*** Note to others please feel free to share your experiences with the mod. ** This mod is only meant for Campaign and Sandbox game modes, it is not compatible with CustomBattles! *(Oh as a side note if you're liking the mod let me know by giving me your follow and endorsement) Thanks JOIN ME ON DISCORD:Discord
$$$$$$$ I wanted to send a BIG shout Thank You to those of you who sent in donations towards my efforts. I am not soliciting for compensation, but at the same time wanted to let you know that your donations are very much appreciated. Click Here if you would like to Donate! $$$$$$$
12-14-2024 - DismembermentPlus v2.0.7.6 for Bannerlord v1.2.12 Release
Synchronization to Bannerlord 1.2.12 libraries
Updated Supported Language_data Files to include valid text_processor info. (German, French, Itatlian, English, Russian, Sapnish, Polish, Turkish). Issue reported by @Operative85
08-03-2024 - DismembermentPlus v2.0.7.4 for Bannerlord v1.2.10 Release
Sync with 1.2.10 Libraries
Fix armor color bug with some armors on dismemberment of limbs
Fix duplicate base Mesh components being added to Entity objects. (Flickering Effect)
Inclusion of Overrides defaults for Custom Body, Hand, Leg armors (Naked Bodies)
**I also uploaded v2.0.7.4 for 1.2.9 its in the Old Versions Section. v2.0.7.3 for 1.2.9 is archived.
For those running Eagle Rising or other full conversion mods with a lot of custom Armors this should fix the visual glitches you were seeing.
Special Thanks to the following Translators!!!
French Translation provided by NexusModsUser @Charly30
(zho-CN) Chinese Simplified Translation provided by Nexus User @dontkillchicken
(JPN) Translation provided by Discord user @HarryCopylight
Italian Translation provided by Discord User @MrGraffio
Português (BR) Translation provided by Discord User @Kildare
Spanish Translation provided by Nexus User @celiand
*Thank you for your patience as I work through the issues!! I am sure you will let me know if I screwed up!
Sometimes it gives me this message Object reference not set to an instance of an object. at TaleWorlds.CampaignSystem.Extensions.Items.get_AllO at DismembermentPlus.DataHelpers.MeshHelper.GetEntityComponents(IDi smemberment dismemberment, Boolean isDismemberbedEntity) at DismembermentPlus.Logic.DismembermentPlusMissionLogic.Dismember (IDismemberment dismemberment)
are you running any armor packs mods that add additional armors?
I would need to know what unit type and kit specifically to check into this further. there are hundreds of armors that i had to customize to get this to work as well as it does. I am human however and occasionally i miss things. via the error it appears that there is something wrong with the way the mesh is constructed. the script is expecting there to be a component and was unable to retrieve it. know with armor to look at would assist.
If it is a armor from a mod unfortunately DP can't work with custom armors sets I try to override them auto fail the dismemberment effect when an armor isn't native. That said some if the armor mod is named like the native version a conflict could be happening there.
Hello, I downloaded it and it's not working. Somehow the mod cannot be loaded what can I do? My Mount and blade bannerlord is not from steam tho. Please help!
Hello, thank you for the response. So I followed everything on the tutorial video I have the BUTR Stack Mods but don't know how to unblock the DLL. Also, I have the Mod Config Menu V5 but the one on the video is V4 does that matter?
Hello, thank you for the response. So I followed everything on the tutorial video I have the BUTR Stack Mods but don't know how to unblock the DLL. Also, I have the Mod Config Menu V5 but the one on the video is V4 does that matter?
This Mod is Really Fun to Use. For Any 1 Who Has Not Tried Give it a Try. its so Funny to See Legs Flying, Arms Flying, Then You Hear Your Character ill Tear Your Limbs Cracks Me up so Bad.
So that's the problem! I thought it was an armor bug. Can you tell me if it's the same for version 1.2.12? I'm using 1.2.9 and thought that maybe it will be fixed in higher versions.
TY for responding to that question .. I haven't played a lot of the overhaul mods so can't speak to interactions other than I know any no human entity will most likely encounter glitches.
