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103Sakamoto

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103Sakamoto

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25 comments

  1. kasamsky
    kasamsky
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    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!

    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!
  2. i3ncore
    i3ncore
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    Oh, I really need something like this. I added IDs from CAIP (have to put = before no at the end) for anyone interested:
    Spoiler:  
    Show
    //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
    1. modifieda4
      modifieda4
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      THANK YOU!
  3. Romanchik48
    Romanchik48
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    Shotgun periodically cuts off the head and does not explode. This mod does not fix limbs being cut off by firearms?
    1. 103Sakamoto
      103Sakamoto
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      Are you using mod weapons that are not covered by this mod? If it's vanilla weapon, then it might be my oversight, I'll take a look.
    2. Romanchik48
      Romanchik48
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    3. 103Sakamoto
      103Sakamoto
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      Just checked, nothing wrong on my side. My guess is that Weapons of Fate Redux (RobCo Patcher Edition) changed the same entry.
  4. Romanchik48
    Romanchik48
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    Hello. See what's the problem? I like this mod, I hope you find a solution.
  5. DitzyDez666
    DitzyDez666
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    Iz this compatible with the ECO method of doing this? 
    1. 103Sakamoto
      103Sakamoto
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      I guess changes made by ECO will apply for the current save, but will be overwritten again by this mod each time you launch the game.
    2. DitzyDez666
      DitzyDez666
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      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!
  6. DitzyDez666
    DitzyDez666
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    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!
  7. CloudLamda
    CloudLamda
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    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.
    1. 103Sakamoto
      103Sakamoto
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      Cheers! Personally I'd directly go playing MWⅡ if I want to try tacticool stuff, but yeah, each to their own ; )
  8. freddyfaznuts
    freddyfaznuts
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    all good with MAIM, yeah?
    1. 103Sakamoto
      103Sakamoto
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      Surely is ; )
  9. seraphael
    seraphael
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    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)?
    1. 103Sakamoto
      103Sakamoto
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      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.
    2. seraphael
      seraphael
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      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?
    3. 103Sakamoto
      103Sakamoto
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      No, only the OnHit will be changed, other things like damage, range, ammo type are all untouched, hence the conflict-free way.
    4. seraphael
      seraphael
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      Awesome. That's what I was hoping for with all the hype about RobCo Patcher. Thanks for the mod.
  10. TehDave
    TehDave
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    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.
    1. Zzyxzz
      Zzyxzz
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      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.
    2. TehDave
      TehDave
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      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.