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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 2.0 Early Access   See changelog

Released

V. 2.0 Early Access
- Reworked and expanded most of the behavior sets. This affects all weapon types.

- Reworked arm and leg shot behaviors.
- Reworked head shots which now can cause an enemy to stand in a shock, stumble a few steps, just fall down or act like Johnny Ringo from the movie "Tombstone".
- Reworked the back shot behavior which is now more like RDR1.
- Reworked melee reactions. Melee reactions now have more variety when you knock out a NPC.
- Reworked falling/rolling behavior. When you go to ragdoll while sliding, John/Arthur will now try to recover the slide and keep the body in a stable position. Depending on the speed, it can result in a RDR2 or RDR1-like rolling behavior.
- Reworked neck shot reactions slightly.
- Reworked the way how NPCs stumble. NPCs are now able to stumble backwards while getting weaker (like in Max Payne 3 and RDR1).
- Reworked the weapons.ymt file. Like before, mostly each weapon and its ammo type will have customized reactions like different bullet forces and euphoria sets.
- Added random mechanics which can make a NPC fall quick or stumble around with the killshot.
- Added hand shot reactions.
- Added a RDR1-like upper body bullet hit reaction for better hit feedback and satisfaction.
- Increased the stabilisation of NPCs. If a NPC falls injured (not dead) is now depending on bullet force, velocity and balancing.
- Added the ability to allow unarmed NPCs to recover from a ragdoll state back to a standing animated position. Normally, unarmed NPCs are forced to fall to the ground once you set them to ragdoll. This was standard in all Rockstar Games titles until GTA5.
- Fixed an issue where NPCs flying away when you hit them with your horse.
- Fixed an issue where NPCs didnt react properly to a bullet and "just balanced a bit" when you finished them with a arm shot or leg shot. NPCs now reacting properly to a deadly arm or leg shot.
And more...

This will be the main version.
Ill try to provide more versions with "drop headshots" and stumbling variations in the future but all that is WIP for now.

 

  • Like 19
  • Thanks 4

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  • User Feedback

    Recommended Comments



    StimPrim

    Posted (edited)

    This is badass I've been playing RDR1 recently and noticed how much better the euphoria physics were compared to RDR2. This is perfect it really looks like RDR1's ragdolls 

    Edited by StimPrim
    • Like 1
    ChristianW.

    Posted

    It's compatible with PDO?

    AnymYo

    Posted (edited)

    6 minutes ago, ChristianW. said:

    It's compatible with PDO?

    Yes.
    It is compatible with every mod which doesnt use the "physicstasks.ymt" file 🙂

    Edited by AnymYo
    ChristianW.

    Posted

    5 minutes ago, AnymYo said:

    Yes.
    It is compatible with every mod which doesnt use the "physicstasks.ymt" file 🙂

    Noice I will test it!

    • Like 1
    UhOkayThen

    Posted

    How is it so far? Really curious about it, because i want to install PDO too.

    AnymYo

    Posted

    The thing with PDO is, that its using scripted forces to bring NPCs faster to the ground. That could affect the reactions and stumbling time you would normaly experience with CERR. You need to decide for your self if you like the result. Otherwise you can try to disable the use of cheatforces in the .ini file from PDO.

    ChristianW.

    Posted

    3 hours ago, AnymYo said:

    The thing with PDO is, that its using scripted forces to bring NPCs faster to the ground. That could affect the reactions and stumbling time you would normaly experience with CERR. You need to decide for your self if you like the result. Otherwise you can try to disable the use of cheatforces in the .ini file from PDO.

    It works very nice, the body looks more heavy which I like, But I wonder what forces you mentioned as cheatforces, because there's alot in PDO like DyingMovementForceOff, DyingMovementPush, DSMaxStumbleTime, DSDelay etc etc... which ones that you think I can mess around, I actually have a quite modified PDO because I wanted them to stumble for longer haha, but now I confused when you said "cheatforces' aren't they all? or ones are native and others are forced? 

     

    I know that's not your job to know PDO, but I got curious about what you know about it

    AnymYo

    Posted

    26 minutes ago, ChristianW. said:

    It works very nice, the body looks more heavy which I like, But I wonder what forces you mentioned as cheatforces, because there's alot in PDO like DyingMovementForceOff, DyingMovementPush, DSMaxStumbleTime, DSDelay etc etc... which ones that you think I can mess around, I actually have a quite modified PDO because I wanted them to stumble for longer haha, but now I confused when you said "cheatforces' aren't they all? or ones are native and others are forced? 

     

    I know that's not your job to know PDO, but I got curious about what you know about it

    As i tested it, ive experienced something that looked like a force to bring enemys to the ground if they started bleeding. It looked like the floor would be a magnet. The NPC was pushed to the ground in a very uncommon way. I remember that the .ini file gives you a good amount of options to configure the mod but unfortunately i really dont know if theres a setting to controll that.

    Btw if you prefer the more RDR2 like body weight, you maybe should stay at version 1.0. Theres also the chance of stumbling NPCs when theyre burning 🙂

    ChristianW.

    Posted

    I will make some experiments but I can say that sometimes they do bleed and fall down but others they run away bleeding. and I like this weight seems more tangible.

     

    Nice mod either way!

