Fallout 4
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PedroBears

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PedroBears

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About this mod

Provides options to disable decapitation and dismemberment effects for Humans, Feral Ghouls and/or Supermutants. An optional texture replacement provides a more refined dismemberment blood-splash experience.

Permissions and credits
Mirrors
The main file provides options to disable decapitation and dismemberment for Humans, Feral Ghouls and/or Supermutants.  Choose to disable all, some or none.  Additionally, the 'low-flow' gore-texture option hides some of the splashier dismemberment blood effects, revealing a blood spurt I think is more realistic for any kind of dismemberment.

The options here do not affect the 'incinerate' effect of laser weapons, so flame on!

This is just my small contribution to making The Commonwealth a kinder, gentler place, and isn't that what it's all about?


How DLYH Works:
Actor body parts have toggles for dismemberment and explosions.  The decapitation options simply disable these for specific actor heads; the dismemberment disables them for heads, arms and legs.

Some people have asked about making it harder for small firearms to cause dismemberments, while keeping this available for heavier weapons.  Unfortunately, I haven't found a way to do that without reducing the damage of specific weapons, which defeats the purpose.  So each of the options here is all or nothing.

Conflicts:
No known conflicts.  Obviously, removing arm and leg dismemberment does affect gameplay, making it harder to slow down your opponents.  The choice is yours!

I've heard that the blood-splash textures replaced by the 'low-flow' option are also used for some water effects.  I've never noticed any visual impact on water splash effects from replacing these textures, but you may be more observant than I am.

Changelog v1.1:
Thanks to Decadurabolin for pointing out that the 'No Humanoid Dismemberment' plugin was not applying to feral ghouls and glowing ones.  That should be fixed now.  I don't use that particular plugin so if you find any problems let me know.  That's the only difference from v1.0.