This mod adds full dismemberment/decapitation to Mount & Blade II: Bannerlord. If you have the skill you can remove the enemy's head, arm, hand, leg or foot. All options are on the table or rather at the edge of your axe, sword or glaive.
Enjoy, and let the enemies bloodied stumps fall at your feet.
Bu Modun Yama Dosyasıdır. Bu Modu Kullanmıyorsanız Dosyayı İndirmeyin.
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File credits
Full credit for the concept and original source goes to "jedijosh920". I started out by modifying the original creators code out of pure love and enjoyment of his mod. Unfortunately, he was no longer updating his creation so I decided to bring it back to life. I originally released my version of the mod under the title Dismemberment (Fixed).
After getting a taste and looking deeper into the source I decided to try expand on what he started. I added more functionality and dynamics to the original source. I have expanded on what was his core and made it into something new. And so I renamed the creation DismembermentPlus.
Since this mod was born from jedijosh920's original files and I did so only to honor his fallen original mod. I cannot condone branching from my source while I am still active in the community. If you want to expand on Dismemberment further or take it in a new direction I would suggest starting from the original as I did. That said, in the event that I am no longer active and become unreachable then my source would be open grounds to keep the mod alive.
As of v1.0.1.4 I need to give credit for the concept and methodology behind the hiding of the KillFeed implemented in Xorberax's - Disable Kill Feed mod. I used his mod as an example of how to hide kill feed messages when I needed to using my own trigger. Thank you Xorberax for your willingness to share your code as long as credit is provided. (Direct Killfeed manipulation removed in v2.0.1.0)
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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 defualts for Custom Body, Hand, Leg armors (Naked Bodies)
Version 2.0.7.3
Synchronization to Bannerlord 1.2.9 libraries
XBox GameStore Folder Structure Compatability (No longer should GameStore folks need to rename the folder for compatability. Both default "Win64_Shipping_Client" and the "Gaming.Desktop.x64_Shipping_Client" folders are present).
Fix disappearing hair/beard meshes on some decapitations.
Bypass for an unintended color hue application on imperial_lamellar armor.(Nexus user @flexhabit)
Fix duplication of head meshes when player was the recipient of a decapitation strike. (Discord user @SponguRat)
Fixed mesh issues with Sturgian Tied Boots and Empire Lamellar Plate Boots.
Cleanup up/refactor of dismemberment logic.
Version 2.0.7.2
Update Libraries Sync with v1.2.8 Bannerlord
Synchronize with MCM 5.9.2
Version 2.0.7.0
Update Libraries Sync with v1.2.7 Bannerlord
Version 2.0.6.7
Update Libraries Sync with v1.1.6 Bannerlord
Version 2.0.6.6
Update Libraries Sync with v1.1.5 Bannerlord
Version 2.0.6.5
Update Libraries Sync with v1.1.4 Bannerlord
Version 2.0.6.4
Update Libraries Sync with v1.1.3 Bannerlord
Version 2.0.6.3
Synchronize with Bannerlord v1.1.2 Libraries
Version 2.0.6.2
Synchronize with Bannerlord v1.1.1 Libraries
Add Updated Translations for Chineese Simplified and Spanish Thanks to @dontkillchicken & @celiand
Version 2.0.6.1
Synchronize with Bannerlord v1.1.0 Libraries
Added Dismemberment Variations for new armors introduced in v1.1.0
Version 2.0.6.0
Synchronize with Bannerlord v1.0.3 Libraries
Version 2.0.5.8
Updated to MCM v5.5.4
Version 2.0.5.7
Update support for MCM 5.4.5
Version 2.0.5.6
Update support for MCM 5.4.0
Version 2.0.5.5
Sync Libraries to Bannerlord v1.0.2
Minor Dismembered Appendage Physics Tweak
Version 2.0.5.4
Updated to MCM v5.3.0
Version 2.0.5.3
Sync Libraries to Bannerlord v1.0.1
Updated to MCM v5.1.0
(zho-CN) Chinese Simplified Translation provided by Nexus User @dontkillchicken
Version 2.0.5.2
French Translation provided by NexusModsUser @Charly30
(JPN) Translation provided by Discord user @HarryCopylight
Version 2.0.5.1
Library Synchronization Latest Support Mods
Logic for Dismemberments TLC (Refined some Rules)
Added override that will bypass unsupported Dismemberments while in CustomBattle. Esentially only Heads will fly No more popups
Laid some initial groundwork for CustomBattle FullSupport
Fixed Super Ragdoll Effect for dismemberments of Mounted enemies
Version 2.0.5.0
MCM v5 Compatibility Rebuild
Version 2.0.4.2
Library Synchronization with Full Release
Moved all Early Access Versions into Old Files Section.
