SamuKata
Seb263
Seb263

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Next-Gen Decapitations

Update 04/12/2024:

The mod is now live on NexusMods, thank you all for your feedback! Hopefully, those crashes will now be nothing more than a bad memory. For those who recently tested the beta versions, don’t forget to update the mod from NexusMods to enjoy a few additional fixes. 😉

The Dismembering Framework has also been updated, featuring full compatibility with Next-Gen Decapitations as well as a nice set of rather cool improvements.

I’ll now refocus on creating new features and might also make progress on the asset pack for creatures. According to the latest poll, many of you were eager to dismember eight-legged monstrosities. 😎

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Hello everyone!

I’m thrilled to introduce Next-Gen Decapitations, a groundbreaking project designed to fix Skyrim’s long-standing decapitation crashes and glitches. This mod goes beyond simple bug fixes, introducing a host of enhancements to make decapitations both immersive and stable.

Clarification on Alternate Beheading

You may recall my earlier mod, Alternate Beheading, which was an initial attempt to address the same issues. That project relied on features from the Dismembering Framework and custom assets. While it was a promising step forward, I wasn’t satisfied with the results: severed heads didn’t perfectly match their original counterparts.

With Next-Gen Decapitations, I’ve shifted my approach entirely, achieving far more accurate results. I do, however, plan to overhaul Alternate Beheading in the future to explore even more advanced features, such as highly detailed skull explosions. [Preview video]

What Does This Mod Do?

At its core, Next-Gen Decapitations is designed to fix all known crashes and glitches related to decapitation mechanics in Skyrim. Here’s a full list of its features:

Known Limitations and Beta Goals

I aim to keep the beta phase brief so the public release on NexusMods can happen as soon as possible. I want this bug to be fixed ASAP. Thus, your feedback will be invaluable in ironing out issues.

Current limitations:

Standalone Functionality

This mod is completely standalone and requires only the Address Library for SKSE. While it works independently of the Dismembering Framework, the two mods complement each other perfectly when used together.

If you’re not using the Dismembering Framework, simply delete DismemberingFramework.dll and DismemberingFramework.pdb from your SKSE/Plugins folder.

Configuration

The mod can be configured via the NextGenDecapitations.ini file located in SKSE/Plugins. Given the simplicity of the options, I don’t plan to create an MCM menu, even for the official release. That said, we’ll see how things evolve based on community feedback.

Why This Mod Matters

Beyond its immediate impact, Next-Gen Decapitations serves as a crucial testbed for the next major update of the Dismembering Framework. If this mod proves stable and effective, it will pave the way for exciting advancements in the framework.

Beta Access

IMPORTANT: I do not recommend using this mod with Simple Beheading or Alternate Beheading for now. The Dismembering Framework is compatible, but make sure to use both files (dll and pdb) provided temporarily with this mod.

🔗 You can download the beta version of Next-Gen Decapitations from this page.

Your feedback is crucial to helping me improve this project, so please don’t hesitate to share your thoughts—even if the mod is working perfectly! If you encounter any issues, feel free to post in the dedicated chat.

Thank you for your continued support—let’s finally put Skyrim’s decapitation crashes to rest!

Best regards,
Seb263

Next-Gen Decapitations Next-Gen Decapitations Next-Gen Decapitations Next-Gen Decapitations Next-Gen Decapitations Next-Gen Decapitations

Comments

Thank you for your support! First, make sure to save your game manually, as there seems to be a serious silent bug related to the mod that was recently discovered... Regarding your issue, I must admit it's quite strange that this only happens during "Off Killmoves" attacks. The function used is the same, so if there's a problem, it should occur everywhere. Anyway, this kind of glitch can happen when an NPC (or in your case, the player) is automatically forced to wear a piece of equipment as soon as their gear is altered (which is what NG-D does). For instance, I’ve been informed that the "Elven Ears for Breton NPCs" mod has the annoying habit of forcing the elf ears equipment, causing the head to reappear. I theoretically fixed this in version 1.0.4, but it’s still possible that other mods might do something similar. I recommend checking which mods are applying cosmetic elements to your character—one of them is likely causing this behavior.

Seb263

First of all, Thanks for your great job. Now, I'm using 'dismembering framework' with this mod, and I found one issue that decapitated head reappear when player is decapitating by melee attack(its working properly during kill move). Its occured only to player (NPC side no problem). Could you please advise me how to solve it?

정희 이

Truly fucking amazing man, god? is that you?

Jason J Salgado

The mod applies its fixes directly at the source of the issue: at the moment the game's decapitation function is triggered (known as a hook). As a result, it is automatically compatible with mods like Violens, Valhalla Combat, or any other mod that modifies or adds new kill moves. As with my other mods, no elements of the base game are modified, so no conflicts with other mods are expected.

Seb263

Is there any chance of this replacing the vanilla decapitations? For instance, mods like Violens or Valhalla Combat, have decap executions, If I'm not wrong, they use the vanilla one, so we would have CTDs and inconsistencies there. If this mod or someone could make it replace vanilla ones, we could basically use every decap or execution mod without extra patches

Jason J Salgado

Friend you are literally evolving Skyrim's modding with this stuff. The overlays issue was always a headache for me, cause I love having NPCs with face tattoos. I'm currently unable of playing my 3 years modlist because Maximum Carnage and decap CTDs are breaking it, even though I have them disabled. If this works, you'll be the first to properly address such a major problem

Jason J Salgado

I see, thanks.

hargas

Yeah I think that's what he means. If you scroll to his previous posts, he literally have a prototype of dynamically dismembering someone based on where you hit. He's also making gore based on weapon types iirc, like using mace would disfigure instead of dismember. Awesome stuffs.

