Dismembering Framework: The Beta is here!
🕑 Added 2024-07-31 03:19:51 +0000 UTCHello everyone,
I am pleased to announce the release of the first beta version of the mod (and probably the only before the final release)!
As previously mentioned, there have been no major feature additions. However, I have carried out extensive optimization work on various key points to ensure the framework's longevity.
In addition, the asset pack for humanoids has received a significant update, with no fewer than 712 assets created in recent days to cover most of the game's armor for each race.
What's New in This Update:
Humanoid Pack Update (712 assets): The boots and gloves of the following armors now have their own visual aspects when dismembered: Bandit, Blades, Daedric, Dark Brotherhood, Dragonbone, Dragonscale, Draugr, Dwarven, Ebony, Elven, Falmer, FarmClothes01, FarmClothes03, Focusing, Forsworn, Glass, Hide, Imperial Heavy, Imperial Light, Iron, Nightingale, Nordplate, Orcish, Scaled, Sons of Talos, Steel, Stormcloaks, Studded, Thieves Guild, Wolf.
Asynchronous Resource Loading: With the latest asset pack adding a substantial number of elements, it is crucial that they do not slow down the game's startup. Therefore, an asynchronous loading method has been implemented, and the entire asset loading algorithm has been updated. A parameter to define the priority of an asset has also been added to prevent potential future conflicts between various asset packs.
Creation of a Papyrus Reference Script: This script will allow mod authors to design and integrate their own assets into the framework without making it a dependency.
Added a parameter to play the slow-motion effect only when the last living opponent is killed.
Adjusted Blood Sprays: Added a parameter to limit blood sprays to their impact points. The default parameters have been slightly adjusted to prevent excessive bloodshed for those who do not configure the mod.
Prevent Full Helmet Beheading: Added a parameter to disable beheadings for opponents wearing a full-face helmet (to avoid an original game glitch where the head stays in place but part of the neck rolls on the ground).
INI File Return: The .ini file is back, but only to offer a few debugging features. You won't need to touch it.
And one more thing... It's possible that one or two playable races with what we might call a "fifth limb" can now be deprived of it. 🐱
If all goes as planned, the mod should be available on Nexus very soon. I then plan to add many new features that many of you have suggested! The process will be the same as with the framework, where development cycles will be limited to Patreon to ensure features are fully matured before being released on Nexus.
The adventure doesn't end here, so keep an eye out!
Download and Feedback:
You can now download the latest version of the Dismembering Framework and the updated asset packs here.
Your feedback is invaluable in helping me continue to improve and develop this project.
Thank you for your support! Feel free to post a message in the dedicated chat if you encounter any issues!
See you soon,
Seb263
Comments
JordEFC
Hi, I can't seem to dismember any NPC's when killed, only on their corpses
Seb263
You are welcome to make suggestions/feedbacks in the General tab of the chat on Patreon. Maybe I'll do something more official and open later on.
True
Do you have an official place to give feedback?
Art Vandelay
The only 2 mods I have that I could find that affect death were enhanced death cam and possibly Defeat. Still seemed to occur with those disabled. It seems to be working how I eould like it to FWIW. Maybe an option added to the MCM to disable the limb restoration upon resurrection would be helpful for testing. Thanks again for your work and reply.sorry for all the text, just trying to be helpful ! I’ve spent hours toying with this mod
Seb263
Unfortunately, this is not a long-term solution. Alpha 2 didn't have a real-time function to restore limbs during actor resurrection (hence the absence of your bug). Once again, you have only two solutions: disable the player dismemberment option in the MCM (which is disabled by default anyway) or remove the deferred death mod you are using.
Art Vandelay
I’ve fixed it completely by downgrading back to alpha 2. Same mods/load order, just swapping dismembering out at the bottom. I’m not sure if there’s some setting available in that .ini that isn’t in 03/beta’s MCM. Happy it’s at least working again now though.
