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Posted

 I tried the two files @hildm1 provided, sadly it only worked with arms and have the old visible leftovers problem, to amputate legs results in an invisible character. Then i uninstalled SUPCL and installed the original PCL as @judge007 suggested, but it actuallly didnt work, it just remove hands with arms and have invisible legs supporting the character with legs amputated. I tried to tinker with it a little bit but didnt get any progress, maybe the best way really is to downgrade the game😭

Posted
On 11/15/2025 at 7:22 AM, xkyljs said:

I tried to tinker with it a little bit but didnt get any progress, maybe the best way really is to downgrade the game😭

 

I don't think hildm1's solution would work with AE, so if you updated then it would be the cause.  Definitely native PCL does not have the functions that hildm1 added, it has similar functions (SetNodeLocalTransform) but they CTD in the deferred update task.  The author of PCL confirmed as much and said they would investigate, but it seems like they have a computer issue, plus the AE update it might be a few months before any progress on using the native PCL function.

 

IMO, old-gen is probably going to be the best experience for a while.

Posted
On 11/17/2025 at 11:38 PM, dav42 said:

I don't think hildm1's solution would work with AE, so if you updated then it would be the cause.

I didnt upgrade to AE though, stayed on NG, which is why im a bit buffled to run into the problems with the invisible models and textures🥲 I saw earlier in this thread someone has a similar problem, but its before they used hildm1's files.

Posted

This is using native PCL on Next Gen, however PCL does need a bug fix.  The issue is in the call to UpdateWorldData, not sure but either a_node is dereferenced before the task runs or the CommonLib function has incorrect offsets/parameters.  I am more fluent in C, and dabbled in C++ maybe 20 years ago, so I don't know which is happening.

 

Assuming this gets fixed then I'll post the script update, and it should work with AE once PCL is updated.

 

 

Spoiler

image.png.6d0ca61f6a134781ccaa5bf8e73e7a72.png

 

Posted
On 11/15/2025 at 7:22 AM, xkyljs said:

 I tried the two files @hildm1 provided, sadly it only worked with arms and have the old visible leftovers problem, to amputate legs results in an invisible character. Then i uninstalled SUPCL and installed the original PCL as @judge007 suggested, but it actuallly didnt work, it just remove hands with arms and have invisible legs supporting the character with legs amputated. I tried to tinker with it a little bit but didnt get any progress, maybe the best way really is to downgrade the game😭

Do you have KFT installed? I had some weird interaction until I removed it.
 

Glad my hack is working for people. FWIW I tried a native PCL approach first. Using a maintained library is a much better approach.
 

Changed course when I hit some odd behavior with PCL’s node functions. Been a while, but I think the skeleton traversal seemed off / odd there. 

Posted
On 10/26/2025 at 9:16 AM, dav42 said:

 

I was thinking you should be able to just do it in Papyrus with PCL, did you happen to try any variation like this?

 

Import System:NetImmerse

...

bool Function SetNodeScale(ObjectReference MyRef, string NodeName, float fScale, int iPCRequest = 0)
   NiTransform akTransform
   bool abFirstPerson = iPCRequest == 1
   bool abResult = false
   
   akTransform = GetNodeLocalTransform(MyRef, NodeName, abFirstPerson)
   If akTransform != None
      akTransform.Scale = fScale
      abResult = SetNodeLocalTransform(MyRef, NodeName, akTransform, abFirstPerson)
   EndIf
   
   return abResult
EndFunction

 

When I tested this approach, pretty much CTD on load.  Probably something stupid.  But it looks like PCL has functions to perhaps do this directly, just not familiar enough with it.  Kudos for a working solution.