REUPLOADED: 10/26/2022, Incorrect Version display on mod launch tab.
Version 2.0.4.1
Rule for Player/Hero Dismemberment logic changed to take in account BattleDeath preference in game settings.
Updated language files log message for "dp_PlayerHero", updated to accomodate changes to Player/Hero Dismemberment logic
Updated support library dependencies
Adjustments made to dismembered limb ragdolling effect, severed appendages should now hold previous position before fall. (Hopefully means no more stiff arm/t-pose objects on successful arm dismemberments).
Steam Workshop support fixes
Added error messaging on mod load when running Mod STANDALONE without BUTR Stack mods
Version 2.0.4.0
Added a default Português (BR) Translation provided by Discord User @Kildare
TaleWorlds Libraries update to 1.9.0, necessary small adjustments were made for compatibility with Bannerlord 1.9.0.
Harmony, ButterLib, UIExtenderEx, MCM are no longer required.(@bloctheworkerbloc, @RoGreat) If not comfortable with JSON text file manipulation, I still recommended using the support mods as it allows you to make adjustments in mid battle using a convenient UI settings page.
If running without (Harmony, ButterLib, UIExtenderEx, MCM) a DismembermentPlus.json file will be created in the Modules\DismembermentPlus folder. Edits can be made before game launch or between battlefield scenes.
If you make an error in setting the values delete the file and a new one will be created.
Version 2.0.3.2
Synch with latest versions of support mods.
Spelling correction to some of the text messages.
Version 2.0.3.1
Support Mod Version Update
Version 2.0.3.0
Language Translation Support, See DP-Translation_Template in optional Files
Syncronize libraries for v1.8.0
Add DP support for 4 new Aserai Armors that were added
Version 2.0.2.1
Bug Fix: Persistent Slow Motion occurs wehn multiple Dismemberments in short time. As reported by @aceboy21
Version 2.0.2.0
Update libraries for Bannerlord 1.7.2 support
Reconfiguration of slow motion ability and settings to make use of TimeSpeedRequest system introduced by TaleWorlds.
Version 2.0.1.10
Update to most recent Bannerlord libraries
Version 2.0.1.9
Update to most recent Bannerlord libraries, update supporting mods to latest versions ie MCM v4.3.23 Harmony 2.2.1 etc.
Version 2.0.1.8
Update to most recent Bannerlord libraries, update supporting mods to latest versions ie MCM v4.3.21 etc.
Version 2.0.1.7
Update to most recent Bannerlord libraries, update supporting mods to latest versions Harmony v2.2 and MCM v4.3.17
v2.0.1.7 for Bannerlord v1.7.0(beta) appears to work fine for v1.7.1(beta)
Version 2.0.1.6
MCM v4.3.15 required
v1.6.5 - Sync Libraries with latest for Bannerlord v1.6.5
1.7.0(beta) - Add Support for 2 new Native Empire Body Armors
Version 2.0.1.5
Mod Compatibility Fix - RTS Camera support continued - Slow Motion interupt
Version 2.0.1.4
Mod Compatibility Fix - Eagle Rising/Custom Armor Mods
1.6.5(beta) Add Support for 2 new Native Battanian Body Armors
Version 2.0.1.2
Update to Bannerlord v1.6.4 libraries
Correct GetTime relocation/removal that was part off v1.6.4 patch.
Version 2.0.1.1
Working with v1.6.1 - v1.6.3(beta) of Bannerlord
SlowMotion Chance Sliders Request originally via @nowak080. You now can adjust the percentage of how often you want slow mo camera to be engaged.
Not saying its been completely irradicated but I did find and correct a compatabilty issue with Open Source Armory and DismembermentPlus. I hope that it at maximym eliminates the annoying popups or at minumum greatly reduces them. My goal with this release is to clense the pallet and see if those of you using armor packs still see issues. Hopefully we can weed this out one by one until they are no longer an issue.
9/30/21 - Commented out Native Module version dependencies. Should allow mod selection without need to edit Submodule.xml
Remove direct Harmony requirement but because of MCM use Harmony Butterlib and UIExtender are still needed
Dismemberment of AI lords can occur if is a kill blow.
Moved from Agent duplication to Entity model of creating dismemberments. Half way there would like to push this model futher but will be in futuire update.
Cleared alot of excess proccessing out on this build ... more to go but as a result things should run a bit better in large scale battles. Only releasing cause I was able to play over 10, 1000 plus battles without crash, running unlimited body count and ragdolling, and ai dismemberment turned on.
