SamuKata
Seb263
Seb263

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2025 Roadmap: Dismembering Framework & Other Projects

Hello everyone,

First of all, I wish you an excellent year 2025!

I'm reaching out today to give you an update on what's planned for this year and to provide an overview of the upcoming projects.

Complete Overhaul of the Dismembering Framework

The current structure of the Dismembering Framework cannot accommodate the many changes planned. That's why I'm completely restructuring it. This overhaul aims to integrate highly requested features, some of which are partially described below.

New Procedural Dismemberment System

In the preview, you can already see this new system in action. It is still experimental and lacks some effects like blood and stump models, which will be added later. The two dismemberment systems (procedural and pre-rendered assets) work in synergy, enabling even more detailed dismemberment. However, this new method, based on NPC cloning and node manipulation, is more demanding on the game engine, and the ragdoll can sometimes be less precise. Therefore, I plan to add parameters to limit the number of severed limbs in a single cell by automatically removing the oldest ones.

New Conditions and JSON Modification

New conditions will be created, and the structure of JSON files might change radically. A system of "dismemberment stages," mainly for blunt weapons, will be introduced.

Overhaul of the MCM

The MCM will be completely revamped to allow defining, for each race, the body parts that can be dismembered, along with other additional parameters. Moreover, a host of new varied parameters will appear. Given the theoretically unlimited number of parameters this MCM could contain, an independent storage system from the save files will be implemented (it is already quite functional).

Localized Damage / Live Dismembering System

I have also started envisioning the best way to integrate a live dismembering system. I have concluded that the best thing to do would be to design a mod focused on localized damage management. This mod, for which I have not yet found (nor sought) a name, would primarily aim to modify the damage dealt based on several criteria yet to be defined. There would also be speed or attack penalties depending on the damaged limbs. Like my other major mods, it would be fully customizable via an MCM and, like the recent Next-Gen Decapitations, it would use the Dismembering Framework API when a limb's health drops to zero. In other words, developing this mod independently of the Dismembering Framework mod has three major advantages:

New Assets for Creatures and NPCs

I will continue to create new assets for creatures as initially planned. Regarding NPCs, these will be unique and very complex assets used particularly for blunt weapon dismemberment. Significant modeling work is therefore required to achieve a satisfactory result.

Improvement of Sanguine Symphony

I plan to improve and finalize Sanguine Symphony by adding at least one major new feature that I've had in mind for a while...

New Projects

I also have some ideas for new gameplay-related projects, but unrelated to dismemberments. I might look into them once the previous objectives are completed.

Conclusion

As you can see, 2025 will be a busy year for me with many challenges to tackle. If some things take time, it's because every development I undertake these past months involves direct changes to the game engine, without documentation or tutorials, each line of code potentially bringing its share of complications. Additionally, my (very) recent discovery of C++ doesn't make things easier, but it only makes the challenges more interesting!

I want to thank everyone who supported me in 2024 and those who will (or will continue to) in 2025. Your support is essential, and every contribution greatly helps me dedicate as much time as possible to all these projects.

Feel free to leave a comment if you have any suggestions! ;-)

See you very soon!

2025 Roadmap: Dismembering Framework & Other Projects

Comments

Congrats on the release of SS on the Nexus! It's flawless in my game, and I love how it works together with DF. Thanks! One request for 2025 - since other mods that try to do this is either abandoned, flawed and/or limited - would be for werewolf effects. When feeding on a body as a werewolf, it would be awesome to apply some kind of added gore. Either in the form of lots of blood covering the area eaten upon, and/or - which is more difficult - add some kind of ripped out innards/gore on top of the torso. Also, separating werewolf melee from unarmed in config so that you are not forced to have bare knuckles decapitate or dismember npcs if you want werewolf melee to use DF. Keep up the awesome work and don't forget to rest and have fun with this project! Thanks again for everything so far.

Auctor Lucan

Nothing is impossible, just look at what Skyrim looked like back in 2011. That said, we're talking about highly complex features that require strong skills in reverse engineering and physics, which I currently don't have. Maybe it would be a good idea to ask the author(s) of HDT-SMP about it.

Seb263

GOD this is the kind of stuff i wanted for skyrim for ages! I know you already had ideas for animations, but im just curious on one thing: Do you think it's possible for active ragdolls to work in skyrim's engine?

Connor Smith

It has been the case from the beginning. You just need to create the race-specific JSON files (and possibly new assets, if the race visually differs too much from those in the base game). All the information is available in the official documentation: https://seb263.fr/mods/skyrim/dismembering_framework/doc/json.html

Seb263

Will support for custom races be added? As it is now, it only seems to work for vanilla races.

dkoscarp

Awesome! Take all the time you need man. I can’t wait.

*47mode

Hi, Despite a somewhat complicated schedule at the moment, I hope to release a new version of Sanguine Symphony during March. The mod has evolved significantly since the initial version, and the integration of "the new feature", although quite complex, seems to be paying off. That being said, I want the mod’s effects to adapt to all possible scenarios. Therefore, JSON files will now be used, similar to DF, to assign functionalities precisely and without conflicts. I'll talk more about it soon!

Seb263

Looks absolutely beautiful. By far my most anticipated mod! Any updates coming soon?

*47mode

Thanks. If by "vertical decapitations" you mean being able to cut a body in 2 from the top, then it is indeed much trickier because nodes don't work that way. To do this, you would have to create predefined assets for each armor, which represents a crazy amount of time to spend on modeling. I will first move forward on what I know is "theoretically" feasible, but don't hesitate if you have any advice or ideas ;)

Seb263

impressive progress. judging by the implementation method, would it be safe to assume vertical decapitations are off the table? ive an 'idea' of it could be implemented but nothing sophisticated.

hargas

I think I'm most excited to see Sanguine Symphony finally join the lineup on Nexus. I've been excited for the official release of that one. Plus, I could never get Cinematic Kills to work correctly anyways. The updates to DF will really kick it up a notch. Especially the appeal of using a big greatsword to cleave enemies in two >:D The localized damage is a cool idea too, especially if that ends up doubling as a sort of real-time injury system between both the player and NPCs (like arm damage means doing less melee damage and having slower attack speed).

Tyler

Thank you for the compliments. Regarding animations, it's the part I dread the most because I have no skills in that area. Ideally, I’d like to have a complete set of animations where the NPC is thrown to the ground and struggles to move pathetically (a "bleeding out" phase where the animations would be dynamically replaced using OAR). I’ll see when the time comes what I’ll be able to manage, but it’s not unlikely that I’ll have to rely on other talents than my own to get quality animations. That shouldn’t be too much of an issue, though, given the incredible talent that has emerged in this field over the past few months.

Seb263

Very impressed with the modular approach you are taking, and live dismemberment sounds like a really cool system. Any plans for the animation side of things?

Joe

you just never miss, keep it up!

David Ryno

I love this guy <3 Keep up the amazing work :D

Sansolo omni

Holy crap, that’s literally the endgame right there, that is what people have been trying to make since Deadly Mutilation.

SD


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