 

 

  Reveal hidden contents

PROBABLE CALL STACK:
    [0] 0x7FFE97C04595 PapyrusCommonLibrary.dll+0174595    mov rax, [rcx] |  C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808\include\functional:879 std::basic_istream<char,std::char_traits<char> >::?1sentry (mangled: ??1sentry@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA@XZ) C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808\include\functional:865 std::basic_istream<char,std::char_traits<char> >::?1sentry (mangled: ??1sentry@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA@XZ)
    [1] 0x7FFEAE386639        f4se_1_10_163.dll+0016639
    [2] 0x7FF7C8F9B503             Fallout4.exe+0D3B503    call 0x00007FF7C85EAD70 |  Main::UpdateNonRenderSafeAITasks(void)_D3B503 -> 338354+0x23    call 0x00007FF7C85EAD70
    [3] 0x7FF7C9DB0F26             Fallout4.exe+1B50F26    mov ecx, [rbx+0x0C] |  BSJobs::JobListLocal::RunJobsInternal(uint,BSJobs::ThreadJobListState&,bool)_1B50F26 -> 329005+0xC6    mov ecx, [rbx+0x0C]
    [4] 0x7FF7C9DB1432             Fallout4.exe+1B51432    mov r14d, eax |  BSJobs::JobThread::RunJob(void)_1B51432 -> 194800+0x202    mov r14d, eax
    [5] 0x7FF7C9DB3F67             Fallout4.exe+1B53F67    movzx eax, byte ptr [rbx+0xA74] |  BSJobs::JobThread::ThreadProc(void)_1B53F67 -> 1492866+0x67    movzx eax, byte ptr [rbx+0xA74]
    [6] 0x7FF7C9D7CFED             Fallout4.exe+1B1CFED    mov rcx, [0x00007FF7CDDBBD38] |  BSThread::CallThreadProc(void)_1B1CFED -> 1079791+0x3D    mov rcx, [0x00007FF7CDDBBD38]
    [7] 0x7FFF54D4259D             KERNEL32.DLL+001259D
    [8] 0x7FFF5636AF78                ntdll.dll+005AF78

REGISTERS:
    RAX 0x9FB14DE3E8       (void*)
    RCX 0xBE4FFE89         (size_t) [3192913545]
    RDX 0x9FB15DFA90       (void*)
    RBX 0x23F08842DC0      (F4SE::TaskInterface::TaskDelegate*)
    RSP 0x9FB15DFA70       (void*)
    RBP 0x0                (size_t) [0]
    RSI 0x0                (size_t) [0]
    RDI 0x1                (size_t) [1]
    R8  0x0                (size_t) [0]
    R9  0x0                (size_t) [0]
    R10 0x1                (size_t) [1]
    R11 0xFFFFFFFFFAC1624F (size_t) [uint: 18446744073621561935 int: -87989681]
    R12 0x7FF7CDE48088     (void* -> Fallout4.exe+5BE8088    add [rax], al |  aDiveBombChance_5BE8088)
    R13 0x7FF7CDE48080     (void* -> Fallout4.exe+5BE8080    add [rax], al |  aDiveBombChance_5BE8080)
    R14 0x1                (size_t) [1]
    R15 0x7FF7CDE48084     (void* -> Fallout4.exe+5BE8084    add [rax], al |  aDiveBombChance_5BE8084)

 

 

This sounds like my experience. Something seems off in PCL, which is why I gave a C++ solution a shot. And fortunately, it was actually pretty easy for AI to adapt the functions to NG. Honestly, if I had bandwidth for this I’d  ask it to figure out the PCL bug and submit a PR. 

Posted
7 hours ago, hildm1 said:

This sounds like my experience. Something seems off in PCL, which is why I gave a C++ solution a shot. And fortunately, it was actually pretty easy for AI to adapt the functions to NG. Honestly, if I had bandwidth for this I’d  ask it to figure out the PCL bug and submit a PR. 

 

Yeah, I did figure out the PCL bug, and I reached out to the author of that mod to report it.  He said it's fixed, so I am hoping for a release with the fix sometime after December with the last AE patch, but he is also apparently in the middle of an overhaul to the mod so you never really know.

 

Basically the issue seems to be with the "lambda capture form" for the task that is created after updating the structures.  Currently it is doing a pass by reference into the lambda, and I believe the memory allocated to the reference pointer is deallocated (because it is on the stack) before the task runs.  Changing it to a pass by value seems to solve it, I tested the script using the native PCL with Commonwealth Slavers on NG and it works fine in one of the scenes.

