[Relz] Sensible Dismemberment

Post » Fri Jul 30, 2010 10:53 am

Download: http://www.mediafire.com/?qxlny5lf8225d3p

http://www.youtube.com/watch?v=SzlimnSYgT8&feature=player_embedded
Video courtesy of Dem0n5.

This thread will not be actively monitored and it is preferred if you respond here: http://www.fooknv.com/forum/showthread.php?t=4924

Name: Sensible Dismemberment
Version: 1.21
Date: 11/06/2010


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Description
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Something that always annoyed me with Fallout 3, and now Fallout New Vegas, was the death effects. By death effects I am referring to dismemberment and limb explosion caused by a weapon at, or after death.

Whats wrong with that you ask me?

  • The chance for either dismemberment or limb explosion to trigger upon a weapon impact is absurdly high.

  • The fact that the most pathetic of weapons are allowed to explode a limb, dismember a limb, or do both.

Both of these annoyances have been remedied with this mod.

I have also added two optional .ESPs that change the Weathered 10mm Pistol and the Mercenary Grenade Launcher. Obviously these only work if you have the DLCs.

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Details
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I feel LittleGinger explains the way the engine handles dismemberment and explosion perfectly:

The F3 engine distinguishes between limbs being severed and limbs exploding. Standard settings allow almost every weapon to do both, with a 50% chance to sever and failing that a 75% chance to explode a limb on a kill.


To be exact, I change these two settings:

iCombatDismemberPartChance to 20 (default 50) Percent chance of dismemberment occuring.
iCombatExplodePartChance to 20 (default 75) Percent chance of exploding limb occurring.

I also wish for you to understand that a dismembered limb is one thats cleanly cut off.
An exploded limb can either be gibbed, or appears to be torn off.

That handles the global chance of these effects happening, but does nothing to change the fact a lead pipe can cause an arm to explode.

The basic formulae is:
  • Large edged weapons dismember.
  • Powerful laser weapons dismember.
  • Blunt weapons explode.
  • High powered rilfes and pistols explode.
  • Powerful plasma weapons explodes.
  • Explosives explode. (Strangely not allowed in vanilla)

Examples:
  • A kitchen Knife can not dismember.
  • A Ripper can dismember.
  • A Rolling Pin can not explode.
  • A Power Fist can explode.
  • A 9mm Pistol will can explode.
  • A 10mm Pistol will can explode
  • A 9mm SMG will can explode.
  • A 10mm SMG will can explode.
  • A .357 Magnum can explode.
  • A Varmint Rifle can not explode.
  • A .357 Cowboy Repeater can explode.
  • A Laser Pistol can not dismember.
  • A Laser Rifle can dismember.
  • A Plasma Pistol can not explode
  • A Plasma Rifle can explode.
  • A Frag Grenade can explode.


I've already had some weapon enthusiastics [censored] at me for having a 9mm pistol not allowed to explode, but tough, I feel it balances perfectly.

Another topic I know someone will attack me about is the fact laser pistols can not dismember. My logic for this is they are not powerful enough.

Why do plasma weapons explode? Because laser weapons dismember. This was the best thing to do while we wait for EVE.
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Install
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1. Copy selected files to \Steam\SteamApps\Common\Fallout New Vegas\Data\
2. Activate the .ESP(s) using the launcher or any mod manager.

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Uninstall
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1. Deactivate the .ESP(s) you wish to remove.
2. Delete the .ESP(s) you wish to remove.

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Compatibility
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Couples perfectly with my http://www.fooknv.com/forum/showthread.php?t=4926.

Intended use is alongside FOOKNV and as such it is 100% compatible with the latest public version of FOOKNV.
FOOKNV compatibility will be a continued effort.

EVE compatibility will be provided.
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Known Issues or Bugs
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Vanilla 100% Bighorn head explosion:

Red Racer Factory, Washington DC, The Surgeon Log Excerpt #00234:
"...have relocated all surviving Bighorns to Mojave Desert for naturalistic study at a later date. Must end entry here, as reports of mass failsafe activation require immediate attention."

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History
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1.0 to 1.20 - 10/23/2010 to 11/06/2010 - Initial release, subsequent bug fixes and removal from Nexus.
1.21 - 10/06/2010 - This thread created, and minuscule fix: This Machine set to intended Explode Only.

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Credits
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Bethesda - Publishing FNV.
Obsidian - Creating FNV and releasing the GECK without a delay.

Little Ginger - FO3 Sensible Dismemberment.
ElminsterAU - FNVEdit
Dem0n5 - YouTube http://www.youtube.com/watch?v=SzlimnSYgT8 and support.

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Tools Used
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G.E.C.K. - http://fallout.gamesas.com/eng/downloads/geck.html
FNVEdit - http://www.newvegasnexus.com/downloa...e.php?id=34703

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Licensing/Legal
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I must be contacted via my forum profile prior to any redistribution/use.
Personal use not included.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Fri Jul 30, 2010 2:40 pm

I am sorry, but I refuse to use the Nexus. In fact, I took my mods off the Nexus recently.

-Instance

User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Fri Jul 30, 2010 4:24 pm

bump
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sat Jul 31, 2010 2:02 am

I am afraid I will never see this mod again if it is not on the nexus
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am


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