OSP 3D Art [Kit] Dismemberment and Decapitation Mod Kit... WIP Version Released

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2Flanged:
dismemberment = sevaral armor variations (with severed limbs) + equipping on the fly via WSE

2cmpxchg8b:
can we have some kind of occasional weapon droppage out of the dead hand as a standard WSE option? :smile:
I so hate weapons that are glued to the hand in life and death alike
 
MaHuD said:
He can't attack when he has to defend 100 percent of his lifetime.

So I don't see how it would help you.

It wouldn't be useful in a battle as such, or realistic in any way (not sure realism's the aim with dismemberment anyway), but as a novelty thing or in a set-piece duel/assassination it could be fun to slice half someone's body off, and adding one or two sliceable guys to a party of thirty bandits wouldn't be too unbalancing, it'd just give the player a bit of a laugh or a shock now and then.

cmpxchg8b said:
http://www.youtube.com/watch?v=l_olYtka4sc

:lol:

Hehe, that's awesome!  Did his hand/gauntlet fly off as well?  I'm not familiar with WSE, just starting out with Warband modding, but if it can do that couldn't it also let you chop a guy in half at the waist - the real top half going invisible and a pre-made severed top half being added instantly in it's place?  I'm not sure if that would work, the top half would likely become rigid when it stopped being an agent's armor and just became an object, but it could maybe be set to ragdoll on spawning.

GetAssista said:
2Flanged:
dismemberment = sevaral armor variations (with severed limbs) + equipping on the fly via WSE
 

Like what he said!

I'll have to check out WSE.  Seems I've fallen behind on all the new stuff that's coming out.

 
 
Davee said:
I've already "translated" it to work in SP for the Custom Battles we have in Vikingr though, so it shouldn't be very hard to get working in other up-to-date modules.

Is the full decapitation function in the newest patch?  I'm having a bit of trouble.  I can play Custom Battles in the pre-patched version, though I haven't seen decapitations there yet, but whenever I install the patch the mod fails to load due to missing meshes.  I might just be installing the patch wrong.

Great mod though: 

scaled.php


*Arnie voice* :  "You shouldn't be hanging around here." 

I've got pretty much all the standard armours and severed bits I need for the removal of arms and hands now, and the module system stuff is all in order.  All that's needed for my side of the kit is a few more sounds (the problem is that these sounds will necessarily replace the normal sound of a breaking shield, which is quite a big drawback, though the sounds of a shield and an arm breaking off aren't really all that different anyway).

I don't know whether or not to make a body sliced right across from shoulder to hip, since it will only work if I can get a script to force the permanently raised shield. 

Let me know if I should send you the kit as it currently stands Davee, then you can add the head-severance ability to it - or if you trust me not to nick it and run away laughing you could send the head-severance code/objects to me and I'll add it in to the kit.

What else do we need now?  Maybe a "dungeon" scene full of dismemberable guys? 

Oh... there seems to be a problem with having two separate troop types that can be dismembered in the same way appearing in the same scene.  I don't really know why that is, but I think Somebody will.

 
 
Just a quick video to show a (part of) the current state of play on my end of this mod, including a rather significant drawback - arms knocked off by crossbow bolts. 

http://www.youtube.com/watch?v=AgQnwBJKSzQ

C'mon lads, let's get this done and get it out there! 

Suggestions for improvements (preferrably accompanied by scripts  :grin:) welcome from all.

The video only shows one dismemberable troop type, but there are four so far, and of course any modder using the kit will be able to add their own, given the re-texable objects, adaptable scripts, changeable sounds, and a wee bit o' instruction.
 
Thanks Quixote.  It's coming along quite well now, for the most part - should work out fine.  I have a beheaded a few folk in Vikingr now and it is fantastic.  The two systems might even fit together so that you can chop somebody's arm off, and while they are busy reacting to that you can take their head off too.  Not sure yet, but i can't see any reason why that wouldn't work.

Since I'm on to building the "Dungeon of Dismemberable Dudes" now - which will NOT be called that ingame - can anyone tell me which mission_template applies to the Four Ways Inn scene/party?  I need certain agents to appear there for the "dungeon" to work, and there is no dedicated Four Ways Inn mission template.  It's not a standard town or village either.  Links to threads on adding wholly new mission_templates linked to new scenes are welcome, so long as they apply to Warband.

EDIT: No worries, I figured it out.  Just a bit rusty is all.
 
Bad Idea said:
cmpxchg8b said:
http://www.youtube.com/watch?v=l_olYtka4sc

PLEASE explain how you did that:grin: I'm in the process of making dismemberment for my mod. It's about 80% done

*move your eyes a little down and you're done*

cmpxchg8b said:
I was just messing around (i.e. taking each mesh attached to a bone, assigning it to a new scene prop and then applying impulse to it).
Specialist said:
I suspect that is WSE right?
It uses WSE, but I did it by writing some c++ code on the fly. It can't be done via module system.

^You can't use that, requires a hax0r program that hooks the game.
 
Something is stirring in the gory depths that is OSP dismemberment mod kits... Watch this space. :twisted:
 
Specialist said:
Vikingr has MP dismemberment? Why have I not seen it yet.... :sad:
It has decapitations. And it's very, very rare. Takes a special technique to pull off. :wink:
 
Here's the download link!

http://www.gamefront.com/files/20859811/DMK_Preview.zip

(It's the same version I sent to you before, Flanged. :smile: )


Please remember that this is just a WIP demonstration of the stuff we've done so far. We'll be adding more detail and going to give full-body-dismemberment a shot too (using a expanded version of the decapitation script you can find in this pack).
 
yes, the full-body stuff is going to be great.  I wish i'd had more time to make a fancier video, but believe me people, the beheading is beautiful in action, and creates no slow-down at all.  Even their hats fly off!  :lol:

When playing a custom battle you can press M + Right Cntrl to make the likelihood of decapitations greater.

You can also press K + Right Cntrl to spawn a group of troops who can have their arms and hands cut off.

J + Right Cntrl will spawn powerful weapons which make decapitation more likely.  Knocking someone's head of with a mallet is very good fun.

Ah, Friday night.  Thanks for this Davee, it was you who made it a reality.
 
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