JB. Posted August 6, 2023 Author Posted August 6, 2023 (edited) 13 minutes ago, Karna5 said: No, you successfully block VATS mode. When I have both arms missing, certain actions throw me into combat mode, and it's hard to get out of it. I know one of the actions is stealth submission (I think with MCG), but I've found myself in combat mode other times, too. And it's incredibly hard to get out of combat mode. On a side note, I use the wonderful Kicks and Punches (Kicks And Punches - Unarmed Animations mod at Fallout 4 Nexus - Mods and community (nexusmods.com)) mod for melee combat, and you could consider having an option to allow melee combat without arms since we can still kick (obviously Commonwealth Slavers would not allow that). If we could still go in and out of combat mode without arms it would solve the issue of not being able to get out of combat mode. If you'd like an example of the kicks, around 36 seconds into this film my character is fighting a death claw with it: Demoness by Guglielmo Earthbound, on Flickr I added an option in the MCM that makes the mod not block the fight mode. So next time you apply a double amputation or right arm amputation, there will be no combat restrictions. Spoiler Let me know if it works for you and I'll upload it to Loverslab. Amputator 0.4.7z Edit: I forgot one detail. Before doing an amputation, make sure you re-enable the combat control on the MCM. This is in case you currently have a double amputation and you still have combat locked. Once re-enabled, activate the bypass. And from there there will be no more combat blocking. Edited August 6, 2023 by JB. 1
Karna5 Posted August 6, 2023 Posted August 6, 2023 Oh JB. your version 0.4 which allows combat works beautifully! It's so cool watching my character do backflip kicks without arms Thanks! On a side note, I sent you a private message with regard to something separate for your consideration with this mod. I don't wish to say it publicly in case you don't like it Thanks again!
Karna5 Posted August 7, 2023 Posted August 7, 2023 Hi, JB. With regard to blocking combat in your Commonwealth Slavers mod when both arms have been amputated, I did find out that your Amputator mod makes handcuffs invisible meaning you can still handcuff someone who has no arms, and it will look natural while blocking actions they would block if they had arms. I discovered this because I was doing some no-arm playthrough with this mod, and I got captured by AAF Violate, and they put handcuffs on me. But the cuffs were invisible, and I didn't know I was cuffed until I tried to use my Pip-Boy, haha. Anyway, I just mention it in case you decide there are situations where you absolutely want to make sure people with no hands cannot equip or use weapons or get into fights, like you do with Nuka Ride and sometimes in Commonwealth Slavers.
JB. Posted August 7, 2023 Author Posted August 7, 2023 17 minutes ago, Karna5 said: Hi, JB. With regard to blocking combat in your Commonwealth Slavers mod when both arms have been amputated, I did find out that your Amputator mod makes handcuffs invisible meaning you can still handcuff someone who has no arms, and it will look natural while blocking actions they would block if they had arms. I discovered this because I was doing some no-arm playthrough with this mod, and I got captured by AAF Violate, and they put handcuffs on me. But the cuffs were invisible, and I didn't know I was cuffed until I tried to use my Pip-Boy, haha. Anyway, I just mention it in case you decide there are situations where you absolutely want to make sure people with no hands cannot equip or use weapons or get into fights, like you do with Nuka Ride and sometimes in Commonwealth Slavers. What happens is that the handcuffs have (and must have) the same wrist bones as the human character. And since the wrist is one of the bones that I eliminate, along with the forearm, etc, everything that has those same bones will be eliminated. It's like a black hole. It sucks everything that passes through it. That's why this mod will not be able to be compatible with, for example, robotic arms. Robotic arms have the same bones. They will suffer the same fate as the handcuffs. 1
Karna5 Posted August 7, 2023 Posted August 7, 2023 12 minutes ago, JB. said: That's why this mod will not be able to be compatible with, for example, robotic arms. Robotic arms have the same bones. They will suffer the same fate as the handcuffs. I love the way you did it. I noticed looking at your stub caps in outfit studio and thought it's fantastic. Also I don't see why it couldn't be compatible with robot arms so long as the stubs in the robot arm outfits are meshes. For instance, the robot arms could do something like with this outfit i made playing around a while back: This said, you made a script which erases the body and outfit which have the bones below the shoulder twists. I wonder if it's possible to make a mirror step which adds robot arms below the robot twist when amputation is done. Either robot arms, or any type of arms like the type I use above.