 

It basically changing this line in NetImmerse.hpp:

        F4SE::GetTaskInterface()->AddTask([&]() {

 

to this:

        F4SE::GetTaskInterface()->AddTask([=]() {

 

 

Oddly you don't actually need this UpdateWorldData call that happens in NetImmerse.hpp, but I assume it is probably more proper.  It seems PCL also updates the data structures directly, similar to SUP_F4SE, the main difference is PCL is using CommonLibF4's interface for modifying & calling in-game stuff where SUP_F4SE was using F4SE's interface.

  • 2 weeks later...
Posted (edited)

Hey guys, Idk if I'm missing something but I have this bug that everytime I do an AAF animation with my arm amputated(The one with pip boy) it shows up like this. I have all the requirements, The skeleton with Screen Archer support, Sup FSE and FSE and the MCM.

image.jpeg.30dc01e8b969e7e39fff2939ddfef04e.jpeg
 

 

Edited by Maledictions
Posted
On 11/27/2025 at 8:00 AM, hildm1 said:

Do you have KFT installed? I had some weird interaction until I removed it.
 

Glad my hack is working for people. FWIW I tried a native PCL approach first. Using a maintained library is a much better approach.
 

Changed course when I hit some odd behavior with PCL’s node functions. Been a while, but I think the skeleton traversal seemed off / odd there. 

I earlier reported on SUP_F4SE, SUP_PCL & PCL.

 

Turns out the results I was getting involved data in my save file (my guess at this point)

 

After this I updated my potato lap-top with a better desktop.

 

Now I find when I use SUP_F4SE and either the tweaked or untweaked Amputator, the arm amputations I'm getting result only in missing hands.

Using Hildm1's two files (Amputator tweaked & SUP-PCL) I get arms amputated correctly, but invisible body for leg amputations.

Using basic PCL and untweaked Amputator, hands only amputation.

Using basic PCL and tweaked Amputator, hands only amputation.

 

This is on a clean 1.10.163 FO4 downgrade from AE.

Totally different results from previous report.

Hope this helps.

  • 3 weeks later...
  • 4 weeks later...
Posted

I'd like to ask why there's no animation; after the character's legs are cut off, they just float around instead of crawling on the ground.

Posted
11 hours ago, ElvesOu said:

I'd like to ask why there's no animation; after the character's legs are cut off, they just float around instead of crawling on the ground.

 

I would assume the idea is this is a framework mod, the mod calling it would apply the animation/idle.  Perhaps you want them to sit on the floor, lay on the ground, or like you say crawl (which is kind of problematic due to game engine behavior/limitations).  This mod would just apply the node modifications and equip the amputation caps.

 

Posted (edited)
22 minutes ago, dav42 said:

 

I would assume the idea is this is a framework mod, the mod calling it would apply the animation/idle.  Perhaps you want them to sit on the floor, lay on the ground, or like you say crawl (which is kind of problematic due to game engine behavior/limitations).  This mod would just apply the node modifications and equip the amputation caps.

 

I also wonder if Human race uses same crawl behavior as ghouls when both legs are dismembered (very unlikely since you are supposed to be dead), but it could be another alternative (+ the gore).

Edited by lee3310
Posted (edited)
11 minutes ago, lee3310 said:

I also wonder if Human race uses same crawl behavior as ghouls when both legs are dismembered (very unlikely since you are supposed to be dead), but it could be another alternative (+ the gore).

 

That would actually be pretty cool to see in JB's slavers, forgot about that crawl animation with ghouls.

Edited by dav42
Posted (edited)

The animations for crawling while lying down (quadruple amputation) and crawling while sitting (legs amputated but with at least one healthy arm -You can see it in the pic on the mod's download page) are included in this mod.

 

If it doesn't work, it's because @ElvesOu probably have Langnao's Girly Animation installed. That, or you just have to change the camera perspective to refresh the engine.

