SamuKata
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Introducing: Alternate Beheading (Beheading CTD Fix)

Hello everyone!

As promised, I'm back with a new mod: Alternate Beheading (Alpha 01).

 

This mod has two main objectives:

 

Detailed Explanation:

If you use RaceMenu or have installed overhauls for certain NPCs, you've probably encountered crashes during a KillMove that results in the decapitation of an NPC or the player. As mentioned in the first point, this mod replaces the game's original decapitation feature with the algorithms of the Dismembering Framework. This should ensure that you never experience a crash (CTD) related to this issue again.

Regarding the second point, using the Dismembering Framework to manage decapitations also allows for a better visual experience and new features:

 

There’s only one minor downside: the face of a decapitated NPC/player may not look exactly the same as the original, as the mod uses specific assets to avoid all the usual issues. However, the skin tone and hair color will remain perfectly consistent. The generated asset will closely resemble the original NPC's face. For instance, if the NPC was bald, the generated asset will also be bald. You won’t notice the difference in the heat of the moment.

That covers the current features of the mod. Additionally, the mod aims for a third long-term goal, which hasn’t been achieved yet: adding a variety of new assets for decapitations with different weapons. For example, a mace could crush the skull in a completely different way, or a higher sword strike might only sever half the head. Feel free to imagine these new effects. This initial version serves as a solid foundation for this third goal.

 

Installation:

You’ll need the Dismembering Framework v1.0.5 or higher (available on Nexus Mods). The humanoid asset pack, while fully compatible and complementary, is not strictly necessary (for example, if you only want to fix decapitation-related issues, you don't need it). The mod can be installed on an existing save if placed at the very bottom of your load order (otherwise, load order is not crucial). Remember to make a manual save of your game before installing this mod. Although I am confident in its stability, it is still an initial Alpha version.

 

Download and Feedback:

🔗 You can download the latest alpha version of Alternate Beheading from this page.

Your feedback is invaluable in helping me improve and further develop this project.

Thank you for your support! Feel free to post in the dedicated chat if you encounter any issues.

See you soon,

Seb263

Introducing: Alternate Beheading (Beheading CTD Fix) Introducing: Alternate Beheading (Beheading CTD Fix) Introducing: Alternate Beheading (Beheading CTD Fix)

Comments

It’s CFPAO if my memory serves me right.

Seb263

What are the first person anims you are using for the katana?

So9

Thank you, Lucan, for the feedback. I’m glad to hear the mod is fulfilling its purpose. I'm currently (partially) working on various visual effects that could leverage this technology (like breaking up the head into pieces, lol). That said, it’s possible that I may eventually find a solution to keep the original head, so for now, I don’t plan to focus on creating a series of assets that might end up becoming obsolete. Regarding your question about Fluffworks, the models seem to be very close to those from the original game, so I think it's worth giving it a shot. The "fluffy" effect won’t be present around the stumps or severed limbs, but this shouldn’t negatively impact the rest of the model for the affected creatures.

Seb263

PS. Oh, before I forget, I haven't found any info on it, but does DF work with cell shader textures like Fluffworks (https://www.nexusmods.com/skyrimspecialedition/mods/56361 + https://www.nexusmods.com/skyrimspecialedition/mods/88138). I'd love to use DF on Trolls with this kind of added hair.

Auctor Lucan

Just a quick comment that I've not had a single CTD from beheading using this, so I endorse the hell out of it. Good job, and I can't wait to see some further accuracy in copying looks from the victims.

Auctor Lucan

Thank you for all this information. Looks like you’re on the same game version as the author of the bug report, so that could be the beginning of a lead... Not wanting to deal with Bethesda's whims anymore, I’ve stayed on version 1.5.97, so I’ll need to temporarily import the update while trying not to mess everything up... Anyway, thanks again for your support!

Seb263

I am running the latest Steam version 161170. I followed the instructions on the Nexus page and installed Simply Better Wolves and the DF patch, and I'm super happy with the upgraded wolves and the compatibility, so no worries anymore on my end. Wish I could help you determine what's wrong with Vanilla wolves. Using Reshade too, if that helps. Could be specific lighting doing it, and I also noticed the base of a neck having the same issue once, but only once, so my guess is some kind of daylight doing it with Reshade.

Auctor Lucan

Hi, Thank you for this information. A discussion thread is currently ongoing about this issue on the page dedicated to the assets, as at least two other people are encountering this problem, even though I haven't experienced it myself. Feel free to join the discussion: https://www.nexusmods.com/skyrimspecialedition/mods/126328 I’d like to take this opportunity to ask you: which version of the game are you using? Ideally, I’d like to reproduce the problem myself so that I can fix it more effectively.

Seb263

Hi again! I have this issue when dismembering wolves, have you seen this before? The body looks like this after dismemberment, not before. Do you have any idea what kind of mod conflict I seem to have? https://imgur.com/D52Q14y

Auctor Lucan

I have just updated the link (I simply removed the DLL files from the Dismembering Framework). Feel free to download the archive again.

Seb263

Awesome! So I can redownload and install from the link again now? I'd love to get this upgraded with the height fix tho. :)

Auctor Lucan

Although the Nexus version is more recent, both versions are quite similar, and the choice of using one or the other will not impact the functionality of the mod. However, I will remove the v1.0.4 files from the Alternate Beheading archive to avoid any confusion.

Seb263

Aweome! Though when installing this to overwrite the framework, I get a pop-up message saying it has been reverted from 1.0.5 to 1.0.4, is that correct?

Auctor Lucan

These effects are made possible precisely because the heads are dynamic pre-designed assets. So no, unfortunately, you'll have to deal with the generic faces for now. I say "for now" because it might be possible in the future to keep the original faces, thanks to a new algorithm based on actor duplication. But for now, it's still just a concept.

Seb263

can i achiev the blood coming out of the head seperatly without installing the whole mod?, or even better: have the visual and and ehanced decap stuff without the ugly head swap :) i uninstalled it again

piepman

I think I'll make some progress on the asset pack for the creatures, as I've put it on hold lately to focus on stabilizing the framework and everything related to it. I've started working on assets for the wolves, but I'd like to add more variations depending on the weapon used or even be able to split the creatures in half. Unfortunately, the framework isn't yet advanced enough to handle this kind of thing, as well as other features (such as dismemberment at the torso, live dismembering, more comprehensive settings, etc.). So, I think I'll focus on a major new update of the framework in order to be able to deliver all the popular requests afterwards.

Seb263

I can’t wait to see what you come up with next!

AndrewHayden

HELL YEAH !!! <3

Hoang Dai Nguyen

Absolutely. It will follow the same development pattern as with the Dismembering Framework.

Seb263

Cool as hell mah friend, this will eventually upload to Nexus after out of Alpha state, right ? :)

Hoang Dai Nguyen


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