Just a small explanation for future model makers :
The engine refers to the Bone-names in the rigs of the specimens. When dismemberment happens in the game the engine searches for a bone-name in the skeleton of the model and then "merges" all the vertesies to create a "cap" in, for example, the upper arm.
Some of these bones are needed for like a "bloat" explosion. When we had removed them the game crashed, cous the engine was referring to that bone in the model.
How do you resolve this? Just select the bone you wanted to delete in the first place and put no "weight" on it in 3d max. So its still there, but its not doing anything animation wise to your model.
Some bones can be deleted like a jawbone, that apparently has no influence on the model when it dies, or has any function in the game to make it crash.
Just thought I post this so people will know when they start their creation.