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CinnaMewRoll

Uploaded by

CinnaMewRoll

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About this mod

Skyrim's trolls can now give you a stylish death. Also includes one animation for werewolves to finish them off.

Requirements
Permissions and credits
Since the trolls of Skyrim didn't have any killmove animation towards humans (but the other way around), I've always wanted to somehow fill that gap and learn more about creating killmoves with Creature Generator Behavior. So these five animations I've made were done entirely from scratch in Blender. Comes with an optional patch for VioLens. And the trolls' killmove animations require Kaputt to trigger unless you're only here for the werewolf-on-troll killmove.
The plugin is ESPFE. (A known issue is that the human actor may appear glitchy during the decap anim)




Installation:
Just install like you would do with any other mod, where you download the archive and drag-and-drop it into your mod manager such as Vortex or MO2. Take your time customizing the installation progress. Then you enable the mod.

IMPORTANT!
This mod depends on Creature Behavior Generator. After installing my mod, be sure to first rebuild your FNIS and/or Nemesis if you have them. Then you run the CBG tool. I will just not answer to any errors you may encounter while trying to use the tool.

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Questions & Answers

"You Troll-feeding s'wit! Why would you waste time making this useless mod?!"
I wanted to make the encounters will Skyrim's trolls more menacing, giving you more of a reason not to let them gain the upper hand unless you have little to nothing against getting your a$$ kicked from time to time, per se. And let's not forget about Dawnguard's armored trolls helping you slay vampires and such.  And for as long as I can remember, I've been wanting to somehow animate killmoves for trolls back when I wasn't nearly as experienced with exporting animations made in Blender, that was also before I even knew of CBG. So, if this mod makes you hate trolls even more (which you have the full right to since they're already annoying enemies), that's cool, just be sure to show some respect for my hard work, but more importantly - My decision on what I want to add to the game and what not. You don't have to download it if it's not your cup of tea or if you'd rather play as an OP dragonborn. What matters is that I had fun working on this and that some people appreciate being faced with more challenges.

"Why is Kaputt needed for the trolls?"
I did try to integrate the killmove animations to new attack-based idle branches, but the results were pretty buggy, like trolls would just stop attacking after excecuting a killmove (when facing multiple targets or when I used the TIM console command). Besides, Kaputt is one killmove framework I'm currently using, you can make custom killmoves seamlessly trigger as intended without having to create attack-based idle branches in the CK or make the animation trigger through countless of conditions and having to worry about compatibility, but instead adding the paired animations in the loose idles branch. Should anyone know how to make the animations trigger vanilla-style without any issues and PM me about it, I would be grateful. And so, the only animation that gets triggered vanilla-style is the werewolf-on-troll one, that's also the animation I decided to add to compensate for the troll ones.

"I have no desire to see the decapitation / The decapitation causes my game to crash"
Open the GetTrolled.json file with Notepad in Data/SKSE/Plugins/Kaputt/anims folder, highlight the following section
Spoiler:  
Show

    "Kap_TrollKillmoveGrabDecap": [
        "front",
        "a_troll",
        "a_all",
        "v_human",
        "v_all"
    ],
and press Delete/Backspace, then you save the file. Decapitations are known to make the game CTD for Racemenu users, but you can counter that if you have SSE Engine Fixes.

"Are you gonna add more animations in the future?"
Maybe not for this mod as I feel I've added all the animations I'd been meaning to make in the first place. But in the distant future I do have thoughts of adding killmoves to a handful of other creatures in a separate mod.

"Do you take animation requests?"
The answer is no, at least for now. I'd rather not feel pushed into modding based on others' tastes but my own. Modding in general is very time consuming. Plus I currently feel I have alot on my plate already, too many other things to worry about in other words.

"Can you teach me how to animate in Blender?"
I'm not sure if I have enough influence to elaborate how I manage to pull things off and import my animations to the game, but if you're lucky or at least do some online research yourself, you can find plenty of tutorials on Youtube for instance, and also find some good animation tools here on the Nexus. For example, I use this tool to merge two animations into a paired one.

"You were all set on uploading this mod on April Fool's Day, weren't you?"
...more or less! Trololo...
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