The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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So recently my killcams are completely borked.
https://pastebin.com/JZcVmaRd

The above is my load order. I do use Violens. Long story short my killcams have recently become ♥♥♥♥♥♥. No idea why. They weren't before. I've tried redoing my load order, patching, asking on the forums for the mod, and Google. If anyone can tell me from experience if something is conflicting I'd be very grateful.
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Showing 1-15 of 19 comments
bigdale Apr 24, 2018 @ 8:31pm 
If you add this to your skyrim INI files it will get rid of killcams.

[VATS]
bVATSdisable=1
Someguyinhere Apr 24, 2018 @ 8:37pm 
Originally posted by bigdale:
If you add this to your skyrim INI files it will get rid of killcams.

[VATS]
bVATSdisable=1

Thanks man, but I don't want them gone. Want them fixed.
neuralnetwork Apr 25, 2018 @ 6:23am 
Kind of obvious perhaps but have you checked your MCM settings?

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.
Zsrai Apr 25, 2018 @ 8:53am 
Yeah, what about them is actually "borked"? Did you check your VioLens settings? Did you randomly decide to add more mods to an existing save?
Someguyinhere Apr 25, 2018 @ 3:34pm 
Ah right. And no, I've done testing on new games as well as I tried to troubleshoot.

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.
Someguyinhere Apr 27, 2018 @ 12:42pm 
Still an issue.
Mringasa Apr 27, 2018 @ 12:54pm 
The only thing I can see that really affects animations is that underwater and aerial one. Does that permit combat while swimming and flying? And do you have any other mods that touch on animations at all? I see you don't have the usual FNIS, so that's one less series, but what other mods besides VioLens add animations?

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.
Someguyinhere Apr 27, 2018 @ 8:00pm 
Originally posted by Mringasa:
The only thing I can see that really affects animations is that underwater and aerial one. Does that permit combat while swimming and flying? And do you have any other mods that touch on animations at all? I see you don't have the usual FNIS, so that's one less series, but what other mods besides VioLens add animations?

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.
Last edited by Someguyinhere; Apr 27, 2018 @ 8:01pm
Mringasa Apr 27, 2018 @ 8:34pm 
Are you using NMM? I've noticed that with certain mods, even disabling them doesn't work properly with NMM. You have to delete them and clear them manually sometimes. This could cause serious problems though with scripts baked into your save file though.
smr1957 Apr 27, 2018 @ 9:40pm 
Originally posted by Mringasa:
Are you using NMM? I've noticed that with certain mods, even disabling them doesn't work properly with NMM. You have to delete them and clear them manually sometimes. This could cause serious problems though with scripts baked into your save file though.
This^ And, unless the mods being deleted or disabled are pure mesh/texture replacment mods or are mods using vanilla assets and vanilla spawns, you must go back to a save made before the installation of those mods, or start a new game - or keep the mods in (obviously not an option if the mods are breaking things). There are no other options - regardless of what anyone else says.
For full info on this topic, see:
http://steamcommunity.com/app/489830/discussions/0/1520386297681801135/
Last edited by smr1957; Apr 27, 2018 @ 9:40pm
Someguyinhere Apr 27, 2018 @ 11:16pm 
Originally posted by smr1957:
Originally posted by Mringasa:
Are you using NMM? I've noticed that with certain mods, even disabling them doesn't work properly with NMM. You have to delete them and clear them manually sometimes. This could cause serious problems though with scripts baked into your save file though.
This^ And, unless the mods being deleted or disabled are pure mesh/texture replacment mods or are mods using vanilla assets and vanilla spawns, you must go back to a save made before the installation of those mods, or start a new game - or keep the mods in (obviously not an option if the mods are breaking things). There are no other options - regardless of what anyone else says.
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.
neuralnetwork Apr 27, 2018 @ 11:43pm 
smr posted good and thorough instructions.

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.
Last edited by neuralnetwork; Apr 27, 2018 @ 11:51pm
Someguyinhere Apr 28, 2018 @ 1:31pm 
Well thanks for your help everyone. Honestly at this point, I'm too lazy to do all of that. It isn't worth the time to salvage the installation. I'm just going to uninstall, make sure all the files are properly deleted manually, and then start with a fresh, clean install. I'm going over my mods now with the intent of shortening the list, culling out the excess fluff that I've tried out but really don't use and getting my essential reinstalls down. I'll defintiely be sticking clear of anything messing with animations. Violens doesn't mess with animations in and of itself, everything it enables is in the vanilla game, including killcams you'd never see without a mod like it. Because for some reason Beth disabled quite a few that work flawlessly.
Zaflis Apr 28, 2018 @ 3:05pm 
The beauty of ModOrganizer is that it doesn't make any mess in the Skyrim's installation folder. You have complete control of what will be loaded and what order.
neuralnetwork Apr 28, 2018 @ 11:50pm 
I'm inclined to agree with Zaflis.

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.
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Date Posted: Apr 24, 2018 @ 8:27pm
Posts: 19