Fallout 4
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75 comments

  1. PhoenixKnight13
    PhoenixKnight13
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    Works perfectly! The crippled limb system was always one of my bigger pet peeves before this, given the lack of balance between player and npc effects. Now I can actually take the legs out from under an enemy without using a kneecapper weapon! What a concept! The weapon drop effect from crippling arms is fantastic as well, adding a wonderful diversity to combat making it more difficult and actually forcing you to stop and manage your wounds.
    The added difficulty goes well with mods that affect stimpaks, I'm personally using Stimpaks Restore Less Limb Damage. After some testing with various mods that removed the limb healing aspect I like this method a lot better, as it doesn't break the %-based healing that makes stims worth using at all. This method forces you to use more than one stim (or use something like the Dr's Bags from the Lima Detachment mod, MAIM also has a similar setup but I wanted to avoid the entire overhaul of the medicine system this time around) in order to restore crippled status. Would also recommend Elzee's list of grab attack mods, adding more ways to get crippled lol.
  2. Aquamarjna
    Aquamarjna
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    I like introduce of the mod there, but one thing made me confuse to download
    + Enemy drop weapon and leave?
    Am here to find them and try to kill all of them if possible, i dont want after a gun fight, i forced to search every corner for the dozen of enemies flee
    Can we have an option to remove flee or weapon drop??
    *** I give my companions modded weapons and its really unhappy if they keep drop it even with small bullet hit theirs arms
  3. castyles
    castyles
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    1. castyles
      castyles
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      I'm using the no autoheal version, by the way, and enemies either 1)Recover soon after from being crippled in the arms (plus I've never seen a weapon drop down) and 2)They don't crawl if the legs are crippled.

      Might be related to the conflict above (Vortex issues no warnings of conflicts, however).

      EDIT: Fixed it myself with FO4 EDIT. Cheers.
    2. vantud
      vantud
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      How do you resolve it? I set  Realistic Headshots order after Realistic Cripple Limb Effects but not working.
  4. Shawnz392
    Shawnz392
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    Anyone figured out how to fix the broken LMCC patch?
    1. 4estGimp
      4estGimp
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      Load this mod before LMCC.  In xEdit, change the flags at the top for LMCC.  Remove "Can Use Crippled Limbs".
    2. LynBreonna666
      LynBreonna666
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      Oh wow that sounds super easy! What are flags tho? And what do they look like in xEdit? At the top? I just see a bunch of lines of writing. What do you mean? I'm sorry, I'm hella dumb. I do appreciate it, 4estGimp.
    3. Nietkopf
      Nietkopf
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      I'm a few months late on answering you, but at the top of xedit in the window with the actual values there are two search bars with an option for and/or between them, in the left one just type in flags and check the box for showing children to the right of it, it'll show you every category marked flags.
    4. Queenieangel
      Queenieangel
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      @4estGimp
      Thanks and KUDO, it works wonderful!!   It was driving me crazy that the extra makeup options were gone.
  5. tektran
    tektran
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    Hoping someone can help me out here. Downloaded the main file, looks patch, and supermutant patch. Use the looks compendium due to another mod, I've never actually used it for anything else though. Anyhow. The three together, seem to work fine, no problems. In an effort to free up some space, I tried to merge them with the Merge Plugin application. This brought up error messages, in regards to hair for the Looks patch. Not sure what to do, I ignored the messages for the time being, and continued to build the merge. The merge plug however, does not work. I can load in game, but everyone's arms and legs are all extended out and froze in place and I have black face. This is regardless of the load order. I'm assuming it has to do with the error messages encountered. I'm no expert with merging plugins, the few I've done have been simple and with no problems, so any help with this would be greatly appreciated. I've managed to keep a stable smooth running game thus far, with a plugin count that exceeds the 255 limit. Trying to to combine some of these mods which come with multiple plugins to lighten the load a bit.
    1. KarmaPowered
      KarmaPowered
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      The LMCC patch is broken.
      It's easily fixed in xEDIT though, and with the consent of the mod author I could upload my fixes for inspection.
    2. 4estGimp
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      I believe you can upload a compatibility patch for RCL and LM without approval.  It would just be a fix for the two to work together.
    3. Nietkopf
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      Why do you need permission to upload your fix? The mod permissions specifically say that it's okay to upload fixes, and even if they didn't, it should still be fine as long as you aren't including their files. I don't know if the nexus has some insane policy against modifying the same values that other people have modified, but if they don't, then just releasing a file that patches these things together couldn't really be considered any sort of violation, and if they do, f*#@ em.
    4. rcoll
      rcoll
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      Just thought I'd leave a post since I've been seeing this kind of thing quite a bit these days and wanted to share my thoughts on it.

