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Hello 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

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Comments

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

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.

Pikasso Nih

Hi. Are there any known incompatibilities? Like decapitation CTD due to face overlays.

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.