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Posted

Hi

 

I'm back...

 

What's the right way to make soft dependency for your mod, right ?

 

Function AmputeFootPlayer()
    If Quest.GetQuest("AmputatorMain")
        AmputatorMainScript AMS = (Quest.GetQuest("AmputatorMain") as AmputatorMainScript)
        debug.notification("You lost your feet !")
        AMS.ApplyAmputator(playerref, 1, 0)
    EndIf
EndFunction

 

The script doesn't want to compile...

  • 3 weeks later...
Posted

Installed this mod and it work okay for 10 minutes or so, then I got and ctd, think to myself no problem probably was just a random one, try to launch Skyrim again, ctd. Go through load order and start going through mods, eventually disable amputator framework, Skyrim works fine, not sure what it's conflicting with, any ideas

  • 4 weeks later...
Posted

OOOOK so hi guys and gals i have an amazing idea ! Wouldn't be too hard as all the parts are there !
Amputator Framework + Deadly Traps and Curses + Combat Fatigue + Vigor Combat and injuries + Ultimate Combat mod.
So that's a lot i know but here is the idea .
Use vigor to maintain the risk level using "poise System" for the injury levels so you can say get health to combat fatigue and injuries are possible.
When you are under 40 or so percent health or injury from vigor use the combat fatigue animations and when vulnerable  allow for amputation to occur  and ultimate combat to work with it all as the base combat system. Does any one know if this is doable?

 

               
               
Posted

Just wanted to say how much I love this mod, especially its simple design and usage. Still one of the most reliable mods I have installed. THANK YOU! 

Posted
3 hours ago, markdf said:

Is there supposed to be an animation for walking when you're just a torso? Right now all I'm getting is the pc wiggling through the air like a levitating caterpillar.

LMAO wow you gotta make a video

 

  • 2 weeks later...
Posted
5 hours ago, Sybian said:

Is there any mod that turns you into an onahole? It's one of my life goals >:)

Funnybizness has a couple "amputated" animations where the receiver is just sort of hanging or laying helpless, but I think that's about as close as we've got.

Posted

Looks like an amazing technological achievement!  
I've seen hugging animation mods, and mods that let you control the movement of another npc.  From those, I wonder if it would be possible to include being carried by a follower?  I can imagine it being awkward, and difficult to code, but certainly interesting and immersive. 

Posted

Skyrim crashes after the loadup logo with this installed.  I ran the finis and have the animation pack and race menu.

 

Edit: No idea what I did but it loads now for some reason.  The custom limb animations aren't showing up even when it's checked in mcm.  I have the zaz and sexlab all in the mcm and have tried fiddling with those options too... still no good.  

From reading it looks like others have had the same problem with no apparent written solution.

When I run Finis it doesn't mention "reading sex lab" like sex lab says it's supposed to but I've re-installed over and over.  (using mod manager 2)
Running finis, it also says bad install, that it's not in the steam folder.  But I'm running mod manager, so it wouldn't be.  Really not sure what the answer is.

  • 2 weeks later...
Posted

I noticed that when the character has leg amputations, they even ready a spell.  I assume this is because they use their arms to move and it would be hard to walk on the arms and fight at the same time.  Maybe a good middle ground would be that a legless character would not be able to crawl while using the hands.  But yeah, cool mod.

Posted

Hey, as a possibility, can someone list the mods that used Amputation Framework? For the life of me I remembered having one in my load order the last time I did a Lewdrim, and while I see Deadly Traps and Curses mentioned a lot, the one I'm thinking of had some quests and sidestories connected to the framework as well. A little help on trackdown?

  • 2 weeks later...
Posted

Anyone know why when I loaded my game my forearm is back still got the quest saying I need to find a way to fix it or something like that?

 

Edit: NVM fixed it had to force heal with f1 and then remove lime with it.

Posted
6 minutes ago, Hambam9871 said:

Is there any way to have armor not be affected, while the body is?

That is not possible, how this mods does amputation is take certain nodes and size them down to like 0% and anything near their will be affected as well. Its just the nature on how skyrim's armors work in game each armor is implanted with a new body into that armor. If it was just you adding a mesh on top of an existing mesh maybe we could manipulate them separately but its just not possible in skyrim.

  • 1 month later...
Posted
On 28/12/2017 at 11:33 PM, Hollow_Fang said:

OOOOK so hi guys and gals i have an amazing idea ! Wouldn't be too hard as all the parts are there !
Amputator Framework + Deadly Traps and Curses + Combat Fatigue + Vigor Combat and injuries + Ultimate Combat mod.
So that's a lot i know but here is the idea .
Use vigor to maintain the risk level using "poise System" for the injury levels so you can say get health to combat fatigue and injuries are possible.
When you are under 40 or so percent health or injury from vigor use the combat fatigue animations and when vulnerable  allow for amputation to occur  and ultimate combat to work with it all as the base combat system. Does any one know if this is doable?

 

 

             

+using dwarven implants :cool:
+special npc to heal the body, like the npc who can change your face in riften

  • 2 weeks later...
Posted
On 29.12.2017 at 2:33 AM, Hollow_Fang said:

OOOOK so hi guys and gals i have an amazing idea ! Wouldn't be too hard as all the parts are there !
Amputator Framework + Deadly Traps and Curses + Combat Fatigue + Vigor Combat and injuries + Ultimate Combat mod.
So that's a lot i know but here is the idea .
Use vigor to maintain the risk level using "poise System" for the injury levels so you can say get health to combat fatigue and injuries are possible.
When you are under 40 or so percent health or injury from vigor use the combat fatigue animations and when vulnerable  allow for amputation to occur  and ultimate combat to work with it all as the base combat system. Does any one know if this is doable?

 

               
               
On 12.4.2018 at 5:30 AM, SaymonKopolsky said:

+using dwarven implants :cool:
+special npc to heal the body, like the npc who can change your face in riften

 

I also thought about the idea of some ampu-injuries, like in combination with Death Alternative and/or Defeat. You wake up somewhere because someone rescued you - but the damage was already done.

 

But something I think is really critical is the when you have tons of requirements for one mod.

 

I liked the picture with the wooden leg (although I didn't find the prothesis) and thought about some sort of magic arm replacing your missing one. "Hey, I'm a fucking mage, I create my own half-transparent-glowing arm!" (looking like the summond blades and stuff) :smiley:

 

Well I don't know how poor Dragonborn should go his/her way without arms and legs (rolling the enemies to death?), but thought about some questline. Like when you loose all limbs you wake up in some bed (like the rescue-event in Defeat (or is it in DA?)), but instead of just going on like before you do some quest in a dreamlike-world (thinking of "Waking Nightmare"- or the Sheogorath-like world/episode). And after completing the quest you get back to the real world and have your limbs back. Of course in the "dreamworld" you have your limbs.

 

Whatever, just throwing in some ideas, maybe someone can use them for I am no modder ;)

 

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