Patrefans
Seb263 from patreon
Seb263 patreon

Dismembering Framework: Alpha 02 - SFX & VFX

🕑 Added 2024-06-14 21:40:30 +0000 UTC
Dismembering Framework: Alpha 02 - SFX & VFX

Comments

PATATAS Gaming

sir pls what blockhit animation are you using in 0:13 ? 🙇

hargas

thanks for the quick reply

Seb263

A large number of limitations and weaknesses encountered with Maximum Carnage are not an issue with Dismembering Framework. My mod performs dismemberment operations at the engine's source code level rather than through scripts, meaning that the dismemberments are smooth and instantaneous. The framework also allows cutting off any limb from any type of actor, regardless of the armor worn. Modded armors can therefore be sliced without any problem. Regarding the dismemberment of other parts, it is theoretically already possible thanks to the very permissive nature of the framework. However, high-quality assets need to be created for the visual rendering to be more convincing. Therefore, I am putting this feature aside for now because I already have a lot to do with the basic limbs. I will probably revisit it after the release.

hargas

I'm curious, does it have the same limitations as maximum carnage regarding custom armors? Edit:: I'm also wondering if its a planned feature for more decapitation features? such as separating the actor at the waist, arms at shoulders and legs at hips.

Hayden Jurko

Awesome thank you. Very cool.

Seb263

Dismemberment only occurs if the target's health drops to zero (or if they are already dead). Currently, it is possible to set the percentage chance for each type of attack (light and power attack) that a hit can dismember the opponent. Once the MCM is completed, each type of weapon will be configurable to allow dismemberment or not through various factors (chances, heavy armor, etc.).

Hayden Jurko

Just trying this out now is it gurenteed dismemberment on hit or on power attack? It would be cool to have the dismemberment only on power attacks.

Art Vandelay

EDIT: Found the ini settings. Great work! Is it possible to make happen on the PC? Correct me if I’m wrong but I did testing and it doesn’t seem to happen

Seb263

Yes!

Lucifur

Sweet so simply put, i can use both Enhanced blood textures and your mod together? :)

Seb263

The meshes I designed for the dynamic blood effects are linked to the default game textures. In other words, if you use a mod that replaces the textures, those changes will also apply to the meshes in my mod (which is not an issue at all and actually intentional). For example, in my video, I used Enhanced Blood Textures, and you can see that the new textures are properly applied.

Lucifur

Will enhanced blood textures be compatible with your mod or must i only use this mod for the blood textures? Amazing mod btw! love it so much! :)

Jade Jordan

It works nicely with maximum carnage, currently on the Alpha 02 build V2.

Seb263

Users seem to agree that it's pretty compatible at the moment.

bruh

is this incompatible with maximum carnage?

Seb263

Not in the near future, although the framework allows it, provided you are not too particular about the quality of a generic asset representing half a body that is unlikely to match the other half.

LrkF4n

I noticed in your preview no half cuts to the body, like a waist cut .Is there any chance of hosting this feature?

Hoang Dai Nguyen

Can't wait !!! :)

Poseidon's_ Heir11

Awesome ty so much

Seb263

Since there is currently no MCM, you can disable this effect by opening the file DismemberingFramework_BaseData_TEMPLATES.json and setting the value of "PlayerEffectSpell" to an empty string ("").

Poseidon's_ Heir11

so i really like the mod and i want to try alpha 2 but i dont want bullet time is there a way i could disable that?


More Creators