      It seems to me that, as far as the Nexus is concerned, a mod is the property of the author who uploaded it. However, this policy does not prevent other users from uploading patches and addons which rely on that mod being installed seperately as a master, because they are not actually uploading that master. 
      The file they are uploading is their own creative work that was simply designed to run with that master.
      Really, as long as they aren't uploading a blatant copy with no dependency and only a few changes then I don't see any real reason why the Nexus staff would have to do anything about it. Fixes are just fixes in this case, not theft. None of the master's assets are being uploaded. Permissions shouldn't be needed.

      It gets complicated when it comes to scripts though. With normal creation kit records only individual records need to be edited to fix something, but with scripts the entire file has to be recompiled and uploaded even if you just want to fix one line of code.
      This would be considered an asset of the master file and require permission to upload, even with a dependency on the master.

      It can become very sketchy when you consider the difference between editing a mod author's original script, and editing one of Bethesda's scripts that the author of the master themself edited.
      I am honestly not sure about this but I feel like the author of the original mod would not have any ownership rights over a Bethesda script even if they've made changes to it. It just makes sense since they were never the original creator in the first place.

      It should be noted also, that Nexus policy is not the same thing as copyright law. If the author of a master were to take the author of a patch for that master to court, well I'm not a lawyer so I really don't know what would happen then, as copyright can be a little foggy sometimes.
      I remember a while ago there was a case between a mod author and a youtuber over the distribution of their creative work (the mod) in a video, in which the author succeeded in having their mod removed from the video. If my memory serves me right, it may have been because the youtuber was profiting from their mod, and so wasn't protected by Fair Use law. There were likely other factors involved as well I'd guess.
      Even then I don't know how it would have went if there was no money being made.
  6. Mou1412
    Mou1412
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    hello, is there any chance this mod could cause a radroach to break my character's arm? or is it just bethesda being bethesda
  7. ExiledEye
    ExiledEye
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    I have made a patch for this mod:
    Realistic Crippled Limbs Effects - Looks Menu Customization Compendium Patch if you use Looks Menu Customization Compendium. (the patch provided here seems to be outdated/broken).
  8. Chuc002123
    Chuc002123
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    How do i go about fixing the SuperMutantRedux patch error? Cant load mod into xEdit to change the masters because i am unable to load this with a missing master
    1. Grifman
      Grifman
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      Yeah, I just ran into this, MO2 told me I had a missing master.  I really wish people wouldn't change the name of esp's that they have used for years as SM Redux did, as it messes up older mods what work with them.  I ran into this on another mod the other day.  I don't know how to fix it either.

      Anyone know how to fix the Super Mutants Redux patch?
  9. amadeusarya
    amadeusarya
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    I uninstalled this mod but still my limb wrecked and message still shows cant equip weapon your limbs damaged, anyone know how to fix it?
  10. mandarin555
    mandarin555
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    Does anyone know how to make it compatible with RaceCustomizer?
    https://www.nexusmods.com/fallout4/mods/15212

    Both mods seem to be unable to touch because there is something that changes the value of vanilla bone data.