This page was last updated on 25 July 2025, 7:55AM
Changelogs
Version 2.04
FIXED - Rend and all its parts should now work 100% correctly. Adrenaline points will now PROPERLY scale with skill level and apply the damage specified in the weapon description. (Sorry, but it was a bit hard to test to make sure it was calculating all parts correctly) NEW - Added new function to Dismemberment file. Frozen humans can now be shattered on kill by melee hits. (In vanilla, it was limited to only arrow/bolt hits) CHANGED - Allowed Dismembement chance to stack. (I realized that my previous version only made sense if you also used my EWR mod, but since most people don't use it, having dismemberment chance not stack was actually harmful.)
Version 2.03
UPDATE - Completely reworked the Dismemberment system for Rend, Whirl, and critical hit applications. They should now work flawlessly and do exactly what's written in their Skill descriptions. The changes are almost entirely script-side. Only file that was changed was damageManagerProcessor.ws, so you will need to remerge your scripts.
NEW - Whirl's Dismemberment chance has been increased to 50%, but it now no longer adds on to the global dismemberment chance (Default is 30% in Vanilla). During the attack, you have a fixed 50% chance to dismember or not.
NEW - Completely reworked Dismemberment chance on Critical Hits. So, I don't know how I never knew this, but apparently in vanilla, killing enemies via a critical hit was a GUARANTEED dismember. This basically meant that you could forgo the entire Dismemberment stat and just focus on boosting critical hit chance instead, which would be the same as increasing your dismemberment chance. I did NOT like this at all. It defeated the whole purpose of having a Dismemberment stat in the first place. So now, I'ved changed it so that critical hits instead only trigger full dismemberment IF the attack was a non-melee or non-ranged attack, for example Signs, bombs, etc. will allow 100% dismemberment with their full explosion effects. But Dismemberments delivered by melee and ranged weapons will now have a 50% higher multiplicative chance to dismember instead of a 100% guarantee. 50% multiplicative chance is not sound as drastic as it sounds. Multiplicative chance on a 0 - 100 scale is actually very minimal compared to 50% additive. For example, if you have a weapon with a stat of 30% chance to Dismember on it, 50% multiplicative scaling on top of that means you multiply 30% by 1.5, in which you get 45%, so critical hits will now deal a 45% chance to dismember. I felt that this system was far more balanced that vanilla's system. Also, if you're wondering why even care about a stat as useless as Dismemberment in the first place as it seems to offer no combat value whatsoever, if you use ESGO, you get adrenaline points per dismember/finisher, so this stat actually becomes beneficial.
Version 2.02
FIXED issue with Dismemberment Chance calcuations
Version 2.01
FIXED a compilation error in damageManagerProcessor.ws. Scripts should now compile correctly.
Version 2.0
Added several new changes. Check Description page for all Version 2 changes.
Version 1.1.3
> Added Polish Strings in Language Strings Optional mod
Version 1.1
Buffed Acquired Tolerance to increase maximum Toxicity from 0.5 to 1 per alchemy formula.