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About This File

 

 

FALLOUT 4 AMPUTATOR

 

 

The mod is up for adoption

 


It has the basic script functions, meshes, textures, materials and currently works for the player. It also works for the npc but it is not a supported feature because right now the mod does not track the npcs, only the player. 

 

I put it in adoption because my scripting knowledge is very basic. 

 

It comes with MCM so you can use all its functions. 

 

It works for CBBE and FG. It can also work for men but the meshes must be realigned in bodyslide (I already left the meshes for men, only that someone must align them in bodyslide).

 

It has soft compatibility with AAF -for the doppelganger-. 

 

To amputate npcs: 


 

Spoiler

CQF Amputator_Main AmputateLeftArm *FORM NPC ID*

CQF Amputator_Main AmputateRightArm *FORM NPC ID*
CQF Amputator_Main AmputateBothArms *FORM NPC ID*
CQF Amputator_Main ResetLimbs *FORM NPC ID*

 

 

Right now you can only heal yourself using the MCM. 
 

Hard Requirements

 

F4SE
HYDRA F4SE
MCM

Zex Skeleton with Screen Archer support! 

 

Spoiler

1.PNG.e424d5935fdcbbe8893b45cd64cc8666.PNG

 

Meshes


TheKite (right arm armband)
DoctorKeiko (left arm armband)

Karna5 (alternative meshes) 

 

 

For modders. 

;-------------------------------------------------------------------------------------------------
;----------------------- THIRD PARTY API ----------------------------------------
;-------------------------------------------------------------------------------------------------

Function Test() 

  Amputator:AmputatorMainScript AmputatorScript 
  AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript

    Var[] AkArgs = new Var[1]
    AkArgs[0] = PlayerREF

    AmputatorScript.CallFunction("AmputateRightArm", akArgs)
  
    ;AmputatorScript.CallFunction("AmputateRightArm",akArgs)
    ;AmputatorScript.CallFunction("AmputateBothArms",akArgs)
    ;AmputatorScript.CallFunction("ResetLimbs",akArgs)

EndFunction

 

It has two custom event where it basically notifies that the amputation global has changed. 

 

 


Function LoadAmputator()
			AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript
			If AmputatorScript
				RegisterForCustomEvent(AmputatorScript, "OnAmputationEvent")
				RegisterForCustomEvent(AmputatorScript, "OnLegsAmputationEvent")
			EndIf 
EndFunction 

Event Amputator:AmputatorMainScript.OnAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs)		
Int Armstatus = akArgs[0] as Int
;0= Not amputated
;1= left arm amputated
;2= amputated right arm
;3=both arms amputated 
EndEvent


Event Amputator:AmputatorMainScript.OnLegsAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs)
Int Legstatus = akArgs[0] as Int
;0 = no legs amputation
;1 = legs amputation 
EndEvent

 

 

 

Edited by JB.


What's New in Version 1.0

Released

AMPUTATOR VERSION 1.0

 

 

  • Safe to update midsave. 
  • Version 1.0 is compatible with OG, NG and AE.
  • New script thanks to @dav42 , which now uses Hydra F4SE. 
  • If you're still on the OG, consider uninstalling F4_SUP and using Hydra instead. 
  • If you were using CBBE, the original double amputation mesh visible was Karna's, which is the alternative. Fixed.


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