Bealdwine Posted April 18, 2012 Posted April 18, 2012 The Dance of Death - A Killmove Mod for Update 1-5 As (almost) always I am not sure this is a STEP valid suggestion ;) However I have just started testing this as an alternative to AdvancedKillMoves which I know a number of STEP'ers use. I have been using AKM for some time but what attracted me to this mod was:"By default, the new killmoves added by The Dance Of Death are unlocked by gaining specific perks associated with the weapon types the killmoves are for"which seems more natural and lore friendly than simply having the skill to pull off these moves from the early levels. Still in testing mode but if I hit any problems I'll edit here with details.
Mardread Posted April 18, 2012 Posted April 18, 2012 I am using this one right now and it looks good. I have seen some pretty good animations so far with it. They also do not hang up and do nothing like Bethesda's does.
z929669 Posted April 18, 2012 Posted April 18, 2012 I personally like the idea of 'unlocking' kill moves with skill increases.... now we just need to get this silly skill/leveling system fixed to be slower, smarter and more dynamic!
Bealdwine Posted April 18, 2012 Author Posted April 18, 2012 I personally like the idea of 'unlocking' kill moves with skill increases.... now we just need to get this silly skill/leveling system fixed to be slower' date=' smarter and more dynamic![/quote']Well, not sure the "smarter and more dynamic!" bit applies but there are a number of mods to slow progress speeds. The one with the most endorsements is 'slower leveling up with tutorial by Dammal19' which includes a short tutorial for use with the CK - I'll place it here for now as they seem complementary but do say if you feel it deserves an entry of its own. --TUTORIAL: CREATING A LEVELING-SPEED-FILE WITH THE CREATION KIT-- 1. Start the creation kit 2. leftclick "File" (on left top), then leftclick "data..." 3. Check "Skyrim.esm" and press ok. It takes 10-60 seconds to load now. If you should get any error-messages (as me) before it starts loading, dont wonder. They pop up everytime you start that creation kit again, but its just fine canceling them or denying them (not sure how it works in the english version, I might get different errors because I'm from germany :P) 4. now, when the Skyrim.esm has loaded, leftclick "Character" on top, and then leftclick "Actor Values" 5.leftclick at "Type" on top will sort your skills together, you should now see them (OneHanded, TwoHanded, Marksman, Block, etc) 6. now here comes the enjoyable part: Whatever skill you want to change, click on it. On the right side there are some values/stuff now. The only thing that matters for you is "Skill Use Mult". For example, its 6.3000 for OneHanded by default. What this mean is, when you change this into 3.1500, OneHanded will increase with half of the speed as before (e.g. youll now need 40 hits instead of 20 hits to get from 20 to 21). If you change it into 0.6300, you would even need 200 hits instead of 20 to stay in this example. But if you change that 6.3000 into 12.6000, you would need only 10 hits instead of 20. In my file "5 times slower" I have changed 6.3000 -> 1.2600You can adjust every skill to your own favors with this method, just as you want to balance your Skyrim :) [iMPORTANT: Patch 1.5 - Note: When you change the SMITHING value, start off with a default value of 3.7000 (or even lower maybe, not sure currently), not 160.0000 as shown. E.g. if you want 2x slower you have to change 3.7000 -> 1.8500 . This should compensate a weird bug. I can't change it :( ] 7. after you have done this with all skills you like to change, leftclick "ok" 8. leftclick "File", then "Save" 9. save your new own mod into your Skyrim/data folder. You will give it a name you like (e.g. "My_Skyrim_level_rebalance"). It will be safed as a .esp-file. The path should normally look something like Steam -> SteamApps -> common -> skyrim -> Data 10. The last step is to make sure your new mod is checked in your skyrim launcher. It has the name you gave it when safing (e.g. My_Skyrim_level_rebalance)I hope this helps anyone out there.
skwareballz Posted April 19, 2012 Posted April 19, 2012 You could create your own mod with the CK, but I would recommend Elys' Skyrim Community Uncapper. It allows to adjust almost every aspect of leveling, including how quickly each skill levels, and how much each skill contributes to overall leveling, plus a ton more options. https://skyrim.nexusmods.com/downloads/file.php?id=1175
Bealdwine Posted April 19, 2012 Author Posted April 19, 2012 Good catch skware I hadn't seen this one but it seems fairly comprehensive and well thought out.
bpr5016 Posted April 20, 2012 Posted April 20, 2012 I liked this mod when I first saw it, but haven't tried installing it yet. I have been using Kill Move+ (link) for some time but I think the author hasn't updated it since February. Is "The Dance of Death" or "Advanced Kill Moves" a good substitute for Kill Move+? I love watching my guy send bandit heads rollin'
Bealdwine Posted April 20, 2012 Author Posted April 20, 2012 I have used Killmoves+ and then Advanced Kill Moves and both are very good, i just felt at odds with my low level character being able to perform some highly skilled kill moves. Simply for that reason I will switch to DoD during the next STEP reinstall.