Version 2.0.0.11
Fix for TreelessFemaleTroops
08-25-2021: I grabbed the 1.6.1 dll and put it in the package for 1.6.2(beta) and the 1.6.2 was in package for 1.6.1. Resulting in the pop up after every dismemberment in 1.6.2 and a victim freeze in 1.6.1. But the files in the right mod pack and reuploaded both builds.
08-26-2021: 1.6.2(beta) repack and distribute mod due to armor issue with "desert_scale_armor" used by the Ghulam, uses new armor introduced in 1.6.2
Version 2.0.0.10
All Native armors are now DP compatible. Includes the new armors introduced in v1.6.2
Version 2.0.0.9
Builds for v1.6.1 Main and v1.6.2(beta)
DismembermentPlus v2.0.0.8 for v1.6.0 moved to Old Files
Version 2.0.0.8
Believe I have addressed the remaining Non-Game Crash pop up "Linq.Enumerable.First"
Version 2.0.0.7
The 35 Empire Body armors are now DP compatible. Pant legs and arm sleeves will come off with successful dismemberments.
The 4 Neutral Body armors are now DP compatible. Don't know if they'll ever occur in battle but they will function if they ever do.
Version 2.0.0.6
Prep work for Empire Tree Armors.
Version 2.0.0.5
Issue with Leg and Hand armors appearing in Towns has been corrected
More moves to try to fix "Object not set to an instance of an object" popup that is happening with some Armor Pack / Custom Clans/Unit Tree mods.
Version 2.0.0.4
Trying to hunt down a bug that is splashing an error locating armors.
Version 2.0.0.3
Trying to hunt down a bug that is splashing an error locating armors.
Version 2.0.0.2
Rework DP Armor Part mesh calling system
Complete Looter Tree of armors to be compatible with leg and arm dismemberments.
Builds for both Bannerlord v1.6.0 and v1.6.1
Version 2.0.0.1
Add More Looter Tree Armors
Also believe I have addressed "(SingleorDefault)" error throw reported by @bchick1
Making another swipe at fix for "(SPKillFeedVMPatch Null Exception)" crash issue reported by @mujadaddy & @azredneck
(Customized Armor Issue) as reported by @LordSkaven, has also been addressed.
Version 2.0.0.0
Updated for 1.6.0 of Bannerlord - Updated with the new Sturgia Boots C & D
Updated for 1.5.10 of Bannerlord - Updated with the new Sturgia Boots A & B
Updated for 1.5.9 of Bannerlord
Updated for 1.5.8 of Bannerlord - Includes a setting toggle which lets you go from old to beta dismemberment logic right in the middle of battle.
DIsmembermentPlus(Beta) or DPH - Adds custom variants of Native Armors to create new dismemberments.
Gore Update
7/31/21 - Fix for Crash Issue. Adding 3 more looter armors.
Version 1.0.4.0
DPL Release for v 1.6.10 of Bannerlord
Version 1.0.3.13
DPL Release for v1.5.10 of Bannerlord
Version 1.0.3.12
DPL Release for v1.5.9 of Bannerlord
Version 1.0.3.11
DPL Release for v1.5.8 of Bannerlord
Recompiled for v1.5.9(beta)
Version 1.0.3.10
Fixed personal death/wound messages that still were not displaying correctly. Bug report @furrywhitewolf
Solution/Project cleanup Maint
Version 1.0.3.9
MCM v4.2 Compatible
Update Referenced dll's to latest as 1.5.7 hotfix 02/18/2021
Version 1.0.3.8
DP v1.0.3.8 for Main v1.5.7
DP v1.0.3.6 will be last for v1.5.5
Version 1.0.3.7
Fix Kill Feed and Dmg Feed were accurate display logic was impacted in DP v1.0.3.6
Version 1.0.3.6
Fix Crash to Desktop that would occur on Decapitation of Mounted Enemy
Fix Damage and Kill Feeds that were showing duplicated entries post 1.5.6 release.
Fix Excessive Ragdolling that caused severed limbs/heads to rocket away from point of impact. @CoffeeSnep1453
Compatible with 01-21-2021hotfix v1.5.6, and v1.5.5
Supporting Mod Versions: ButterLib v1.0.20, UIExtender v1.1.2, Harmony v2.0.4, and MCM v4.1.2
Version 1.0.3.5
Sunset future edits to Game version v1.5.4, v1.0.3.4 of DP will be last version for that build of the game.
v1.5.5 will stay on v1.0.3.4 as there is no update to the game libraries.
v1.5.6 moves from beta to main branch libraries, new version increment for DismembermentPlus v1.0.3.5
v1.5.7 (beta) build of DismembermentPlus will be coming as v1.0.3.5
Supporting Mod Versions: ButterLib v1.0.19, UIExtender v1.1.0, Harmony v2.0.4, and MCM v4.1.2
Version 1.0.3.4
Fixed death animation glitch for dismemberments of victims on horseback.
