Love this mod! I hated it so much when bodys kept exploding from a freaking 10mm. But other mods i found disabled the dismemberment feature almost completely. I still want to be able to pop some heads with a .50 :D So this is perfect for my needs!
Oh, I really need something like this. I added IDs from CAIP (have to put = before no at the end) for anyone interested:
Spoiler:
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//AS VAL filterByWeapons=CombinedArmsIntegrationProject.esp|1c613:weaponHitType no //Desert Eagle filterByWeapons=CombinedArmsIntegrationProject.esp|1c614:weaponHitType no //M249 SAW filterByWeapons=CombinedArmsIntegrationProject.esp|1c615:weaponHitType no //SG550 filterByWeapons=CombinedArmsIntegrationProject.esp|1c617:weaponHitType no //Steyr AUG filterByWeapons=CombinedArmsIntegrationProject.esp|1c619:weaponHitType no //SV-98 filterByWeapons=CombinedArmsIntegrationProject.esp|1c61a:weaponHitType no //M9A1 filterByWeapons=CombinedArmsIntegrationProject.esp|1c61B:weaponHitType no //AKM filterByWeapons=CombinedArmsIntegrationProject.esp|1c61C:weaponHitType no //G36 filterByWeapons=CombinedArmsIntegrationProject.esp|1c61d:weaponHitType no //M1911 filterByWeapons=CombinedArmsIntegrationProject.esp|1c61e:weaponHitType no //TT-33 Tokarev filterByWeapons=CombinedArmsIntegrationProject.esp|1c61f:weaponHitType no //PL-15 "Lebedev" filterByWeapons=CombinedArmsIntegrationProject.esp|1c620:weaponHitType no //Mk 12 SPR filterByWeapons=CombinedArmsIntegrationProject.esp|1f88:weaponHitType no //Makarov PM filterByWeapons=CombinedArmsIntegrationProject.esp|1f89:weaponHitType no //FN P90 filterByWeapons=CombinedArmsIntegrationProject.esp|1f8a:weaponHitType no
O kewl, thaz fine. Idc anymore anyways. I thought I would need to still adjust it for some guns, but I am perfectly happy with the way this mod implements it and will never need to change it. Thanks a million!
I had a horrible time with realistic dismember mods. I ended up only using the ECO-Redux things to at least make the PC's guns not do it so much. But this is just perfect!
You, my dear sir, have very good (lore-friendly) taste when it comes to weapon mods, as I saw your Optional File. Definitely prefer guns that fit the Fallout series vibe instead of a modern, cutting edge arsenal. But each to their own.
Would this be compatible with mods that alter projectiles such as Realistic Bullets - Velocity and Gravity as well as mods that make changes of the base weapons (which contains On Hit formulas for dismemberment/explosion)?
This mod is made by utilizing RobCo Patcher framework, which means it will overwrite all other changes that are made in esp level. So unless another mod tweaks same value using RobCo Patcher too, this will be compatible with all other mods. As for projectile, I myself use both Munition Ballistics and BIBFX, and it still works as intended.
Thanks for your reply. If I understand you correctly, this will not only overwrite the On Hit formula specifically but all other data too. Given this formula is a Weapon entry - that includes changes to for instance damage making your mod incompatible with just about anything that touches vanilla weapons?
There's one caveat to this mod, if your projectiles use any sort of explosion to deliver an effect on hit, the weapon's dismember/sever settings will be ignored completely and you will get excessive dismemberment and limb explosions again. This applies to most mods that modify projectiles like Burst Impact FX, Wasteland Ballistics, MAIM, Real Time Penetration, etc.
I doubt that. Dismemberment and limb explosion is determined by the weapon type you are using. OMODs can overwrite that, but not explosions. For example, the some goes for using a weapon with armor penetration. The armor penetration of the weapon also apply for explosives, like grenades, molotovs etc.
Nope, it's specified in the base weapon entry towards the bottom of the form in xEdit. I did extensive testing with this getting Burst Impact, Realtime Penetration and Wasteland Ballistics working together, and setting projectiles to deliver any type of explosion on impact makes the weapon that fired it gib and sever again regardless of its settings telling it not to. I wasn't aware OMODs could override this though so I'll have to take a look and see but last time I had to go messing with OMODs to set up firing sound removal/replacement I didn't come across any settiing that would set that behavior independently of the main weapon entry.
25 comments
I hated it so much when bodys kept exploding from a freaking 10mm. But other mods i found disabled the dismemberment feature almost completely. I still want to be able to pop some heads with a .50 :D So this is perfect for my needs!
Also it has insanely good synergy with Live Dismemberment.
The only way to make this any better is when it worked with different ammo types BUT still this mod is absolutely perfect!
filterByWeapons=CombinedArmsIntegrationProject.esp|1c613:weaponHitType no
//Desert Eagle
filterByWeapons=CombinedArmsIntegrationProject.esp|1c614:weaponHitType no
//M249 SAW
filterByWeapons=CombinedArmsIntegrationProject.esp|1c615:weaponHitType no
//SG550
filterByWeapons=CombinedArmsIntegrationProject.esp|1c617:weaponHitType no
//Steyr AUG
filterByWeapons=CombinedArmsIntegrationProject.esp|1c619:weaponHitType no
//SV-98
filterByWeapons=CombinedArmsIntegrationProject.esp|1c61a:weaponHitType no
//M9A1
filterByWeapons=CombinedArmsIntegrationProject.esp|1c61B:weaponHitType no
//AKM
filterByWeapons=CombinedArmsIntegrationProject.esp|1c61C:weaponHitType no
//G36
filterByWeapons=CombinedArmsIntegrationProject.esp|1c61d:weaponHitType no
//M1911
filterByWeapons=CombinedArmsIntegrationProject.esp|1c61e:weaponHitType no
//TT-33 Tokarev
filterByWeapons=CombinedArmsIntegrationProject.esp|1c61f:weaponHitType no
//PL-15 "Lebedev"
filterByWeapons=CombinedArmsIntegrationProject.esp|1c620:weaponHitType no
//Mk 12 SPR
filterByWeapons=CombinedArmsIntegrationProject.esp|1f88:weaponHitType no
//Makarov PM
filterByWeapons=CombinedArmsIntegrationProject.esp|1f89:weaponHitType no
//FN P90
filterByWeapons=CombinedArmsIntegrationProject.esp|1f8a:weaponHitType no
As for projectile, I myself use both Munition Ballistics and BIBFX, and it still works as intended.
For example, the some goes for using a weapon with armor penetration. The armor penetration of the weapon also apply for explosives, like grenades, molotovs etc.
I wasn't aware OMODs could override this though so I'll have to take a look and see but last time I had to go messing with OMODs to set up firing sound removal/replacement I didn't come across any settiing that would set that behavior independently of the main weapon entry.