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2025 Roadmap: Dismembering Framework & Other Projects

🕑 Added 2025-01-08 02:20:41 +0000 UTC
2025 Roadmap: Dismembering Framework & Other Projects

Comments

Auctor Lucan

Congrats on the release of SS on the Nexus! It's flawless in my game, and I love how it works together with DF. Thanks! One request for 2025 - since other mods that try to do this is either abandoned, flawed and/or limited - would be for werewolf effects. When feeding on a body as a werewolf, it would be awesome to apply some kind of added gore. Either in the form of lots of blood covering the area eaten upon, and/or - which is more difficult - add some kind of ripped out innards/gore on top of the torso. Also, separating werewolf melee from unarmed in config so that you are not forced to have bare knuckles decapitate or dismember npcs if you want werewolf melee to use DF. Keep up the awesome work and don't forget to rest and have fun with this project! Thanks again for everything so far.

Seb263

Nothing is impossible, just look at what Skyrim looked like back in 2011. That said, we're talking about highly complex features that require strong skills in reverse engineering and physics, which I currently don't have. Maybe it would be a good idea to ask the author(s) of HDT-SMP about it.

Connor Smith

GOD this is the kind of stuff i wanted for skyrim for ages! I know you already had ideas for animations, but im just curious on one thing: Do you think it's possible for active ragdolls to work in skyrim's engine?

Seb263

It has been the case from the beginning. You just need to create the race-specific JSON files (and possibly new assets, if the race visually differs too much from those in the base game). All the information is available in the official documentation: https://seb263.fr/mods/skyrim/dismembering_framework/doc/json.html

dkoscarp

Will support for custom races be added? As it is now, it only seems to work for vanilla races.

*47mode

Awesome! Take all the time you need man. I can’t wait.

Seb263

Hi, Despite a somewhat complicated schedule at the moment, I hope to release a new version of Sanguine Symphony during March. The mod has evolved significantly since the initial version, and the integration of "the new feature", although quite complex, seems to be paying off. That being said, I want the mod’s effects to adapt to all possible scenarios. Therefore, JSON files will now be used, similar to DF, to assign functionalities precisely and without conflicts. I'll talk more about it soon!

*47mode

Looks absolutely beautiful. By far my most anticipated mod! Any updates coming soon?

Seb263

Thanks. If by "vertical decapitations" you mean being able to cut a body in 2 from the top, then it is indeed much trickier because nodes don't work that way. To do this, you would have to create predefined assets for each armor, which represents a crazy amount of time to spend on modeling. I will first move forward on what I know is "theoretically" feasible, but don't hesitate if you have any advice or ideas ;)

hargas

impressive progress. judging by the implementation method, would it be safe to assume vertical decapitations are off the table? ive an 'idea' of it could be implemented but nothing sophisticated.

Tyler

I think I'm most excited to see Sanguine Symphony finally join the lineup on Nexus. I've been excited for the official release of that one. Plus, I could never get Cinematic Kills to work correctly anyways. The updates to DF will really kick it up a notch. Especially the appeal of using a big greatsword to cleave enemies in two >:D The localized damage is a cool idea too, especially if that ends up doubling as a sort of real-time injury system between both the player and NPCs (like arm damage means doing less melee damage and having slower attack speed).

Seb263

Thank you for the compliments. Regarding animations, it's the part I dread the most because I have no skills in that area. Ideally, I’d like to have a complete set of animations where the NPC is thrown to the ground and struggles to move pathetically (a "bleeding out" phase where the animations would be dynamically replaced using OAR). I’ll see when the time comes what I’ll be able to manage, but it’s not unlikely that I’ll have to rely on other talents than my own to get quality animations. That shouldn’t be too much of an issue, though, given the incredible talent that has emerged in this field over the past few months.

Joe

Very impressed with the modular approach you are taking, and live dismemberment sounds like a really cool system. Any plans for the animation side of things?

David Ryno

you just never miss, keep it up!

Sansolo omni

I love this guy <3 Keep up the amazing work :D

SD

Holy crap, that’s literally the endgame right there, that is what people have been trying to make since Deadly Mutilation.


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