RakaZet

when you say decapitations, do you mean to introduce other decapitations other than just beheadings? would be cool to slice an enemy in half vertically or horizontally.

hargas

Thank you

Jade Jordan

Another user experienced a similar issue with Next-Gen Decapitations. This is, of course, a case of false positives. This is mainly due to the fact that an SKSE plugin is essentially a module that injects code into the game’s executable (which is why some antivirus programs flag it). Nonetheless, here’s a link to a VirusTotal scan of the mod archive: https://www.virustotal.com/gui/file/ad04164f1c5cb9d5c87809c86541cd9abbfa24835b4ec6a12b6583cc0b20f1a8 Feel free to upload the archive yourself to the same (or another) site if you want to verify the analysis for peace of mind.

Seb263

I'm getting a Trojan quarantine alert from Microsoft Windows Defender anytime I try to download the latest SANGUINE SYMPHONY 3 update.

Jade Jordan

Can't wait for those skull explosions lol

minbari

Thanks a lot, my idol ! <3

Hoang Dai Nguyen

Do not disable your plugins during a game. You risk corrupting your save in the long term. In the case of N-G Decapitations, if you don't want it to load the next time you start the game, I recommend simply renaming 'NextGenDecapitations.dll' to 'NextGenDecapitations.dll_'. Just add an underscore (or another character) to the extension so the game doesn't load the DLL at startup. This method is completely safe.

Seb263

I just tried it out one time. Exit Skyrim, deactivate next-gen decap and with the existing save Pama furniture works again. But I cannot say what a behaviour the save file will get if you activate and deactivate it again and again. Maybe the save file will get corrupted. Just test it with a non walkthrough save game.

Mario Mülder

do you know if i can axtivate/deactivate it on an existing save whenever i want? to use pamatronic stuff when i like?

piepman

Seb263 thinks it's the way Pama uses an SKSE implementation for decapitation. He first concentrate for beheadings in normal battle. Hopefully in future Seb finds a way to make it compatible with deadly furniture or Pama finds a way to implementate the future next-gen decapitation mod in his framework. The next test for me is battle decapitation with KS Hairdos HDT equipt and with activated face overlays in racemenu ini

Mario Mülder

I successfully downloaded it ON THE DESKTOP SITE. I normally use Patreon's app, but for some reason NG Decapitations isn't showing up on mobile. Either way, I downloaded it. Thank you!

Jade Jordan

There is a third link on this page; did you manage to find it? If not, it might be that your browser has cached the page.

Seb263

Okay, the first try. It seems, it does not work with Pama Deadly Furniture, latest version. For a quick beheading scene I spawned a guillotine and a chopping block. With both, the head stays on the body. After deactivate next-gen Decapitations the head falls off. But then the ks hairdos normal hair is removed from the head. I cant remember how to fix this.

Mario Mülder

Where is the download link? When I click "You can download the beta version of Next-Gen Decapitations from this page," I'm redirected to alternate beheading and sanguine symphony. Is this supposed to happen?

Jade Jordan

allright somehow it works if my inventory is empty but to get those beautyfull blood sprays i need to use alternate beheading which spawns a second head (sometimes only the one from alternate beheading while the physics head gets invisible). devices like pamatronics for example are unable to decapitate, (block, guillotine, garotte)

piepman

Well, I'm the one asking for feedback, so don't feel sorry, especially since you're supporting me! For now, I can't see what might be preventing the mod from working. The only specific scenario I enforced is that decapitation doesn't occur if the NPC is wearing armor that also covers the head (like certain robes, for example). In addition to head strikes using the Dismembering Framework, have you tried performing a killmove (as in the base game)? You can also start the game without loading a save and type coc solitudeorigin to witness the execution scene where the mod is also supposed to apply.

Seb263

i used it without alternate beheading first and installed alternate beheading afterwards, its still the same, beheadings are currently completly unavailable, :(, P.S. im sorry for bothering you that much right now

piepman

Next-Gen Decapitations has everything Alternate Beheading has (and even more), except for the face blood decals. I'm not even sure this is the reason behind the issue you're experiencing, but can you try disabling it so we can be sure? You just need to remove the Alternate Beheading dll file if you don't want to mess with your load order ;)

Seb263

Wow, this looks promising. For this I gladly start supporting you. I will start testing as soon as possible. But the dismemberment framework works also very good.

Mario Mülder

alternate beheading, the animation plays but the head stays on, i love this so much and i want it to work :,(((. is there a chance its because of an orc character with a physics hair mod and skin texture in use?

piepman

Do you have a bug if I understand correctly? Can you tell me more about it? Do you use Alternate Beheading or Simple Beheading?

Seb263

what if the head stays on and nothing happens?

piepman

The face caving is crazy great work as always.

Panda Pancakes

My lord man, you’ve done nothing but revolutionize everything you touch this past year, looks spectacular!

SD


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