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How does the gibbing in this game work?


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Human and creature meshes have the dismemberment defined inside each nif file. How and when the gibbing occurs is controlled within the game engine itself. It's not done via scripting. I think there are a few settings to control how frequently the gibbing occurs and that sort of thing, but other than that I don't think you have much control over it.

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I think you could learn a lot about this by diving into the "Bloody Mess" perk and effect. Looks like there are some files of the original developers tinkering with this game aspect. No guarantees, it's not something I have a lot of knowledge in, but hopefully you can pick up a thing or two looking at what they were doing there.

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I've fiddled with dismemberment stuff in GECK, and here's what I found: Under the "Actor Data -> Body Part Data tab, you'll find the Body Part Data for every NPC and creature in the game (for reference, all the human NPCs use "DefaultBodyPartData" while the player uses "PlayerBodyPartData"). Each one consists of a skeleton model (I.E. the bones attached to each model), the Ragdoll Data, and the Part Data, which lists all the various separate "limbs" that can be chopped off of whatever character uses it.
image.png.7192223e71803f5d65c9824631a24ed2.png


If you click on any listed body part, you'll find all the data for that specific body part. You can see here that you can make the limbs Severable (able to be chopped off) and/or Explodable (able to be blown apart into gibs), and each of those has a few other parameters you can edit as well, such as how easy it is to cripple/dismember a limb, what model the gibs use, the "explosion" effect that occurs upon dismemberment, and so on.

image.png.10d5f8ca13dec29f69ed9fc6a74d283a.png

If you want a more specific definition for each thing here, check out the GECK Wiki page on BodyPartData.

Hope this helps!

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