Added in Toggle to disable any type of dismemberment. (Leg, Arm, Head).
Supporting Mod Versions: ButterLib v1.0.19, UIExtender v1.1.0, Harmony v2.0.4, and MCM v4.1.2
Version 1.0.3.3
Updated mod to reference the appropriate versioned libraries of the game.
Sunset DismembermentPlus Build for v1.5.3
Added in a realism setting for dismemberments. If "Active" Chance modifiers no longer apply. Dismemberments only occur based on quality of weapon and how well you use it. Original Request (@JetfireBlack1a)
Version 1.0.3.2
Implementation of RegisteredBlow dictionary.
Corrected chance sliders using new dictionary
Version 1.0.3.1
Dictionary management when per battle dismemberments exceed a threshold. Cleanup will execute to remove failed and successful attempts. Reduces lookup times for handling battles with many potential dismemberments taking place.
Fixed Crash that occurred when dismemberment was triggered by a throwing axe. (Future enhancement needed to make this an allowed trigger)
Changed chance for Dismemberments sliders in Mod Options screen. Now display as true percentages ranging 0%-100%.
Additional Cleanup of debug messaging.. A lot of overhead was being caused by the the way Harmony Patches the OnRegisterBlow event as it relates to timing of the MissionTick Event. A single blow was actually being registered multiple times during a single Tick. Because of this multiple debug messages were being thrown for the same dismemberment attempt..
Version 1.0.3.0
Changed out the patching of OnMeleeHitCallback for OnRegisterBlow.
Switched from Array based queue system to Dictionary
Rework of Validation Checks for rules that apply to Dismemberments
Last update for v1.5.2 added support for 1.5.5 (beta)
Version 1.0.2.1
Rework Dismemberment Queue System
Rework Mesh Filter/indexing to insure meshes attached to dismembered body parts are handling appropriately
Tweak to Ragdoll when dismemberment occurs. Animation on body remains but is not applied to severed appendage. (less hovering heads and twirling hands)
Random crashes are hopefully gone.. (I tested 3hrs no issues and I have a large mod list)
Version 1.0.2.0
MCM Compatible, No Longer need to update Settings.cfg can access via Mod Options Menu
Version 1.0.1.7
Fixed the AI Dismemberments triggering slowmotion. (Note* If using RTX Camera and you assume control of an agent, dismemberments will still work as long as your in control of that Agent)
Fixed the duplicate bodies glitch that occurred when adjusting the RandomChance modifiers.
Version 1.0.1.6
Fixed the perpetual slow motion glitch caused by running DismembermentPlus with RTS Camera
Death animations are back
Version 1.0.1.5
Fix crash during thug/gang confrontations
Fixed duplicate death messages. Should be clean kill no death aggro no dupe kill messages.
Version 1.0.1.2
Available for 1.5.3 main and 1.5.4 (beta) versions of the game.
Added in Ability to Turn off AI Dismemberments in Config File
Addressed some Harmony Dependence Issues
Addressed some spontaneous crashes -- may be more let me know
Added option to set any chances to 0 which disables that dismemberment
Corrected Inaccurate display of Dismemberment Messgages
Completely reworked how PotentialDismemberments are Passed into Processor
Fixed bug causing crash when vicitm.IsHuman boolean was returning as Null. (Hope this helps a lot of the crashes!)
Resolved White Washing of Enemy Colors on Dismemberment
Fixed the Kill/Wounded/Remaining Counts & Balance of Power
Version 1.0.0.0
Added potential for arms/hands/legs/feet based on armor meshes that are available on the victim.
Added additional chance settings for dismemberments into the config file
Added toggle for red "DISMEMBERED" message that displays on successful dismemberment into the config file.
Version 0.0.0.0
1.5.2 - Updated original mod Dismemberment to be stable with current version of game.
1.5.3 (beta) - Variation was introduced to the BlowWeaponRecord struct. Instead of the single option FillWith there now exists FillAsMeleeBlow or FillAsMissleBlow, use of either also required another parameter of ItemObject be specified.
** This mod is only meant for Campaign and Sandbox game modes, it is not compatible with CustomBattles.
Special Note: A lot of credit goes to jedijosh920 for his work on the original Dismemberment mod. Out of love for his mod and sadness that he no longer was updating it, I set out with the goal of fixing the Dismemberment mod to work with releases of the game after 1.4.1. I and others tried to contact him to garner his permission but all attempts were unsuccessful. I did some looking and I noticed other mods here being released with "Fixed" in the title. These mods were those whose creators no longer wanted to update their creations but members of the community took it upon themselves to keep the original creators creations alive.
