Skyrim Special Edition

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Created by

ap05

Uploaded by

novon1

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About this mod

SLAY ALL.
Vergil's Judgment Cut End from the Devil May Cry series is reinterpreted in Skyrim.

Requirements
Permissions and credits
Changelogs

Requirements
SKSE / Every process requires.
Payload Interpreter / is required for VFX playback during animation. 
NEMESIS / core system, without which nothing can be started.

DAR / This is required to allow the JCE to be cast only under certain conditions. 
IFrame Generator RE / Prevents stagger by making them invulnerable during casting.
True Directional Movement / Move the mouse freely during casting.
XPMSSE / Requirements for creating VFX in the correct position. 
ADXP / MCO 1.02 and earlier versions only. In version 2.0, non-MCOs will work, but Nemesis is still required.
Install the required mod and then install this mod.

Recommended
HDT-SMP Force Fields 2.0 new 
This applies an antigravity SMP physics effect to a small area in the intro phase. It will not work if not installed.

Mod Descriptions
When you load a save game, you get the Judgment Cut end spell.
Select a JCE spell from the spell menu and use it as your shout key (Z by default). If the action is available, end the current action immediately and cast it.
For casting, you must have 80% or more of Magicka, and all Magicka will be consumed when activated.
Damage dealt is the sum of all attributes. The amount of damage inflicted depends on the game difficulty setting.
90 seconds cooldown time.
You can configure detailed settings using console commands.
Spoiler:  
Show

Open the console and set it up.
set xxx to value (ex: set jcecooldown to 50)
(D) = Default Value

JCEStagger / 0(D) - Enable | 1 - Disable
JCEWeatherToggle / 0(D) - on | 1 - off
JCEVoice / 0(D) - Get Caster Gender | 1 - DMC Vergil Voice | 2 - GI Narukami Voice | Disable All values except 0, 1, and 2
JCECooldown / 90
  • Cooldown time, in seconds.

JCEReqHP / 0
 or
JCEReqSP / 0
 or
JCEReqMP / 80
  • Cost required for casting. If it is less than this, you cannot cast it. percentage.
  • 0 - Disable  |  1>= - Enable | 0~100

JCECostHP 0 | The caster does not die from this damage.
JCECostSP 0
JCECostMP 100
  • This is the cost of casting. When casting succeeds, it consumes a percentage.
  • 0 - Disable  |  1>= - Enable | 0~100

JCEDmgHP 1.00
JCEDmgSP 1.00
JCEDmgMP 1.00
  • Inflicts damage equal to the attribute multiplier value.

JCEDmgMultiply 1.00
  • Damage multiplier.

((HP+SP+MP) * DmgMultiply) * Game Difficulty Setting = Damage
(50+100+100 * 1.00) * Novice(2.00) = 500
(100+100+100 * 1.00) * Adept(1.00) = 300
(100+150+150 * 1.00) * Legendary(0.25) = 100




Known Issues
  • IMOD Monochrome effect not being applied. / Requires ENB that supports Image Space effect.
  • The NFAC sticky version will ignore magic effects under certain conditions, which causes JCE not to hit.
  • True Directional Movement - Head Tracking / If you use Nemesis' head tracking, There is a bug where the upper body leans to look back while JCE motion is playing. 
  • Bug causing characters to become invisible on certain interior walls / I know how the problem happened, but I don't know how to fix it.
  • Console commands don't work / The cause of the problem is unknown.



Q&A

Some of the effects do not play.
 - If the FX slot (61) is being used, some effects may not play.

There is a bug where the weather switches instantly when casting in the process of changing the weather.
 - Due to papyrus script support limitations, the outgoing weather will change immediately.

I used a shout, but the JCE animation is not playing.
 - Make sure your DAR is working properly.

I used a shout, but a completely different animation is playing.
 - Modify the priority of the DAR folder.
If you don't know the folder priority of your DAR, use the following simple method.
Judgement Cut End - ap05's Remake\Meshes\actors\character\animations\dynamicanimationreplacer\_CustomConditions.
Modify the folder name 2150004905.
This value should not exceed 2.17 billion.

JCE animation plays but no VFX.
 - Check that the payload interpreter is working properly.

Will you support anything other than MCO? (Vanilla, SKYSA, ABR, etc)
- [Forced animation speed of MCO] If the attack speed is not the default, the sync will be broken, so I have no intention of officially supporting it.
However, if you rename the hkx file to match the animation you are using, you can use it even if you are not an MCO.
Now all you need is Nemesis system and it should work.


Check out this guy's red JCE
yeoericeric. thanks for the awesome tweak!

Special thanks
elysees - slash tri vfx base And his mods have always inspired me.
Payload Interpreter - A fantastic animation event system like never before.
Babo Factory youtube - 3ds max animation creation process has been very helpful to me.
EldenSkyrim - I took the idea of instant casting from this mod.

Thank you for advice and technical support.
I would also like to thank those who have helped me directly.

Credits
SKSE | https://skse.silverlock.org/
SkyUI | https://www.nexusmods.com/skyrim/mods/3863
Nemesis system | https://www.nexusmods.com/skyrimspecialedition/mods/60033
ADXP / MCO | https://www.skyrim-guild.com/distars-mods/adxp-mco
DAR | https://www.nexusmods.com/skyrimspecialedition/mods/33746
Payload Interpreter | https://www.nexusmods.com/skyrimspecialedition/mods/65089
IFrame Generator RE | https://www.nexusmods.com/skyrimspecialedition/mods/74401
True Directional Movement | https://www.nexusmods.com/skyrimspecialedition/mods/51614
HDT-SMP Force Fields | https://www.nexusmods.com/skyrimspecialedition/mods/79899
XPMSSE | https://www.nexusmods.com/skyrimspecialedition/mods/1988
SSE CreationKit Fixes | https://www.nexusmods.com/skyrimspecialedition/mods/20061
Nifskope https://github.com/niftools/nifskope/releases
Outfit Studio https://www.nexusmods.com/skyrimspecialedition/mods/201
Tes5Edit https://www.nexusmods.com/skyrimspecialedition/mods/164
Eldenring assets - Glass Texture
Fallout4 assets - Textures
Creationkit