Eliminate frames (death substitution)
淘汰框架(死亡替代)
Screenshots 8 screenshots
About this mod Machine translation
Historically, Bethesda's open-world games have been among those that allowed players the greatest freedom of movement. However, despite the past few years, features that many gamers consider essential are still missing from their games. As you know, the only way for a fight between two actors in "Fallout 4" to work is if one of them dies. This mod aims to provide a reliable alternative to the lethality of combat.
This mod is implemented in the most natural way possible and blends seamlessly with the original gameplay. The mod's usability and fluidity are the result of a huge amount of work, relying only on scripts when necessary (there are no Papyrus events for determining when an NPC is a K.O.). Therefore, the mod has been stable.
By default the mod is configured to be authentic, but it's completely customizable in every detail via the in-game MCM tab or the holotape that's automatically added to your inventory (which can be discarded).
As a framework, this mod also serves as a resource for a wealth of features and events for those wishing to enrich their own creations. If you're interested, download the archive containing the Framework's source files and instructions.
How does it work?
This sounds simple:
An actor is eliminated from the show when he should be killed by a weapon considered non-lethal.
This also applies to basic injured NPCs who are unable to continue fighting.
What weapons are considered non-lethal?
The framework itself considers (depending on the set parameters) the non-lethal nature of unarmed attacks and gunshots to the target. However, due to the flexibility of the frame, it is very easy to create models that can treat certain weapons as non-lethal weapons (such as a club or rubber ball rifle).
I recommend you the "Non-Lethal Armory" mod, which is an official extension to the framework. It makes all blunt weapons in the game (stock version only) non-lethal. There are also various add-ons such as stun grenades and non-lethal ammunition.
What happens when an actor is eliminated?
The actor will remain unconscious for a period of time, which can be customized via the mod's configuration menu. Specific or random events may also occur if you use a framework extension that allows it. When interacting with the eliminated actor's body, you'll see the following options: Awaken, Search, Kidnap, or Finish (move, if crouched). If an NPC is wearing Power Armor, you can take it away from him and use it (for security reasons, this does not apply to necessary NPCs).
Can the frame be used alone?
absolute. With the framework installed, base or protected NPCs caught in combat will no longer wait while being downed, but will be rendered unconscious (your followers will also be affected). Fall damage (if below 200% of the player's health) can also cause unconsciousness and break some bones...
The few NPCs that cannot be eliminated will remain until the end of the battle (with a delay of at least 15 seconds).
Will this system work for my character as well?
Yes, it's exactly the same as NPC. With the release of version 1.2.0, the default player retirement scenario has been integrated into the framework and works as follows:
If your character is knocked down in a dangerous area, nearby enemies may loot him, depending on the value of the items he possesses. Once stripped of his belongings, your character wakes up, nearly dead, in a location chosen in the configuration menu: the newest bed (with or without), the nearest and safest bed or just on the floor (Hardcore). Tasks can then be performed to recover the stolen content. All procedures for this event are fully customizable from MCM or configure holotape.
Can my character be eliminated instead of dying?
Yes, the framework works with a player feature called "Delayed Death." Regardless of the death conditions, this feature will cause the player to be knocked down instead of simply dying. If you've already played Skyrim using the death alternative mode, know that y …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.