances are, that some yet unidentified mod is causing issues as Violens.
Additional troubleshooting:
The fact that killmove animations refuse to work as described indicates that there might be problems with A) animations B) SKSE scripting C) skeleton.
Since animations to my knowledge are built within Violens - or it uses vanilla anims, beats me - the A) is unlikely to be conflicted unless some other mod messes them up.
B) might be an issue if any of your mods isn't running the most recent version. Maybe SKSE/SkyUI/Violens aren't communicating with each other properly and results in the problems you see.
Do note that you must install SKSE scripts as well, this could be the cause.
C) Could be possibly an issue if the skeleton isn't configured properly but seeing that Violens doesn't require the well-known XP skeleton I'm guessing that isn't the underlying cause either.
Mod Organizer 2 is the best mod manager out there even with the little quirks it has. The initial learning curve might be troublesome but it allows you a lot of control over your modding setup. You can create different profiles for different mod setups and it will never dump files to your Skyrim folders.
The beauty of this is that no matter what you do with mods, you're always able to roll back without breaking things. What's more, you easily see what files overwrite each other on a mod-by-mod basis.
You don't need to be a modding guru well versed in the usage of xEdit, CK, WB, patch merging, LOOT metadata editing and so on to use it. Just download a bunch of mods, slap them all together and nice colour coded marking will indicate what's taking over what.
Pretty much the only downside is the underlying tech that makes setting things up for the first time somewhat slow if you're new to it. (Mostly) everything works fine with MO2, you just need to manually create proper startup settings.
Once you figure out how to work with overwrite folder & how to run things through MO2 so the VFS plays nice, you'll never look back.
In the future, Vortex possibly will overtake MO2 as the de facto mod manager but while we wait for that to get a full stable public release, MO2 is the way to go.
NMM works fine but when you mod a lot, often times something causes conflicts and troubleshooting NMM-installed mods is a lot more work than what Mod Organizer 2 requires.
Generally speaking, I'd say NMM is good for beginners and light modders - Mod Organizer 2 is the heavy modder's pick.