Karna5 Posted August 8, 2023 Posted August 8, 2023 Hi, JB. I've been thinking about the problem you posed in which any portion of any outfit with bones lower than the shoulder twist get deleted if an arm has been amputated. In your Nuka Ride mod you use keywords like fit for heels, fit for porn, bimbo, etc. What if your Amputator mod had a keyword like Fit_for_prosthetic which only the stump caps would have. And you could have the standard stump caps you have now along with additional alternate stump caps which have robo arms or anything else you want. I don't know if your scripts have the ability to read keywords on meshes before deleting portions, but if it does have the ability to read keywords, then creating prosthetics (hook hands, robo arms, bloody bone jutting out of shoulder, etc.) would be possible.
JB. Posted August 8, 2023 Author Posted August 8, 2023 (edited) 58 minutes ago, Karna5 said: Hi, JB. I've been thinking about the problem you posed in which any portion of any outfit with bones lower than the shoulder twist get deleted if an arm has been amputated. In your Nuka Ride mod you use keywords like fit for heels, fit for porn, bimbo, etc. What if your Amputator mod had a keyword like Fit_for_prosthetic which only the stump caps would have. And you could have the standard stump caps you have now along with additional alternate stump caps which have robo arms or anything else you want. I don't know if your scripts have the ability to read keywords on meshes before deleting portions, but if it does have the ability to read keywords, then creating prosthetics (hook hands, robo arms, bloody bone jutting out of shoulder, etc.) would be possible. Your solution is not possible, but it points to the right direction. This mod searches for bones with a specific name and shrinks them to the maximum. SetNodeScale(Ao, "LArm_ForeArm1", 0.0, 1) ("1" mean first person view) SetNodeScale(Ao, "LArm_ForeArm1", 0.0, 2) ("2" mean third person view) My first attempt was a success/failure: I took a prosthetic arm, opened it up with Outfit Studio. I delete all the bones out of the right arm and painted the whole arm with the shoulder bones. The amputator does not touch the shoulder bones, so we would have the amputator believe that this entire prosthetic arm is a shoulder. Indeed, the amputator did not erase the arm as it did not find any bones. ✔️ But if you put the shoulder bones to a prosthetic arm, the arm will stay in a weird, static position, almost like a wing. It doesn't behave like an arm, it behaves like a shoulder. So the next solution I thought of was: create new bones, which have the same properties as a right arm, but which would be ignored by the Amputatpr. Unfortunately my knowledge is not enough for that, nor my desire. I was like "This works for me anyway, just the way it is. I'd rather just keep writing my stuff." But if anyone wants to pick up the challenge... You will find all the bones that the amputer deletes, in the source code. Edited August 8, 2023 by JB. 2
chooseChaos Posted August 8, 2023 Posted August 8, 2023 35 minutes ago, JB. said: Your solution is not possible, but it points to the right direction. This mod searches for bones with a specific name and shrinks them to the maximum. SetNodeScale(Ao, "LArm_ForeArm1", 0.0, 1) ("1" mean first person view) SetNodeScale(Ao, "LArm_ForeArm1", 0.0, 2) ("2" mean third person view) My first attempt was a success/failure: I took a prosthetic arm, opened it up with Outfit Studio. I delete all the bones out of the right arm and painted the whole arm with the shoulder bones. The amputator does not touch the shoulder bones, so we would have the amputator believe that this entire prosthetic arm is a shoulder. Indeed, the amputator did not erase the arm as it did not find any bones. ✔️ But if you put the shoulder bones to a prosthetic arm, the arm will stay in a weird, static position, almost like a wing. It doesn't behave like an arm, it behaves like a shoulder. So the next solution I thought of was: create new bones, which have the same properties as a right arm, but which would be ignored by the Amputatpr. Unfortunately my knowledge is not enough for that, nor my desire. I was like "This works for me anyway, just the way it is. I'd rather just keep writing my stuff." But if anyone wants to pick up the challenge... You will find all the bones that the amputer deletes, in the source code. My theoretical attempt is just dumb, but hey it's me ? First step like it is, Second step bring the bones back, but with a prosthetic look? If I remember right somebody once posting something about a banhammer for good Ideas = In this area I'm safe ?
