Always finish always dismember (Next Gen)
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.4% endorsement rate — high engagement, a strong quality signal
- 🏆 #32 of 83 Combat mods in this game by downloads
📋 About This Mod
This mod increases chance for activating finishers and dismemberments for next gen.
Description
Monsters always get dismembered at 100%
Humans either get finished or dismembered. My current range is 70/30.
Dismember if: dismemberment is possible, AND either a finisher isn't on the table (monsters), OR the target is human and we won the 70/30 coin flip.
Main features
The changed line:
if( CanDismember( wasFrozen, dismemberExplosion, weaponName ) && ( !canPerformFinisher || ( actorVictim. IsHuman() && RandRange(100) < 50 ) ) )
In damageManagerProcessor.ws, If you want a different range i.e. 90% finisher and 10% dismember; just update the 50 value in the range to 10.
New update:
I've now managed to get the mod to 100% accuracy. Made a change to the below script
r4Player.ws— which Controls how Geralt executes the finisher. Changes:
DelayedFinisherInputTimer
Was originally empty — it fired but did nothing.
Fixed to set forcedFinisherVictim and add a SignalFinisher timer (0. 3s delay), bypassing PerformFinisher entirely which was causing a double-kill/double-signal race condition that reset the victim's state before the animation could play. So you may have seen previously, the victim would enter the poised finisher state but Geralt would do nothing.
Note:
I've found when Axii is used on a human and they are in their confused state. When attacking, if you land on the dismember coin toss, the victim will be dismembered but remains alive; you can then keep hacking away until a finisher is performed. Very Similar to the mechanics in Metal gear Rising but can appear abit clunky on occasion and very cool on others. If you don't want this. Just update with the below line (Not thoroughly tested yet:
if( CanDismember( wasFrozen, dismemberExplosion, weaponName ) && ( !canPerformFinisher || ( actorVictim. IsHuman() && !actorVictim. HasBuff(EET_Confusion) && !actorVictim. HasBuff(EET_AxiiGuardMe) && RandRange(100) < 35 ) ) )
Future updates:
- Looking to add a feature where each hit from geralts sword causing a slash wound on the human victim. Currently the wounds in vanilla only occur on the final kill-hit. They are also in a pool of dismemberments so will need to be extracted a
📊 Mod Details
- Game
- Witcher3 Mods
- Author
- spudrik1
- Version
- 1
- Downloads
- 2,056
- Endorsements
- 29
- Category
- Combat
- Created
- 3/30/2026
- Updated
- 4/16/2026
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