Edited by JB.
Posted
On 1/21/2026 at 8:44 AM, JB. said:

The animations for crawling while lying down (quadruple amputation) and crawling while sitting (legs amputated but with at least one healthy arm -You can see it in the pic on the mod's download page) are included in this mod.

 

If it doesn't work, it's because @ElvesOu probably have Langnao's Girly Animation installed. That, or you just have to change the camera perspective to refresh the engine.

Thank you, it worked fine after I change the camera perspective.However, I've also encountered the same problems that many others have faced, and I'm trying to solve them.

However, I encountered the same problem many others have: issues with the amputated limb after character amputation. I'm trying to fix it. I reinstalled zexV6 and selected support for Screen Archer, and all other prerequisites are met. There are no pop-up error messages, but the problem persists.  Additionally, another issue has appeared: the other hand turns black after the amputation.I will continue to try and fix them, and thank you for your mod.

  • 1 month later...
Posted
18 hours ago, kimlarsen said:

I've been getting this problem when i amputate her arms. it only removes her hands and i don't know what i can do to fix it

 

This usually means SUP_F4SE is not working or installed, you should get a warning about it and Amputator won't register for AAF events -- but manual/scripted amputations would look like this.

 

SUP_F4SE is only available for old-gen (1.10.163.0).

  • 3 weeks later...
Posted
On 1/20/2026 at 4:44 PM, JB. said:

The animations for crawling while lying down (quadruple amputation) and crawling while sitting (legs amputated but with at least one healthy arm -You can see it in the pic on the mod's download page) are included in this mod.

 

If it doesn't work, it's because @ElvesOu probably have Langnao's Girly Animation installed. That, or you just have to change the camera perspective to refresh the engine.

Change camera perspective... how do?

  • 4 weeks later...
Posted (edited)

@JB. Here is a compatibility patch for NG/AE using the new Hydra F4SE Plugin (replacement for Papyrus Common Library).  Feel free to incorporate this change in the main archive.

 

Requirements: 

Hydra F4SE - https://www.nexusmods.com/fallout4/mods/104159?tab=files

 

Supports:

OG/NG/AE

 

OG users can continue to use SUP_F4SE or Hydra F4SE.  If you have both installed, it will use SUP_F4SE.

NG/AE users must use Hydra F4SE.

 

This is a patch, install after Amputator main archive.  Based on Amputator 0.9.

Amputator 0.9 NG-AE Compatibility Patch.7z

 

 

If you get an error on OG about invalid scripts with both SUP_F4SE & Hydra (I would recommend removing SUP_F4SE, if possible) -- this may help (you can also ignore the error and continue on):

image.png.09442f72cd0fef504739099c43f407cc.png

Edited by dav42
Posted
29 minutes ago, dav42 said:

@JB. Here is a compatibility patch for NG/AE using the new Hydra F4SE Plugin (replacement for Papyrus Common Library).  Feel free to incorporate this change in the main archive.

 

Requirements: 

Hydra F4SE - https://www.nexusmods.com/fallout4/mods/104159?tab=files

 

Supports:

OG/NG/AE

 

OG users can continue to use SUP_F4SE or Hydra F4SE.  If you have both installed, it will use SUP_F4SE.

NG/AE users must use Hydra F4SE.

 

This is a patch, install after Amputator main archive.  Based on Amputator 0.9.

Amputator 0.9 NG-AE Compatibility Patch.7z 7.21 kB · 1 download

 

 

If you get an error on OG about invalid scripts with both SUP_F4SE & Hydra (I would recommend removing SUP_F4SE, if possible) -- this may help (you can also ignore the error and continue on):

image.png.09442f72cd0fef504739099c43f407cc.png

Wow! Thank you! I'll upload it tonight. 🙌

  • 2 weeks later...
Posted

Using Amputator v1.0.0 and hydra F4SE v1.0.2 on Fallout 4 v1.10.163, left arm amputated in Commonwealth Slavers Runaway Slave quest.

Any AAF animation in or equipping hand-cuffs, results in a weird bone-like appendage, with a distorted pip-boy. This sticks around after animation ends.

