Dismembering Framework: Alpha 02 - SFX & VFX
🕑 Added 2024-06-14 21:40:30 +0000 UTCHello everyone,
I am excited to bring you the latest update for the Dismembering Framework!
This update introduces stunning visual and audio effects to the Dismembering Framework. You'll now experience dynamic blood effects and a bullet-time feature, significantly boosting the immersion and excitement. Additionally, all remaining bugs reported by users have been identified and fixed.
For those discovering this project, the Dismembering Framework is an innovative platform designed to enable the dismemberment of all types of actors in the game (NPCs and creatures), including those added by other mods. It is a complete framework that does not alter the original game assets (or those of other mods), thus avoiding conflicts. Independent asset packs are recommended to fully enjoy the immersion.
What's New in This Update:
Visual and Audio Effects:
Dynamic blood effects that enhance the visual realism during combat.
A multitude of specific sounds for different types of dismemberments, depending on the armor worn and the weapon used.
A bullet-time feature that adds dramatic slow-motion effects during dismemberment.
Bug Fixes:
The sword or shield of an NPC whose corresponding arm has been severed will no longer disappear.
All bugs previously reported by the community have been fixed, ensuring a smoother and more stable experience.
Future Plans:
Future updates will most likely focus on integrating a comprehensive MCM (Mod Configuration Menu) to allow users to customize their gaming experience. An initial asset pack for creatures will also be developed soon, further expanding the framework's capabilities.
Download and Feedback:
I invite you to watch the video above to see the new features in action and download the latest version of the Dismembering Framework and the accompanying asset pack here. Your feedback is crucial, so please share your impressions, questions, and suggestions.
A big thank you for your unwavering support and passion. It's thanks to you that all of this is possible.
See you soon,
Seb263
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?