This. I was actually stopping by to see if there was a way to disable it only for the custom races (Giants, Wights, White Walkers, etc). Kinda funny watching a skeleton get an arm chopped off and become a pale white normal human.
It does function though. It does what it's supposed too, sadly it's a character model thing that's the issue since DP defaults back to the generic 'human' model it looks a little janky sometimes!
Its been a while since I dug into that portion of logic but there was a few properties of an agent object that classified it as human or monster. I believe I was looking at those to determine whether or not to apply the logic. Was hoping / guessing at the time if other creatures would be added this property would be applicable.
I am guessing that the overhaul mods that add other species still have that property set as human... probably for classification befitting of a "humanoid bi-pedal" than genus species of "homo sapien".
Yeah. It makes a few things playable races and adds in Wights, White Walkers, and Giants. Giant's are obviously huge and get shrunk when dismembered, while Walkers and Wights are more zombie/skeleton looking and lose their custom skins when dismembered. So you chop off a skeleton's arm and suddenly it becomes a naked human dude.
DP is only designed to work with native armors for hand foot leg and arm dismemberments. I had to customize every armor into sections to achieve the effect.
Decapitations should work regardless of which armor pack the head gear is from.
Making the mod work with other armor packs is unlikely as I would need access to all the mesh files and haven't met anyone who is ok with handing that over.
2315 comments
** This mod is only meant for Campaign and Sandbox game modes, it is not compatible with CustomBattles!
*(Oh as a side note if you're liking the mod let me know by giving me your follow and endorsement) Thanks
JOIN ME ON DISCORD: Discord
$$$$$$$
I wanted to send a BIG shout Thank You to those of you who sent in donations towards my efforts. I am not soliciting for compensation, but at the same time wanted to let you know that your donations are very much appreciated.
Click Here if you would like to Donate!
$$$$$$$
12-14-2024 - DismembermentPlus v2.0.7.6 for Bannerlord v1.2.12 Release
08-03-2024 - DismembermentPlus v2.0.7.4 for Bannerlord v1.2.10 Release
Special Thanks to the following Translators!!!
*Thank you for your patience as I work through the issues!!
I am sure you will let me know if I screwed up!
Thanks
Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.Extensions.Items.get_AllO
at
DismembermentPlus.DataHelpers.MeshHelper.GetEntityComponents(IDi smemberment dismemberment, Boolean isDismemberbedEntity)
at
DismembermentPlus.Logic.DismembermentPlusMissionLogic.Dismember
(IDismemberment dismemberment)
it occur a lot when Im in a battle
I would need to know what unit type and kit specifically to check into this further.
there are hundreds of armors that i had to customize to get this to work as well as it does. I am human however and occasionally i miss things.
via the error it appears that there is something wrong with the way the mesh is constructed. the script is expecting there to be a component and was unable to retrieve it. know with armor to look at would assist.
If it is a armor from a mod unfortunately DP can't work with custom armors sets I try to override them auto fail the dismemberment effect when an armor isn't native. That said some if the armor mod is named like the native version a conflict could be happening there.
would take rework of mod script
Load order correct? Are you running the BUTR Stack mods?
Can you tell me if it's the same for version 1.2.12? I'm using 1.2.9 and thought that maybe it will be fixed in higher versions.
It does function though. It does what it's supposed too, sadly it's a character model thing that's the issue since DP defaults back to the generic 'human' model it looks a little janky sometimes!
but there was a few properties of an agent object that classified it as human or monster.
I believe I was looking at those to determine whether or not to apply the logic.
Was hoping / guessing at the time if other creatures would be added this property would be applicable.
I am guessing that the overhaul mods that add other species still have that property set as human... probably for classification befitting of a "humanoid bi-pedal" than genus species of "homo sapien".
I had to customize every armor into sections to achieve the effect.
Decapitations should work regardless of which armor pack the head gear is from.
Making the mod work with other armor packs is unlikely as I would need access to all the mesh files and haven't met anyone who is ok with handing that over.