Hello everyone!
As promised, I'm back with a new mod: Alternate Beheading (Alpha 01).
Fix all crashes related to NPC FaceGens or RaceMenu overlays during decapitations (KillMoves or via the Dismembering Framework).
Enhance the decapitation effects for a richer experience (improved physics, more realistic visual effects, etc.).
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:
No more crashes during a beheading.
No more issues with hair disappearing or staying fixed to the body.
Helmets can now fly off along with the head for a more dramatic effect.
Much more realistic physics: the head will be thrown in the direction of the strike.
Improved collision: no more heads rolling endlessly like a soccer ball.
Dynamic blood effects: blood will flow from the severed head for a short time.
Realistic face decals: designed specifically to appear over the face for added realism.
More lifelike facial expressions: pain or surprise will be clearly visible on the faces.
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.
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.
🔗 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
Seb263
2024-11-07 11:16:47 +0000 UTCSo9
2024-11-07 04:17:17 +0000 UTCSeb263
2024-11-01 15:34:52 +0000 UTCAuctor Lucan
2024-11-01 15:04:47 +0000 UTCAuctor Lucan
2024-11-01 15:02:59 +0000 UTCSeb263
2024-10-17 15:36:31 +0000 UTCAuctor Lucan
2024-10-17 15:23:04 +0000 UTCSeb263
2024-10-17 02:03:38 +0000 UTCAuctor Lucan
2024-10-16 22:45:12 +0000 UTCSeb263
2024-10-15 15:14:45 +0000 UTCAuctor Lucan
2024-10-15 04:43:25 +0000 UTCSeb263
2024-10-14 22:59:28 +0000 UTCAuctor Lucan
2024-10-14 21:17:43 +0000 UTCSeb263
2024-10-11 22:03:39 +0000 UTCpiepman
2024-10-11 21:44:20 +0000 UTCSeb263
2024-10-10 22:52:59 +0000 UTCAndrewHayden
2024-10-10 04:02:57 +0000 UTCHoang Dai Nguyen
2024-10-09 03:12:36 +0000 UTCSeb263
2024-10-09 03:08:35 +0000 UTCHoang Dai Nguyen
2024-10-09 03:05:59 +0000 UTC