Skeleton in use is Zex with Screen Archer Menu support, no other changes to skeleton.

Fusion Girl vaginamorphs by Indarello and Body Talk 4.

Devious Devices RC9 and KFT.

Animations causing this weren't restricted to one author, and different mods initiated the anims.

 

Reverting to an earlier save with Amputator v0.9.1 and SUPF4SE and no issues like above.

I'll wait til there is an update to Hydra and/or Amputator and try again.

 

Thanks for the good work.

Posted

@JB.

I still have the wrong meshes for the amputations, even after reinstalling.

 

To recap, I'm usin CBBE, and choosing the original or the Karna version (the metal nubs) during installation results in the bandages being used.

 

Also, no bodyslide files for the arms. Only the legs. I'm almost 100% sure they were there before.

 

FOMOD error?

Posted
23 hours ago, judge007 said:

Using Amputator v1.0.0 and hydra F4SE v1.0.2 on Fallout 4 v1.10.163, left arm amputated in Commonwealth Slavers Runaway Slave quest.

Any AAF animation in or equipping hand-cuffs, results in a weird bone-like appendage, with a distorted pip-boy. This sticks around after animation ends.

Skeleton in use is Zex with Screen Archer Menu support, no other changes to skeleton.

Fusion Girl vaginamorphs by Indarello and Body Talk 4.

Devious Devices RC9 and KFT.

Animations causing this weren't restricted to one author, and different mods initiated the anims.

 

Reverting to an earlier save with Amputator v0.9.1 and SUPF4SE and no issues like above.

I'll wait til there is an update to Hydra and/or Amputator and try again.

 

Are you saying the amputation is occuring during animation?  I haven't noticed any issues just playing CS with recommended mods.  But the one major difference is SUP_F4SE changes just the scale on the node, whereas the way Hydra works you have to pull out the node's NiTransform (includes rotation[x,y,z,w] + position + scale) and sends it back in.  Since this is all happening in Papyrus it could be problematic if it's happening during an animation, especially considering it's iterating through a few bones.  Theoretically the Papyrus VM could do this between two different frames due to just how the game works.  Otherwise it's modifying the same structures in very similar ways (i.e. scale is being set the same).

 

If the amputation event is fine, and the artifact is when an animation starts then perhaps if you are using scaling mods it's possible that it is scaling up the local node's scale from 0 to 0.1 or something like that, that would be a guess.  A little bone appendage sounds like scaling adjustments.  The way Amputator works is it sets the scale on the individual bones from 1.0 to 0.  But this shouldn't be much different that SUP_F4SE.

 

Posted
3 minutes ago, dav42 said:

 

Are you saying the amputation is occuring during animation?  I haven't noticed any issues just playing CS with recommended mods.  But the one major difference is SUP_F4SE changes just the scale on the node, whereas the way Hydra works you have to pull out the node's NiTransform (includes rotation[x,y,z,w] + position + scale) and sends it back in.  Since this is all happening in Papyrus it could be problematic if it's happening during an animation, especially considering it's iterating through a few bones.  Theoretically the Papyrus VM could do this between two different frames due to just how the game works.  Otherwise it's modifying the same structures in very similar ways (i.e. scale is being set the same).

 

If the amputation event is fine, and the artifact is when an animation starts then perhaps if you are using scaling mods it's possible that it is scaling up the local node's scale from 0 to 0.1 or something like that, that would be a guess.  A little bone appendage sounds like scaling adjustments.  The way Amputator works is it sets the scale on the individual bones from 1.0 to 0.  But this shouldn't be much different that SUP_F4SE.

 

No, standard amputation by Gristle during Runaway Slave.

AAF animations without handcuffs are fine.

When cuffs are involved, the weirdness occurs. Bonelike appendage appears, with a deformed pip-boy.

Taking the easy route to Nuka Ride, arm grows back.

 

I for one do NOT have a deep understanding of the the mechanisms involved, and am just reporting results.

Like I said, I reverted back to the original setup, with SUP F4SE, and it's functioning as it was supposed to.

 

 

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