How? Every shape's dismemberment data is set to the body slot, so it's not done through the dismemberment system. The skeleton is nothing special, it just uses hinge constraints instead of ragdoll constraints.
The dismemberment data also has nothing to do with this: It is only used to hide parts of the geometry when needed.(Example: sleeves get hidden when equipping gauntlets and so on). When you look at the skeleton files you'll see that the parts that are supposed to break have different constraints than the rest. Or sometimes none at all. In the case of the sphere centurion for example you will find that the legs are not actually constrained to the sphere. The sphere is hinge-constrained to the pelvis and the legs will ragdoll freely and thus appearing as if the were cut of. It is all in the skeletons you just need to look closely.
Been using this for a few months now, since I first discovered it. I can't speak to the performance improvement because I have so many other mods adding work to for the system to do, but the dwemer enemies still function as they did in vanilla. They move, they break, all as normal.
The lack of follow-up from powerofthree gives me pause about his/her enormous number of mods. If they got something like this so wrong, and were so rudely adamant about their wrongness ...
Maybe I'm just dumb, but could someone walk me through what this mod would look like to a player in the game? Like would the sphere always be deployed now instead of being able to curl up into a ball?
not really. you can fix other mesh problems with nifskope but actually editing individual vertices or merging vertices from one block into another block will require a full featured 3d modeling program like 3ds max, maya, or i guess potentially blender or c4d
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What about when you smash them and they fall apart ? Do they still do that or do they stay together now ?
This is actually a terrible fix, the drawcalls from 40 extra shapes is negligible unless you're running on a toaster.
you are wrong. They will still fall apart like before. This has nothing to do with shape count but rather the skeleton and the skin data
When you look at the skeleton files you'll see that the parts that are supposed to break have different constraints than the rest. Or sometimes none at all. In the case of the sphere centurion for example you will find that the legs are not actually constrained to the sphere. The sphere is hinge-constrained to the pelvis and the legs will ragdoll freely and thus appearing as if the were cut of.
It is all in the skeletons you just need to look closely.
Posted pics of the sphere and spider busted up using these meshes.
Thanks and Endorsed!
Like would the sphere always be deployed now instead of being able to curl up into a ball?
Is there an easy way to do so with other meshes on my own? I mean eg. armors?