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Cineastic Euphoria Ragdoll Rework (C.E.R.R) 2.0 Early Access

Euphoria Mod
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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.

 

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  • User Feedback

    Recommended Comments



    @XlieYes. 🙂
    You need to use the newest version without aditional files.
    Also go to the .ini and make sure that EuphoriaModInstalled is set to 1.
     

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    On 2/26/2022 at 2:13 AM, AnymYo said:

    @XlieYes. 🙂
    You need to use the newest version without aditional files.
    Also go to the .ini and make sure that EuphoriaModInstalled is set to 1.

    I see, thank you

    Edited by Xlie
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    @Xlie The headshot reaction which you get with the normal version of C.E.R.R can be dramatic in some situations. Some people prefer a more realistic headshot reaction (instant dead / instant dropping body) which you will get with the "alternative headshots" version. 

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    Anouncment

    After 2+ Months of work, I decided to release C.E.R.R V1.0.52 Today.
    I added a lot of of new parameters and did a lot of adjusting and tuning. The goal of 1.0.52 is to make NPCs more stable but still reactive to bullets. Also the stumbling have to look painfull and weak to keep the classic western shootout feeling. Also it was really important to me to keep the ragdolls diversified to prevent repeating situations.
    And the most important thing to me was to make shootouts more satisfying, the same way you know from older Rockstar Games titles.

    This is the reason, why I added two versions to v1.0.52.

    The "Main" version is a bit "stiffer" compared to 1.0.51 (of cause not that stiff like RDR2 vanilla).
    The "Soft" version contains everything from the "Main" version but some parameters are tweaked in a way to get closer to 1.0.51 related to the stiffness. That is resulting in slightly less stable and more ragdoll like NPCs...

    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.

    I really hope you like the new Update!
    Have fun!

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    I love your mod, but I also love the lower bullet force mod, and I saw that it uses the same physicstasks, it's possible to use both or merge them in some way?

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    @ChristianW.In 1.06, the force is more damped. You should notice this.
    You can reduce the force more by open the physicstasks.ymt file and look for the members in <Impulses>.
    Especially look for "MaxDamageTakenImpulseMult" and "MinDamageTakenImpulseMult".  This is scaling certain impulses globally. You can also adjust the four members above (MaxArmourImpulseMult, MinArmourImpulseMult, MaxHealthImpulseMult, MinHealthImpulseMult) to change the impulse/force more precise.

    You should be aware, that these changes can just reduce/increase the bullet force. Behaviours like snapping, bending or any other reactions which the NPC is performing while beeing shot are not to 100% depending on forces.

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    Hi @AnymYo I have been enjoying your mod with Ped Damage overhaul and asked Hugh a question related to rag dolls, he pointed me in your direction so I thought I'd check in with you:

    IL quote what I wrote on the  Ped Damage over haul page:

     

    "There was something that I have noticed which is how easy it is for the player to 'push' about npcs. This is very exaggerated when npcs are in a dying state and can be bumped about like a soccer ball. I was wondering if there is a way to make npc bodies more heavy, at least when they are in their dying states. There is a mod called 'lower bullet force' which causes corpses to become heavy and much more unmovable. I've found the line from physicstasks which they have set (maxplayeractivationlimit=350/ this causes corpses to move less when pushed by player)

     

     

    Do you have any recommendations for changes I can make to the physicstask file? (if possible) I have had quite a thorough look and tried changing a number of paramaters with no luck"

     

    thanks again for all your work, you guys are truly committed to the cause,

     

     

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    1 hour ago, AnymYo said:

    @k1ng.j3w can you send me the link to the mod?

    I think it's this one . it has a low bullet force

     

    Edited by ChristianW.
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    @ChristianW.
    Go to FinalShotImpulseClampMax and set it to a low value (about 1.00 - 20.00).

    @k1ng.j3w
    Unfortunately the engine and the file is really complex. I managed to dehash a really big part of the file to make it readable. But even if you can read all members, its still really hard to figure out all parameter assignments to ingame cases. There are tons of documents from NaturalMotion (the devs of the Euphoria Engine) at Rockstar Games which are (surprise!) not accessible for me... There are tons of documents from NaturalMotion (the devs of the Euphoria Engine) at Rockstar Games which are (surprise!) not accessable for me 😂
    Thats why its really hard to fix even small issues like that one. But be sure, if I will know how to, I will change this 🙂

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    9 hours ago, AnymYo said:

    @ChristianW.
    Go to FinalShotImpulseClampMax and set it to a low value (about 1.00 - 20.00).