Art Vandelay
I’ve found unchecking ‘limit rotations’ in Faster HDT SMP has fixed one of my issues. Decap is now working but all other limbs reattach and my inv still opens up immediately after getting dismembered. Still trying to figure out what’s causing that. The shaders from your mod are still applied, but limbs are reattached.
Art Vandelay
Thank you for the reply! Do you know of a way with xEdit or something to see what is affecting death sequences? I’m going crazy disabling anything I can think of 😬 Just can’t seem to get it working for the PC
Pikasso Nih
Ah, ok. Thanks
Seb263
Crashes related to decapitations are an inherent problem with RaceMenu. It is impossible for me to fix it. However, I have implemented the option to disable decapitations for unique NPCs (as they are the ones who generally have overlays). For everything else, no incompatibilities are expected.
Pikasso Nih
Hi. Are there any known incompatibilities? Like decapitation CTD due to face overlays.
Seb263
If the player's health regenerates and they don't die, it's likely because you're using an alternative death mod (those mods handle such situations). In this case, it is recommended to disable dismemberment for the player. The message regarding the limbs is normal, but the player isn't supposed to see it because they should normally be dead.
Art Vandelay
I’m having an issue that I’ve been scratching my head on. Dismemberment works fine on NPCs. But on the PC, as soon as it happens, my health goes back up & I get god mode, & an inventory screen pops up and it says a dismembered left calf/etc was added (the little popup from TrueHUD). As if it automatically searches the dismembered part. Can’t figure it out
Seb263
Thanks! It's entirely possible, and I fully intend to add them over time.
Bryan J LaRose
amazing mod!!! only thing i would really say is if it's possible to add it all creatures in game. that would be amazing.
aibrecher
thank you!
Fremie
Awesome, glad to be apart of this journey. Positive this will become a must-have for all modders alike, you do this community a great service.
Jade Jordan
You're fricken goated. Thank you!
Seb263
Rather than creating yet another ragdoll mod, I’d prefer to see a mod that adds specific physical impulses upon impact (for more impactful falls). Precision adds a lot of fun in this area with its dynamic collision system, but for ranged weapons, it still feels a bit lacking, in my opinion.
Seb263
Having received a lot of positive feedback on Simple Beheading in VR and having seen a few videos, it has convinced me that it would be more than welcome for this framework to be as well-thought-out as possible for both versions of the game. I’m glad to hear it's paying off, and I would be more than happy to see a preview through a video. Feel free to let me know if you decide to create any footage—I could even showcase it!
K Z
Oh I wasn't thinking of anything that advanced, just something like Action Ragdolls or this one https://www.nexusmods.com/skyrimspecialedition/mods/107266. I was just curious to see what you could cook up.
Joshua Miller
Your mod works so well that it's baffling to me that it wasn't designed with VR in mind. If you would like me to make a showcase video, I can try to make one in my spare time in the coming weeks. I'm on a Skyrim VR kick right now and I'm finalizing a 1500 mod load order, so I'd love an opportunity to show it off!
Seb263
There's not much left to be done in this area. Personally, I would love to replace Havok with Euphoria (the physics engine used in the latest GTA games and Red Dead). Unfortunately, that will remain just a dream.
Seb263
I plan to eventually create all the assets from the original game, including those for creatures. However, this is very time-consuming, and I hope the community can lend a hand in creating packs for the most popular mods.
Seb263
Thank you! I imagine the VR experience must be exhilarating. Unfortunately, I only have my phone to test it, but I'm glad it can benefit others.
When the
Gods be praised!
K Z
Just tested out the Beta, the custom props look amazing. I hope you add more armor pieces in future updates and possible CC armors as well. I got the CC armor integration mod so alot of my NPCs wear CC armors.
Joshua Miller
Awesome work! I'll be testing in VR and will report any issues I can find before release!
Thee
Being able to cut off the races tails is amazing attention to detail
K Z
I know this is out of pocket but I hope you create a cool realistic ragdoll mod one day :P
K Z
Yay!! I love what you've created, especially the dismembered limbs displaying their respective armor pieces!
damaclos
Looking forward to the full release! Amazing work