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DAMN THIS COMMENT IS FANCY
▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬
I don't know why but every time I went to Riverwood the game closed down.
I am now standing in Riverwood without problems... and without the mod installed :I
Tem08 - no, because the chances are not part of the mod, you can already do that with the game
ChesslyCheckers - I think there are some that requires 3rd person, there are other mods that might accomplish it though
El Cablo! - no
lolthingy - http://gaming.stackexchange.com/a/142518
Lieutenant Doge - It's an armor from TERA armor collections (UNP) from nexus, there are tons of armors, I forgot which one this was
Trogdor - Using the creation kit, there is an animations section that has a bunch of conditions for it to happen. One of them is the last enemy, I simply remove that. Very simple.
the commands dont work
[set killmove to (0-1)]
[set killmoverandom to (0-100)]
NOTE: the "to" bit IS required
hope this helps
It makes all kill moves more common because it takes away the last enemy condition, and because the chance is raised to 100% (which you can change yourself through the console).
@Shadow
I don't really know what exact conditions need to be for a kill move, although I noticed kill moves are happening more for me if I don't move while I attack the enemy. If you look in the creation kit under Gameplay > Animations, and find the kill move animations, it shows all conditions that you can change/remove. There's really not alot of conditions, mostly just the weapon, enemy, and if the attack will kill the enemy. Not alot a modder can do to alter kill moves past those.
BUT - there have been cases where I've been directly facing an enemy on perfectly level ground and laid a killing blow on him without an animation triggering. Quicksaving and loading right before the fatal kill does give killmoves randomly between quickloads.
Perhaps a more in-depth mod that tells the conditions to get fucked would be handy, though I'm not asking you to perform such a herculean coding task.