[REQz] Dismember without killing

Post » Sat May 28, 2011 5:05 am

Hi guys,

I would like to know if it's possible to create a mod which allows you to dismember enemy limbs without killing them. It would be fun to blow of an arm so the enemy can't use weapons and then just hit him hard till he dies.
Alternativly if that's not possible, I request a mod which changes cripple effects to be alot more devastating. For example making aiming for enemy and player alot harder when one arm is crippled, and when both are crippled it makes weapon usage impossible so you can only hit with punches. And make someone who has both legs crippled walk alot slower than now. Maybe also add some nice tunnel vision effects for the player if the head is crippled and add some "bleeding out" effects --> Take damage for a couple of seconds when a bodypart is crippled (no permenant till healed, just a few seconds).
I think this would make aiming for other bodyparts than head alot more interesting and would add a more tactical fight, espacially on harder difficulties.
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tannis
 
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Post » Sat May 28, 2011 10:22 am

Marts Mutant Mod for fallout 3 had something like this. Not exactly what you are asking for, there were ghouls that kept getting up after their arms and legs got blown to bits. So yeah, as far as having a mutilated enemy still coming for it, it's possible.
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mollypop
 
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Post » Fri May 27, 2011 8:37 pm

according to some talented scripters .. it's not possible cause it's hardcoded into the engine ....

MMM does a model swap ....
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mollypop
 
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Post » Sat May 28, 2011 12:48 am

@Evilfish
That sounds great, I hope someone will port it or create a new mod for more enemy types :)
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 1:34 am

Ohh... can we have a black knight as well?
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Hannah Barnard
 
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Post » Sat May 28, 2011 2:33 am

Ohh... can we have a black knight as well?

You guys and your evil Monty references xD
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Zualett
 
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Post » Fri May 27, 2011 11:05 pm

In one of the NCR quests you have to heal a few soldiers.
After operating one of them, he loses his right arm and leg, and is still alive.
I even killed him to be sure, and it seemed that his head blown off, and the previously missing parts stayed.....missing
That means=Such a mod IS possible :D
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Josh Sabatini
 
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Post » Fri May 27, 2011 6:48 pm

Damn that would be great :D I hope someone will find a way to do it ;)
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JESSE
 
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Post » Sat May 28, 2011 1:41 am

That means=Such a mod IS possible :D
You are entirely wrong. They simply wear 'missing limb' clothes.
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k a t e
 
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Post » Sat May 28, 2011 6:43 am

^ Which in theory would work but would require lots of mesh work, and armour mod patches, and npcs would still use the lost limbs.
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Tanya
 
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Post » Sat May 28, 2011 5:12 am

You are entirely wrong. They simply wear 'missing limb' clothes.

^ Which in theory would work but would require lots of mesh work, and armour mod patches, and npcs would still use the lost limbs.


What it requires is someone with that talents to do http://www.youtube.com/watch?v=TDW1cEitYd8, as for setting it up its fairly easy the biggest problem I had doing this for FO3 NPC's (Yes, I did already create the crawling animations for NPC's) was the sheer volume of Armor mods and the near impossibility of getting this to work dynamically with all armors -> I do know of a way !!! but the functions required do not exist in FOSE and will not for FONV -> I created some tests some time back that did some slight scene graph manipulation to flip the Cull Flag on leg and arm partitions on armors while worn the problem is I am not the SE guys and have no where near the coding expertise to get this to work consistently without crashing the game and causing all kinds of havok -> I was able to get a kinda functional dynamic armor Body Part Culling but the Changes applied to base references so every item got the culling and a secondary problem the armors needed to be unequipped -> re-equipped for the changes to apply and creating the second NPC to look like the first was a pain in the A$$ as the Match functions hated working consistently.

If the SE guys add some functions that allows you to cull body part partitions on a per actor basis without actually altering armor base references or actor base references -> and if Resurrect 1 actually works this time around I will do this for NPC's as its something I have wanted to do since playing Dead Space !

EDIT:
Actually now that I think about this more the very last thing I want to do is to do this the same way I did it for Feral's so I would also need NVSE to have OBSE's ToggleSpecialAnim ported over along with Get/SetBodyPartPartitionVisibility 0-14 0/1 (1 = Visible when Alive, and 0 = Visible when Dead) along with Resurrect 1 working properly or some way to clone actors as using Factions and Match Face to try to get a clone was a royal pain in the A$$ for FO3.

Also Porting over Event Handlers so I can attach the script to actors as they die instead of the insanely incomaptible method of needing to attach them through scripts attached to every individual actor or using some explosion or ref walk to apply an effect -> which I would prefer not to do long term.
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u gone see
 
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Post » Sat May 28, 2011 12:47 am

What it requires is someone with that talents to do http://www.youtube.com/watch?v=TDW1cEitYd8, as for setting it up its fairly easy the biggest problem I had doing this for FO3 NPC's (Yes, I did already create the crawling animations for NPC's) was the sheer volume of Armor mods and the near impossibility of getting this to work dynamically with all armors -> I do know of a way !!! but the functions required do not exist in FOSE and will not for FONV -> I created some tests some time back that did some slight scene graph manipulation to flip the Cull Flag on leg and arm partitions on armors while worn the problem is I am not the SE guys and have no where near the coding expertise to get this to work consistently without crashing the game and causing all kinds of havok -> I was able to get a kinda functional dynamic armor Body Part Culling but the Changes applied to base references so every item got the culling and a secondary problem the armors needed to be unequipped -> re-equipped for the changes to apply and creating the second NPC to look like the first was a pain in the A$$ as the Match functions hated working consistently.

If the SE guys add some functions that allows you to cull body part partitions on a per actor basis without actually altering armor base references or actor base references -> and if Resurrect 1 actually works this time around I will do this for NPC's as its something I have wanted to do since playing Dead Space !

EDIT:
Actually now that I think about this more the very last thing I want to do is to do this the same way I did it for Feral's so I would also need NVSE to have OBSE's ToggleSpecialAnim ported over along with Get/SetBodyPartPartitionVisibility 0-14 0/1 (1 = Visible when Alive, and 0 = Visible when Dead) along with Resurrect 1 working properly or some way to clone actors as using Factions and Match Face to try to get a clone was a royal pain in the A$$ for FO3.

Also Porting over Event Handlers so I can attach the script to actors as they die instead of the insanely incomaptible method of needing to attach them through scripts attached to every individual actor or using some explosion or ref walk to apply an effect -> which I would prefer not to do long term.


I'm impressed O.o That's like my mod for Forged Alliance which makes Terrain deformable, it was a pain in the ass, too^^. Badly I know nothing about Fallout modding.
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 5:27 am

I just checked, and Resurrect 1 is still horrible. The mob I used it on jumped up with his severed limbs sorta wanting to be on but ... not ... and then promptly plummeted beneath the landscape.
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Travis
 
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Post » Sat May 28, 2011 6:11 am

Someone got this working for Oblivion with it's advance OBSE and OBSE add-ons. I believe he actually shrunk the specific "bones" of the limbs down to nothing.
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Averielle Garcia
 
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Post » Fri May 27, 2011 10:17 pm

Someone got this working for Oblivion with it's advance OBSE and OBSE add-ons. I believe he actually shrunk the specific "bones" of the limbs down to nothing.


Yeah all 3T did was shrink bones using SpecialIdles, not exactly dismemberment -> although doing it exactly he same way would work as far as getting rid of the arm but it does not look very good overall.

I prefer to wait for NVSE or not do it all all vs shrinking bones.
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Sarah Bishop
 
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