    • Thanks 1
    HughJanus

    Posted

    @AnymYo What I could do in PDO is implement an ini setting. If its enabled, the force pushes will be turned off. NPCs will only be held on the ground by setting them to ragdoll, once their health is low and they have fallen down by themselves.

    But in order for this to work. NPCs would need to fall often (since if they dont fall by themselves, the dying states cannot start).

    • Like 1
    AnymYo

    Posted

    2 hours ago, HughJanus said:

    @AnymYo What I could do in PDO is implement an ini setting. If its enabled, the force pushes will be turned off. NPCs will only be held on the ground by setting them to ragdoll, once their health is low and they have fallen down by themselves.

    But in order for this to work. NPCs would need to fall often (since if they dont fall by themselves, the dying states cannot start).

    Lets talk about that via DM 🙂

    VioletBunBun

    Posted

    I keep getting a 'error code: ffffff'

    i know its coming from here because i check after each installed mod

    AnymYo

    Posted

    1 hour ago, VioletBunBun said:

    I keep getting a 'error code: ffffff'

    i know its coming from here because i check after each installed mod

    I dont know which combination of mods you have installed and if there are compatibility issues. Please make sure that there are no other modded files which are affecting the physicstasks.ymt or other NaturalMotion files like "fred.xml" and such. Also the loading order and "overwrite" option which you can configure in LML could be important. You could try to load C.E.R.R first and add other mods step by step.

    Tiberias

    Posted

    Hi,

    Nice work on the mod.

     

    I was wondering whether there is a way to make "environment interaction" more common in the Euphoria tasks? Like stumbling towards ledges, falling over railings or fences etc?

    I know it ist not the most realistic behavior but these applied "forces" sometimes made GTA4 and Max Payne 3 a very cinematic experience.

    • Like 1
    Taco Bell Manager

    Posted

    Just one question for the community: Is this or the W.E.R.O mod better? (no offence to either mod creator)

    SAC

    Posted

    56 minutes ago, Taco Bell Manager said:

    Just one question for the community: Is this or the W.E.R.O mod better? (no offence to either mod creator)

     

    Can't say I've tested a lot, but WERO has a definite dealbreaker for me, which CURR does not seem to share: with WERO, whenever an NPC dies, they will squirm around actively before passing away.

     

    Which leads to very immersion-breaker (to me) scenes where you have the NPC lying down paralyzed for a couple of minutes then suddenly spasming around when actually dying. They will do the same if shot in the head before expiring on their own. 

     

    With CURR the expiration is quite intuitive and "natural". So, it's definitely CURR for me.

     

    I haven't tested CURR enough to notice any quirks. So far so good.

     

    • Thanks 1
    Taco Bell Manager

    Posted (edited)

    Thanks are there any other differences?

    Edited by Taco Bell Manager
    Taco Bell Manager

    Posted

    On 10/28/2021 at 2:47 PM, Tiberias said:

    Hi,

    Nice work on the mod.

     

    I was wondering whether there is a way to make "environment interaction" more common in the Euphoria tasks? Like stumbling towards ledges, falling over railings or fences etc?

    I know it ist not the most realistic behavior but these applied "forces" sometimes made GTA4 and Max Payne 3 a very cinematic experience.

    Its already there you just have to be a Horse Gymnastics Olympian.

    Taco Bell Manager

    Posted

    2 hours ago, SAC said:

     

    Can't say I've tested a lot, but WERO has a definite dealbreaker for me, which CURR does not seem to share: with WERO, whenever an NPC dies, they will squirm around actively before passing away.

     

    Which leads to very immersion-breaker (to me) scenes where you have the NPC lying down paralyzed for a couple of minutes then suddenly spasming around when actually dying. They will do the same if shot in the head before expiring on their own. 

     

    With CURR the expiration is quite intuitive and "natural". So, it's definitely CURR for me.

     

    I haven't tested CURR enough to notice any quirks. So far so good.

     

    Just saw a demonstration video of this and yeah just looks like W.E.R.O but perfected.

    Taco Bell Manager

    Posted

    So I've compared this mod and the W.E.R.O mod and i've found that this mod has better reactions to weapons and such and the W.E.R.O mod has better general ragdoll, for anyone deciding between the mods. 🙂

    Taco Bell Manager

    Posted

    Okay I've thought about this and I'm undecided again, can someone just tell me the differences between W.E.R.O and this mod? I would indebted and grateful to whoever does that.

    Taco Bell Manager

    Posted

    Loving the mod! But could the creator post it on the RDR2 Nexus? Because I think this mod deserves to be exposed to more people.

    Taco Bell Manager

    Posted (edited)

    Request: Upgrade the falling, bailing, brawling, etc reactions to be more like the rest of this mod.

    Edited by Taco Bell Manager
    • Like 1
    AnymYo

    Posted

    On 11/11/2021 at 4:08 PM, Taco Bell Manager said:

    Request: Upgrade the falling, bailing, brawling, etc reactions to be more like the rest of this mod.

    Thats something i will work on in future updates 🙂

    • Like 2
    Taco Bell Manager

    Posted

    10 hours ago, AnymYo said:

    Thats something i will work on in future updates 🙂

    Then I cannot wait for the future of this mod! Upgrading something good to perfect is a fantastic plan.

    • Like 1

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