Hello everyone!
Prolog
This Mod is bringing back some cineastic and diversified euphoria ragdoll shot reactions which R* did not consider necessary to implement since they think that the euphoria engine is a feature that "costs more time and money and players dont notice it"...
A really sad attitude and absolutely wrong in every way!!!!
The fact that youtubers these days making successfully videos about
ragdoll showcases from a game which was released 2010, speaks for itself...
When the most people talking about realism in Euphoria driven games, most of them actually mean "authentic" motions. And that was what Rockstar Games aimed for in GTA4, Red dead Redemption (2010) and MaxPayne 3. It wasnt realistic in a way that NPCs immediately fell lifeless to the ground after you shot them, but the motions the NPC was performing were really authentic, believable and movie-like for each genre the game was set in. Since GTA5 this feature is missed.
Cineastic Euphoria Ragdoll Rework (C.E.R.R)
This mod is inspired by the great and "evergreen" Red Dead Redemption from 2010 and other classic western movies!
Unfortunately its really hard to recreate this great shooting
experience from RDR1 by just watching videos and playing the game, thats
why I started studying the euphoria behaviours and parameters to create
something that maybe go in the "right direction" and would reach a kind
of the old R* standards of Euphoria ragdoll physics...
This mod is bringing you new and diversified gunshot reactions, for each weapon and also ammo type (revolver, pistol, shotgun, bow and so on)
NPCs behaving differently when shot depending on each weapon, ammo and hit zone!
I also implemented a range of random varieties to certain shot behaviors.
Some of the features:
- The reactions are inspired by the original Red Dead Redemption (2010) and classic western movies (Tombstone, A Fistful of Dollars, The Good, the Bad and the Ugly, and so on)
- All modded Euphoria tasks have been rebuilt from the ground up to match the motions
- All own created reactions containing those classic and "alive" looking authentic euphoria features like they were before GTA5 was released
- NPCs reacting longer to shots without collapsing
- Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
- Almost each weapon and its ammo type has its own reactions (Normal ammo, express, splitpoint, different arrows, slug, fire ammo)
- NPCs start writhing in flames instead of simply falling down when you shoot them with a fire arrow
- NPCs stay active and more life like on the ground
- A Lowered stiffness to create more "fluid" motions to match that "satisfying" feeling, people know from GTA4, RDR1 and MP3
- And more!
Feel free to post your feedback in the comments/review section 🙂
I hope you enjoy the mod!
A special thanks goes to SyntheticOutlaw for giving me that great start into this kind of modding!
Please see Installation.txt for installation instructions!
This mod is 100% compatible to Red Dead Offline! -> Its really awesome. If you dont have it yet, I relly recommend to check it out!
This mod is also 100% compatible to PDO! (Go to the .ini and set "EuphoriaModInstalled = 1")
In case you want to make other mods compatible which are also using the weapons.ymt file, you will need to merge all changes from the other weapon.ymt (from the other mod) into the weapons.ymt file from C.E.R.R. There are a lot of euphoria related changes in the weapons.ymt file from C.E.R.R so its less work to use this file as a base. Each section which contains changes, is marked with a comment which contains "C.E.R.R REDONE". I also marked all explicit changes with a comment which contains "CERR" (without dots between the letters to make it easy to find). Ive done this only in the weapon section "Cattleman Revolver Single" but its a repeating pattern for all other weapon sections. Just keep all values marked in the "Cattleman Revolver Single" section also in all other weapon sections to keep the C.E.R.R adjustments properly.
Just download Notepad++ and download the "Compare" and the "XML Tools" plugin.
With these plugins, you can collapse all sections by pressing "ALT+0". This makes it easier to keep track of things.
All changes are done only in:
<CWeaponInfoBlob> -> <Infos> -> <Item type="CAmmoInfo"> and <Item type="CWeaponInfo">
By using the compare function, you can compare both files to see the differences and what to take over. After you did this, just copy the changes of the other mod to the weapons.ymt file from C.E.R.R.
I also warmly welcome any creator to make their mods compatible with C.E.R.R!
Have fun!
Other media:
Edited by AnymYo
Updated Informations
What's New in Version 1.0.52 See changelog
Released
V. 1.052 (Big Update)
- Increased the stability of NPCs significant without taking the agility away too much (which you experienced in 1.0.51).
- Created a painfull looking stumble motion which NPCs is often performing after beeing shot. This motion was inspired by classic western movies.
- Improved the existing leg shot reactions. Continuing shooting on the legs will result in varieties of behaviours. This could be a fall ,stumbling or a body turn.
- Stumbling of NPCs can be affected by following shots.
- Thanks to the improved stabilisation, NPCs are now acting a bit more shocked and dramatic to shots -> like in you know it from classic western movies.
- Clean arm shots with the shotgun won't throw NPCs away. Also NPCs are standing/stumbling longer in an upright position when the arm was blown off by the shotgun.
- NPCs are much more stable if you shoot them with small firearms. The reactions are more dramatic and tensed. The forward folding of the upper body (if you shoot the torso) is removed completely (stomach shot reactions are still the same).
- NPCs are still in an active ragdoll state for a short time when on the ground. If you shoot them on the ground within that time, NPCs will continue reacting to shots until you stop shooting.
- NPCs now randomly try to prevent the fall (after beeing shot) by using arms to push the upper body away from the ground.
- NPCs are reacting more with the environment. It could happen that a NPC decides to roll above small objects or grabbing a chair, table and so on.
- And more...
- Added two versions. A "Main" and a "Soft" version (the configuration of 1.0.52 supports this exception without getting broken or ending up in unwanted results).
- Both versions are based on v1.0.51
- The "Main" version has more stable NPCs which are reacting more "animated".
- The "Soft" version based on the "Main" version with a "softer" and more ragdoll like finish (which you know from 1.0.51).
It is up to your taste, which one you prefer 🙂
If you are using PDO:
- The final kill shot of NPCs which are in a Dyingstate (writhing on the ground) is causing a tensed/shocked body reaction.
Unfortunately it was not possible to provide an "Alternate Headshot" version because that would have messed up the whole configuration and destroy the end result...
But the changes in 1.0.52 are affecting as good as everything, headshots included. They are less dramatic now and fit more to the whole experience.
- With version 1.0.52:
- Download
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