Karna5 Posted August 8, 2023 Posted August 8, 2023 Those are interesting tests and results, JB. When I was figuring out how to make the bodyslide files for the stump caps, I noticed the left cap would get sliced off if the bones went below the shoulder twist. But the right arm didn't. For the final version, just to be clean, I didn't keep any bones below should twist even on the right side. But I'll try to think on this some more and see if I can figure something out. I don't think adding new bones would help because animations wouldn't use the new bones. But I do think there must be a way. I haven't been to bed in a couple of days, so this probably isn't the best time for me to think about this *laughs* but I'll see if I can figure anything out as well. It would be really cool to have various types of stumps and prosthetics Keep in mind what you've already done is magnificent. Even if it doesn't go beyond this, you've made a wonderful mod which is spectacularly cool
Karna5 Posted August 9, 2023 Posted August 9, 2023 JB. I spent some more time trying to make prosthetics work in game with this, but I don't think I'll be able to do it. However, while testing right arm amputation (trying to do prosthetics) a kitten walked on my keyboard and fired a musket my character had equipped. And to my delight the musket was invisible! I think if someone wants prosthetics in game, using mesh outfits instead of this amputator mod is fine. This mod does amputation perfectly and amazingly, and more isn't needed 1
DernKala Posted August 10, 2023 Posted August 10, 2023 (edited) Hi JB, I really like the mod and how it changes gameplay, especially in Commonwealth Slavers (another great mod of yours!) but I have an issue with the BodySlide files. I'm pretty sure I meet all the requirements (F4SE, SUP F4SE, MCM, Screen Archer Menu, and ZeX - ZaZ Extended Skeleton 6.0 with support for SAM) and I'm using version 0.4 of this mod. During installation I have chosen CBBE - Karna Version, and I have built the Amputator_Left_CBBE in Bodyslide (my character is missing her left arm). However, the problem is, the BodySlide files I built don't show up on my character (see first image). I tried changing the name and file structure of the built BS files, because it looks to me like any files I built are named Amputee_BothArms.nif, regardless of which option I choose in BodySlide, but that resulted in picture 2, where the armband meshes show up, but they don't align with the body mesh and the right hand is missing as well (sorry for the bad lighting in the images; I can take better-lit screenshots if that helps). Does anyone have an idea how to fix this? Edited August 10, 2023 by DernKala
DernKala Posted August 10, 2023 Posted August 10, 2023 (another picture of the issue with the generated bodyslide files for the left arm, this time with much better lighting)
JB. Posted August 10, 2023 Author Posted August 10, 2023 5 minutes ago, DernKala said: (another picture of the issue with the generated bodyslide files for the left arm, this time with much better lighting) I just checked and the bodyslide files are wrong. Thank you. Here is a version with ALMOST everything corrected. Bodyslide Files for CBBE Semi Fixed.7z But you will still notice a problem with the final positioning. There seem to be differences in the FG and CBBE bodies that I didn't anticipate and so it appears that the Karna mesh is not compatible with CBBE, unless someone wants to do the work to position it properly. 1
DernKala Posted August 10, 2023 Posted August 10, 2023 Quote But you will still notice a problem with the final positioning. There seem to be differences in the FG and CBBE bodies that I didn't anticipate and so it appears that the Karna mesh is not compatible with CBBE, unless someone wants to do the work to position it properly. Thanks for the quick fix, the hand does show up now. I've considered switching over to FG anyway, so the misalignment isn't a big deal for me.
harpzero Posted August 23, 2023 Posted August 23, 2023 On 8/10/2023 at 5:26 PM, DernKala said: Thanks for the quick fix, the hand does show up now. I've considered switching over to FG anyway, so the misalignment isn't a big deal for me. You can move the armwrap about 2.2 in the Outfit Studio.(use CBBE) 3
DernKala Posted August 24, 2023 Posted August 24, 2023 On 8/23/2023 at 4:22 PM, harpzero said: You can move the armwrap about 2.2 in the Outfit Studio.(use CBBE) Thanks, that did the trick.