So, I decided to take the next step. I download the code removed and updated the libraries and fixed the needed spots back into alignment. Full honor for the original concept and mod needs to me paid to jedijosh920. It was his baby. I just didn't want to see it thrown away and that is why I adopted it and gave it a new lease on life. If he or Nexus deem that I acted wrongly in anyway they can take this down and remove this mod.
That was how it began, but after that initial jump into the mod I decided to push it a bit further and see if I could add the elements that some in the comments threads had been asking for. This is the result. I am happy to bring you DismembermentPlus. Enjoy!!!!
Installation: Place "DismembermentPlus" folder in the "Modules" folder, then enable it in the launcher. You can change settings in ModOptions\DismembermentPlus menu while in game.
There are currently only one master build of Dismemberment but tweaked to be compatible with at minimum that last two versions of the game.
>600MB download size
Uses C# and custom versions of all Native armors to simulate the dismemberments.
Shoulder/Upper arm strikes = full single arm. ForeArm/Hand strikes = single hand.
Pelvic/Quad leg strikes = full single leg. Shin/Foot strikes = single foot.
All Native Boots/Shoes, Arm Armors, and Body Armors have been completed. (Aserai, Battania, Empire, Khuzait, Sturgia, Vlandia, Looters, & Nuetral)
Settings: The mods will make use of mod options menus from Mod Configuration Menu mod by @Aragasas. If all support mods are installed correctly.
If using in game menus is your thing than grab the (BUTR Stack by @Aragasas: Harmony, ButterLib, UIExtenderEx, & ModConfigurationMenu). With them you will be able to change any mod settings from an easy to use in game menu accessible from the main game menu, and then under "ModOptions\DismembermentPlus".
If you are not using BUTR Stack by @Aragasas, a DismembermentPlus.json settings file is created and stored in a the mod installation directory. There it can be edited prior to game launch.
Messaging:
Debug: (true/false), shows debug messages from development
Success Message: (true/false), turns off the red "DISMEMBERED!" message that occurs on a successful dismemberment.
Application:
AICanDismember: (true/false), controls the ability for AI to dismember other AI
Allowed Dismemberments
Head Dismemberment - Enable/Disable Head Dismemberments
Hand Dismemberment - Enable/Disable Hand Dismemberments
Arm Dismemberment - Enable/Disable Arm Dismemberments
Leg Dismemberment - Enable/Disable Leg Dismemberments
Dismemberment Chance:
When enabled, Dismemberment Realism is disabled. Dismemberments are based on set chance modifier. Any hit could trigger a dismemberment, if chance logic passes.
Head Dismemberment - Enable/Disable Head Dismemberments
Hand Dismemberment - Enable/Disable Hand Dismemberments
Arm Dismemberment - Enable/Disable Arm Dismemberments
Leg Dismemberment - Enable/Disable Leg Dismemberments
Slider (1% - 100%)
Dismemberment Realism:
When enabled, Dismemberment chance settings are disabled. Dismemberments are based on Weapon/Skill and damage dealt vs victim remaining health. Ex. (If your using a hatchet your chance of seeing a dismemberment is greatly diminished).
Slow Motion
Slow Motion: (true/false), if slow motion mode is enabled when the player dismembers someone
Slow Motion Head Dismemberment - Set chance of triggering Slow Motion Camera for Head Dismemberments
Slow Motion Hand Dismemberment - Set chance of triggering Slow Motion Camera for Hand Dismemberments
Slow Motion Foot Dismemberment - Set chance of triggering Slow Motion Camera for Foot Dismemberments
Slow Motion Arm Dismemberment - Set chance of triggering Slow Motion Camera for Arm Dismemberments
Slow Motion Leg Dismemberment - Set chance of triggering Slow Motion Camera for Leg Dismemberments
Slider (1% - 100%)
How To:
Use a weapon with the cut damage type.
Dismemebrment hit box
Hand/Hands __ Hit to forearm or hand
Shoulder ______ Hit to upper arm/shoulder
Foot/Feet _____ Hit to foot
Leg ___________ Hit to upper leg/quad
Head _________ Hit to Head/Neck
Swing Direction
Hand/Shoulder __ Up/Down/Left/Right
Foot/Leg ________ Left/Right
Head ____________ Left/Right
Deal Critical/or Killing/Incapacitation blow depending on Realism or Chance Settings