Dismembering Framework: Alpha 01 - Humanoid Pack
🕑 Added 2024-06-03 13:33:51 +0000 UTCHello everyone,
I am thrilled to announce the long-awaited release of Alpha 01 of the Dismembering Framework! After many weeks of hard work on this mod, I have finally achieved a promising preview.
The first Alpha version of the Dismembering Framework is now available! The framework itself does not modify the game, so it is accompanied by an initial partial asset pack for the dismemberment of humanoid NPCs (all races included), ensuring a stunning and immersive visual experience.
What is the Dismembering Framework?
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 You'll Find in Alpha 01 of the Framework:
Dismembering Framework.esm/bsa/dll: The base files of the framework, which will not impact the game until instruction files (.json) are added.
DF - Official Humanoid Pack.esp/bsa/json: The initial asset pack that enables the dismemberment of humanoid NPCs (all races included) with more detailed visual effects.
Compatibility: The framework is designed to be compatible with most (if not all) existing mods.
Alpha Version: A Promising Preview
I want to emphasize that this version is an alpha, which means it may naturally contain bugs and is just an unfinished preview of what I aim to create in the end. However, I have conducted multiple tests and found no major or intermediate bugs. Your feedback will be essential to identify and fix any issues and guide future improvements.
Future features I plan to work on over the coming weeks will include dynamic blood effects, various visual effects, and probably new sounds for an even greater immersion. Note that eventually, an MCM will be created with a wide range of options to configure the framework according to your preferences. This step will be one of the last. For now, the DismemberingFramework.ini file remains available in the "Plugins" folder of SKSE.
See It for Yourself
I invite you to watch the video above to see the Dismembering Framework in action and to download Alpha 01 and the accompanying asset pack (https://www.patreon.com/posts/dismembering-01-105491702). Your feedback is crucial, so please feel free to 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
Seb263
Hi, This bug is supposed to be completely fixed in Version 6 ;)
Seb263
It is indeed the skeleton I saw in the logs. However, I installed it and created massive battles with over 100 NPCs to push the limits, and I didn't experience any crashes... I doubt I can find the cause for now, but I'll keep this potential issue in mind. Don't hesitate to temporarily disable some mods to run tests and possibly identify the cause.
K Z
Thank you for the response! I do use a ragdoll mod called Action Ragdolls. Perhaps it's that skeleton causing the issue? EDIT : I just tried the V4, it still crashes although not as constant as V3.
Seb263
These crashes seem to be related to the NPC skeletons (apparently altered by Enhanced Character Edit). I tried to replicate the issue by installing a similar skeleton.nif (although I'm not sure which one it actually is), but I didn't encounter any problems myself. Nevertheless, I have made some modifications to the function responsible for altering collisions in the mod's plugin to minimize the possibility of a crash. Could you try the new version (V4) and let me know if there's any improvement? Regarding the severed limbs, I haven't found any other solutions at the moment besides using manually generated assets (and they take a long time to make). I plan to cover all the vanilla assets in the near future, and other modders will be able to provide their assets for their mods. P.S. I just created a Bug Report section in the chat, so feel free to respond there.
K Z
https://pastebin.com/DsA7pzV2 Bug reports for crashing. It does crash on dismemberment sometimes but I don't know what triggers the crash. I do know that FEC is active so perhaps its because of that but I attached the crashlog just incase. Additionally, I noticed that the dismembered legs/arms uses a stock armor piece rather than a dynamically equipped item. I'm not sure if that is fixable but I do hope you can integrate a dismembered limb equipping their respective equipment piece rather than a placeholder.
MomsCreditCard
it does work well with maximum.
Logan Brunet
so it works alongside maximum carnage?
Seb263
Absolutely! But first, I need to finish implementing and improving the features I have in mind, and perhaps create a template system to avoid significant redundancy when designing JSON files.
The Black Knight
so whenever the frameworks released on nexus, will there be a tuturial for users to add their own creature support (spiders, various dwemer automatons, atronachs etc)
Seb263
Thank you, glad to hear that! There are no additional features for now (previously shown Falmer assets have to be redone), but if the alpha proves to be functional for everyone, it's a good sign for the future of the mod.
Alaxouche
the mod is working as intended I believe. Installed it on my 3100+ mods modlist, and i was able to cut humanoid legs, arms and heads without issues. Idk if there is any other functionallity but i can already see the high potential mate. GG my frog!
Hoang Dai Nguyen
AWESOME !!! :)