Yes, it is a bit tedious though. You have to open and edit the only file inside this mod, find the Body Preset for the enemy in particular (human for example), then go their respective BodyElement("Head") and find the ProbabilityMul("Cut", 0.1) parameter inside it, change it to ProbabilityMul("Cut", 1.0). Repeat for every other enemy.
hmm, i dont get this to work. not able to dismember arms or legs on first hit at all. no other mods installed either. you know what the problem could be?
Simply put, the mod removes the restriction preventing dismemberment on the first hit. However, it doesn't guarantee dismemberment every time; it is based on probability. So, dismemberment can now happen on the first hit, but it's not guaranteed (Hence the RNG in the mod title).
Nice mod, needed to be tweaked, but is it possible to put your Just Ragdoll mod and Dismemberment and gore mod together, So I can add more mods to the game, I think at Data8 pak the mods stop working
I know they can work together, but if you can put the two mods into one package
Can the modules in this link be used together? https://www.nexusmods.com/dyinglight2/mods/487 Although I have seen different files, is there any difference between your module and the module in the link?
You can use them together without any issues, but it wouldn't be very logical.
Always Cut Limbs Off ensures that every weapon will dismember or destroy the target with a guaranteed probability (always).
Better Dismember and Gore RNG modifies the probability of dismember and destruction for each enemy, including additional effects like creating holes, destroying mouths, and deformations. It also removes the conditions that restrict these effects until they have reached a certain percentage of health. This means that you can cut, destroy, or damage any limb of an enemy, even if they have full health (RNG, chance based, I tried to take a balanced approach as I don't want it to feel too OP)
So, while in theory they can be used together, Always Cut Limbs Off would take priority and will ensure dismembering/destroying, making Better Dismember and Gore RNG kind of pointless.
Thank you for your reply. Last night, I used your module. When I encountered a volatiles at night, I actually killed it on my first attack. However, when I encountered the second and third targets, I noticed that there was a delay in the attack. I clearly clicked the attack button, but did not. After a few more clicks, I finally attacked it, only targeting the volatiles. Other infected individuals do not seem to have this problem, but it seems that there is indeed a delay in the attack, as if calculating the probability of killing. If it is not achieved, the normal attack will be restored.
But when I used the Always Cut Limbs Off module together, the problem of delayed attacks was solved.
I'm sorry you're experiencing issues but that shouldn't be related to this mod in any way. This mod only changes the probability of occurrence for certain visual effects in enemies, it doesn't change in any way the ability to attack, its timing or animations I just tried the mod against volatiles without any of the problems you described, so either you have another conflicting mod or your mouse/game is acting weird.
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I know they can work together, but if you can put the two mods into one package
Should work with it too, because affects differnt files:
https://www.nexusmods.com/dyinglight2/mods/976
https://www.nexusmods.com/dyinglight2/mods/487
Although I have seen different files, is there any difference between your module and the module in the link?
Always Cut Limbs Off ensures that every weapon will dismember or destroy the target with a guaranteed probability (always).
Better Dismember and Gore RNG modifies the probability of dismember and destruction for each enemy, including additional effects like creating holes, destroying mouths, and deformations. It also removes the conditions that restrict these effects until they have reached a certain percentage of health. This means that you can cut, destroy, or damage any limb of an enemy, even if they have full health (RNG, chance based, I tried to take a balanced approach as I don't want it to feel too OP)
So, while in theory they can be used together, Always Cut Limbs Off would take priority and will ensure dismembering/destroying, making Better Dismember and Gore RNG kind of pointless.
Other infected individuals do not seem to have this problem, but it seems that there is indeed a delay in the attack, as if calculating the probability of killing. If it is not achieved, the normal attack will be restored.
But when I used the Always Cut Limbs Off module together, the problem of delayed attacks was solved.
I just tried the mod against volatiles without any of the problems you described, so either you have another conflicting mod or your mouse/game is acting weird.
BTW, is it possible to make limbs (foots, legs, or arms) dismemberment
when using grenades or mines ??
Seems blast explosions in vanilla game wouldn't trigger such mechanism but only Ragdoll physics.
Tried to add some properies like "limbsCutProb, BodyHoleProb" in inventory_weapondefintions.scr,
BUT nothing changed ~