JB. Posted August 24, 2023 Author Posted August 24, 2023 1 hour ago, DernKala said: Thanks, that did the trick. Can you share it? I will include it in the download. This saves me having to download CBBE. ?
DernKala Posted August 25, 2023 Posted August 25, 2023 (edited) 8 hours ago, JB. said: Can you share it? I will include it in the download. This saves me having to download CBBE. ? Sure, although this only fixes the left arm, I'm afraid. I've tried to make the right one and both arms work, but I have next to no experience with Outfit Studio. Simply using the same adjustment or inverting it on the right arm doesn't work, and I have no idea how to fix both arms. But at least the left arm looks much better now, so thanks again to @harpzero amputator_cbbe_left_arm_moved_in_OS.zip Edited August 25, 2023 by DernKala
H Bof Posted September 4, 2023 Posted September 4, 2023 Did anyone ever find another fix for the twig arms other than reinstalling ZeX with Screen Archer? I've tried both Fusion Girl versions with the Screen Archer fix but no luck
MeForRealThisTime Posted September 19, 2023 Posted September 19, 2023 The CBBE Original Version has some clipping for me on the upper arm, is there any way I can fix that? The outfit doesn't seem to have any sliders in bodyslide.
Karna5 Posted October 17, 2023 Posted October 17, 2023 (edited) Hi, JB. I hope you're well. I realize that kziitd and egoballistic are probably working on actual legless animations, but I thought you might be interested in the results of some testing I did today using the High Heel system to lower the body on a legless mesh using regular animations. It works pretty good, especially if running is disabled (because running has too much vertical movement). Here's a film of how my tests look: Stump Testing.mp4 For the armor record of the mesh I used the following settings: I realize most people use text files for the high heel system, but personally in my mashups I always put the settings right into the armor records. For my test mesh I set the amputation points to match the Raider Reform School Amputate tattoos (the "amputate below this line" tattoo) because I think it looks great with the amputations actually at those lines. But one can do any location on the amputations, adjusting the offset in the high heel system as needed. For sex and other animations I have to manually disable the HHS because I don't know how to get AAF to do that automatically. So I hotkey the HHS toggle to ctrl-H and turn the HHS on or off as needed. It would be nice if there was an AAF stetting to disable HHS automatically, but I haven't been able to figure it out. I do have my AAF set to only strip male characters of their slot 33 but never strip female characters (because I use mashups to control bodies). If you'd like my bodyslide file for the outfit, if you want to play around with legless stuff, I'm attaching it here. It uses the same material files as the TRS mod by HN66 which I know you already both have and have permission to use in your mods. This isn't as perfect as actual legless animations, but I think combined with stuff you already do such as making people look uncertain when they walk or stand, and by disabling the ability to run, I think it's not bad. It would be better if it was possible to automatically toggle HHS during AAF animations, but at least it can be done manually. Stump Test BS Files.7z Edited October 17, 2023 by Karna5 5
vaultbait Posted October 18, 2023 Posted October 18, 2023 On 10/17/2023 at 4:45 PM, Karna5 said: I realize most people use text files for the high heel system, but personally in my mashups I always put the settings right into the armor records. That makes sense. The main reason to use text files is that they can be included in any mod and will only get used by HHS if HHS is installed, but the mod can still be used without HHS that way (and without additional plugins). 1
the.samedog Posted December 30, 2023 Posted December 30, 2023 Nice mod! I've reworked most of the code to convert it into an amputation+prosthetics system. For now i'm using commonwealth prosthetics for testing and it works pretty well. 7
K.ivi Posted January 24, 2024 Posted January 24, 2024 Well, i spent an hour to figure out this is not compatible with Discrete female skeleton, sadly i have to give up on knee-fix. (sigh) Is it possible to make them compatible? 1
j0hnxmarst0n Posted February 29, 2024 Posted February 29, 2024 Question, the ZeX support says that its incompatible with CBBE. What is the solution, there, for using this with it and CBBE?
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