This page was last updated on 24 June 2024, 4:28AM
Changelogs
Version 4.0
Added more sanity checks
Added more GetDead checks to prevent actors from being gibbed while still alive
Refined some scripting for simplicity
Version 3.9
Added a new config option to set the number of frames the script will wait before dismembering an actor to (hopefully) fix the issue of actors gibbing without dying (default 3)
Version 3.8
Fixed an issue where gibbing could occur while the victim was still alive
Version 3.7
Fixed an issue where torsos would not gib
Version 3.6
Fixed an issue where gibbing & severing was not working correcly
Added .ini option to disable severing in all cases
Version 3.5
Fixed a crash when the player would reload a save after being dismembered
Version 3.4
Mod now requires ShowOff NVSE
Added ShowOff explosion handler to improve scripting reliability
Improved script efficiency
Ensured all debug prints only fire when debug mode is on
Resolved circumstance which resulted in config choices not taking proper effect when loading a save
Added lines to config ini describing how to achieve always gib/sever preferences
Version 3.3
Changed the check for the explosion projectile from checking if it *is* valid before doing stuff checks on it to checking if it *isn't* valid and having it skip the rest of the script if it isn't in order to prevent script errors.
Version 3.2
Fixed script errors occurring when targets are hit without an active source
Version 3.1
Disabled debug mode by default in order to prevent some stuttering anytime the effect happens
Version 3.0
Complete rework 2: electric boogaloo (HUGE thanks to Sweet6Shooter for the help!)
Config file is back with several new options
Converted scripts to an OnDying event handler so that it can apply globally instead of not applying if an explosion has an object effect
Added an OnHit event handler so that the system will gib corpses as well
Modified scripts to be able to have a min damage and force value for the relevant explosion to perform any gibbing or severing
Added a variable that can be easily changed for what is considered a near, gibbing explosion vs a far, severing one
Made sure the scripting doesn't attempt to do anything to limbs that are already severed
Made scripts not apply to actors in critical gooification or disintegration phases
Allowed effect to occur via projectile direct hit, and added a multiplier for force and damage values for the min damage/force checks for direct hits
Version 2.0
Complete rework
Mod is no longer configurable in favor of the idea proposed in the description
Fixed an issue where invisible explosions the game uses to apply artificial force were being given the effect, causing conventional weapons to sometimes explode enemies