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 1.0.8 See changelog
Released
V. 1.0.8
- No changes in the euphoria configuration file (physicstasks.ymt). 2 Versions, HB (Heavier Bodies) and NB (Normal Bodies).
- Both versions (NB and HB) are quite cineastic. NB has a higher chance of more stumbling, HB has a higher chance of falling down faster after being shot.
- Overhauled almost each playable weapon in weapons.ymt related to euphoria settings (there are much more than I thought).
- Linked and combined up to 3 basic euphoria behaviours to weapons and ammo types. Even the same types of different basic weapons are different to each other now (for example Flacos, Grangers and Johns cattleman revolver).
- Adjusted all physics related parameters from the weapons. Int file to precisely match the existing euphoria configuration from physicstasks. Int (NB and HB) and to prevent immersion breaking behaviours like exaggerated spinning of the NPC.
- The adjustment also increases the fluidness of the motions to reach more satisfying shot reactions (of cause this is a matter of taste).
- Added new limb shot reactions to certain weapons partly. If you use the bow to shoot NPCs with a normal arrow in the head, there's a good chance that NPCs try to grab the arrow. Improved arrows noticeably reduces the chance of that behaviour, but are a bit more powerful.
- By using 2 different handguns and/or ammo types, it's possible to apply 2 different Ragdoll behaviours to the same NPC. This can cause really cineastic and unique moments.
- Knives and tomahawks are now causing 2 different behaviours.
- Adjusted the impulse force and the "force fall off" range of shotguns. These now can cause a blast/knock back to the NPCs body or hurt the NPC to make it fall down quick depending on the range and Hitzone. The slug ammo reaction now is more like a strong single bullet reaction.
- M1899, LeMan revolver and Evans repeater are untouched. (It seems like the files get corrupted when I try to unhash them. Any help to unhash those files without making them corrupt is welcome!)
- Cleaned up all comments in the weapons. Int file. Now each section with CERR changes are marked clearly. I also marked which parameters exactly are used for C.E.R.R in one weapon section (cattleman revolver single) as an example (this is a repeating pattern in all other weapon sections as well).
- I also wrote some instructions at the end of the weapons.ymt file in case that you want to merge the mod with other mods which may also use the weapons.ymt file to make them compatible to C.E.R.R 1.08.
- With version 1.0.8:
- Download
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