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About This File

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
SUP 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 a custom event where it basically notifies that the amputation global has changed. 

 

"OnAmputationEvent"

 

        kargs[0] = 1

0= Not amputated
1= left arm amputated
2= amputated right arm
3=both arms amputated

 

        kargs[1] = none

0= Legs Not amputated
1= Both legs amputated

 

Function LoadAmputator()

AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript
    If !AmputatorScript
        Debug.Notification("Can't find Amputator")
    Else
       RegisterForCustomEvent(AmputatorScript, "OnAmputationEvent")
    EndIf

EndFunction


Event Amputator:AmputatorMainScript.OnAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs)
Int Armstatus = akArgs[0] as Int
Int Legstatus = akArgs[1] as Int

    Debug.Notification("Amputation Event received")
EndEvent

 

 

 

Edited by JB.


What's New in Version 0.8

Released

0.8

  • Added another more appropriate animation if you have legs amputation + al least 1 arm. 

 

 

 

  • Including the new function to amputate legs in the MCM. 

 

  • Build the legless body first in Bodyslide! 

 

[Amputator] Legs

 

  • Ready for Fusion Girl. ✔️
  • Ready for CBBE ✔️

 

 

Credits: 


@kziitd for the animations. 
@EgoBallistic for processing and implementing the animations. 
@Karna5 for the meshes. 

 



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