rootsrat Posted February 8, 2013 Posted February 8, 2013 I just dug this topic out and I think that regarding this: I personally like the idea of 'unlocking' kill moves with skill increases.... now we just need to get this silly skill/leveling system fixed to be slower, smarter and more dynamic! You could create your own mod with the CK, but I would recommend Elys' Skyrim Community Uncapper. It allows to adjust almost every aspect of leveling, including how quickly each skill levels, and how much each skill contributes to overall leveling, plus a ton more options. https://skyrim.nexusmods.com/downloads/file.php?id=1175 Katixas Skill Lock Cap could be useful as well. It lets you to cap choosen skills so that they don't level over configured value. I checked with the author and theyv'e said it's compatible with the Community Uncapper. I am acutally going to include KSLC in my new playthrough and see how it works. In fact, I am going to recommend it in separate thread :)
EssArrBee Posted February 8, 2013 Posted February 8, 2013 I just dug this topic out and I think that regarding this: I personally like the idea of 'unlocking' kill moves with skill increases.... now we just need to get this silly skill/leveling system fixed to be slower' date=' smarter and more dynamic![/quote']You could create your own mod with the CK' date=' but I would recommend Elys' Skyrim Community Uncapper. It allows to adjust almost every aspect of leveling, including how quickly each skill levels, and how much each skill contributes to overall leveling, plus a ton more options. https://skyrim.nexusmods.com/downloads/file.php?id=1175[/quote'] Katixas Skill Lock Cap could be useful as well. It lets you to cap choosen skills so that they don't level over configured value. I checked with the author and theyv'e said it's compatible with the Community Uncapper. I am acutally going to include KSLC in my new playthrough and see how it works. In fact, I am going to recommend it in separate thread :)Community Uncapper already has the feature built in. In the ini look under [skillCaps] and also [skillFormulaCaps] which will cap the max skill you can have with bonuses like armor, rings, and potions.
Neovalen Posted February 8, 2013 Posted February 8, 2013 On the actual topic of this post... TDOD is amazing. Mcm configurable with dragon born support. If your not using it... do yourself a favor and DL it.
rootsrat Posted February 8, 2013 Posted February 8, 2013 Aaah, one mod less to worry about then! Thanks for the tip, in all the honesty I've never fully looked into uncapper ini config...
carlos3lance Posted February 23, 2013 Posted February 23, 2013 Hey there ;) Just revisiting this mod, after observing the development of several of its kind. What's the general verdict about it? Anyone observed any unwelcome effects with the current Step contingent?
Octopuss Posted February 13, 2014 Posted February 13, 2014 An update from the author:...Alrighty then. I feel that it's time to finally put words to the status of TDoD, instead of letting inference do the talking for me. It's not, strictly speaking, an "autopsy," just a commentary on the reasons why TDoD has progressed to the stage it has, and gone no further. Long story short, a combination of factors forced the mod into an indefinite holding pattern. The biggest of these was the fact the release of Dragonborn and its' CK update, which featured a particularly stubborn bug that would automatically crash the program if an .ESP was loaded which made changes to the animation trees that differed from Dragonborn's animation structure. That's probably not the most accurate way of describing it (I'm by no means an expert) but a member of the community informed me that other experienced modders had experienced the same issue, and it wasn't the fault of my ageing computer. Without the ability to edit animation trees, I couldn't continue to add new killmoves and features to TDoD. I discovered all of this at the same time that I started a new year at Uni, so I very quickly ran out of time to make the few small modification I could make to improve the existing features of the mod. I had a lot of plans for adding to The Dance of Death, plans which would have continued to expand my (very minimal) skills as a modder, but unfortunately I haven't had the time or support to discover a workaround, if such a thing even exists, which would enable me to continue to work on it. I'm now also writing the first in a planned series of fantasy books while working in my off-time, so modding is sadly beyond my current capacity. In the past, I made subtle requests for somebody to nominate themselves to take over the helm of the mod, to keep polishing and adding to it over time. However, I never managed to get anybody to come on board, and eventually it ended up being, for all intents and purposes, abandoned. I would often check in on it, but I wouldn't have the time to provide any technical support or respond to any comments, be they positive or negative. Now, I need to be more overt with my request. The Dance of Death needs help if it is going to continue to be added to. I'm currently preparing the most up-to-date version of the mod that I have on my computer, which adds no new features to the old version but fixes several small technical flaws that were resulting in abnormal behaviour with the special settings of the mod. I am bundling the source scripts in with this version, which I have not done for a while, in case anybody wants to play around with them and fix up any poor scripting work that I have made along the way. However, the main bulk of the work will rely on finding a way of getting the Creation Kit working with altered Dragonborn-era animations. ...Yeah, I haven't got much more to add. I'll keep writing when I think of something else to say other than sorry for the combined lack of updates and lack of communication with everybody. I'm so immensely grateful for everyone who has stepped in to fill the void, offering aid to one another and helping to keep people enjoying Dancing with Death for such a long time. I really do hope that somebody, or several somebodies, will be able to step in and help keep the dream going, but for now I wish everyone the best with their gaming experiences and I'll try to keep popping in as often as I can.Someone help him!After watching some videos this is a true pearl of a mod.
Allsunday Posted February 13, 2014 Posted February 13, 2014 Never had a problem with this mod and I don't really need more features.
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