    @k1ng.j3w
    Unfortunately the engine and the file is really complex. I managed to dehash a really big part of the file to make it readable. But even if you can read all members, its still really hard to figure out all parameter assignments to ingame cases. There are tons of documents from NaturalMotion (the devs of the Euphoria Engine) at Rockstar Games which are (surprise!) not accessible for me... There are tons of documents from NaturalMotion (the devs of the Euphoria Engine) at Rockstar Games which are (surprise!) not accessable for me 😂
    Thats why its really hard to fix even small issues like that one. But be sure, if I will know how to, I will change this 🙂

    Thanks man! Yeah I had a feeling it was this way.... Hopefully in the future some things come to light to make it easier.

     

    Cheers for all your hard work

     

     

     

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    19 hours ago, AnymYo said:

    @ChristianW.
    Go to FinalShotImpulseClampMax and set it to a low value (about 1.00 - 20.00).

    @k1ng.j3w
    Unfortunately the engine and the file is really complex. I managed to dehash a really big part of the file to make it readable. But even if you can read all members, its still really hard to figure out all parameter assignments to ingame cases. There are tons of documents from NaturalMotion (the devs of the Euphoria Engine) at Rockstar Games which are (surprise!) not accessible for me... There are tons of documents from NaturalMotion (the devs of the Euphoria Engine) at Rockstar Games which are (surprise!) not accessable for me 😂
    Thats why its really hard to fix even small issues like that one. But be sure, if I will know how to, I will change this 🙂

    I put it 1.00 and now I can do a drive by shooting some poor bastard with all my six bullets and see him tumble taking each shot before stumble some more and falling to his demise, thanks

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    I have a issue where the story npc gets weird glithcy arms and other wierd things when using Euphoria, but there are only on some characters. Any fix ?

    rdr2_glith.PNG

    Edited by mads lokshall
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    AnymYo

    Posted (edited)

    @mads lokshall
    Its extreme unlikely that these issues have anything to do with physicstasks.ymt.
    The physicstasks.ymt is not able to affect these stuff... Its a file which is executing certain ragdoll configuration parameters for NaturalMotions Euphoria engine which is part of the Rage engine. Its only affecting the way NPCs behaving when you shoot them and also just for the time the NPC is in a ragdoll state... nothing more, nothing less... It has nothing to do with clothes, pre canned arm animations or anything else non ragdoll stuff...What I see on the screenshot is something the physicstasks.ymt cant produce... So unfortunately there is nothing I could fix 😕

    Edited by AnymYo
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    So I decided to merge your weapons.ymt with another mod I am using.  In the process of doing so I noticed some of the new sections you added had words written in another language.  For instance this section:

     

     <ImpulseMultiplier value="-1.00000000" />
                  <NmShotTuningSet>SHOTGUN</NmShotTuningSet>
                  <NmHeadShotTuningSet>NICHTS</NmHeadShotTuningSet>      < - - - - - - - - - - - - - - - - - - - - one example
                  <NmNeckShotTuningSet>NECKSHOT</NmNeckShotTuningSet>
                  <NmChestShotTuningSet />
                  <NmBackShotTuningSet>BACKSHOT</NmBackShotTuningSet>
                  <NmArmShotTuningSet>ARMSHOT</NmArmShotTuningSet>
                  <NmLegShotTuningSet>LEGSHOT</NmLegShotTuningSet>
                  <RecoilShakeHash />

     

    I am just curious if that was intentional because this is first time I have seen something like that.

    Edited by Entreped
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    AnymYo

    Posted (edited)

    @Entreped
    "NICHTS" is german and means "nothing" 😄

    I added these new lines (
    NmArmShotTuningSet and so on) to the ammo section to link more euphoria behaviours to each ammo type. This way you see it now, wasnt existing before.
    The main euphoria parameters are from the
    "NmShotTuningSet", all other additional tuning sets can be linked with the new lines below.

    Means:
    If you put "SHOTGUN" to
    <NmShotTuningSet>, the game is executing all euphoria parameters from "shotgun" (which you find in the physicstasks.ymt -> <Item type="CTaskNMShot__Tunables"> -> <ParamSets> -> <sets> <Item key="0xB4868845">) if you shoot with that type of ammunition.

    The game is also executing all parameters from ARMSHOT if you shoot a NPC to the arm, or LEGSHOT if you shoot it in the leg and so on. You can find them all in the physicstasks.ymt.

    "NICHTS" doesnt exist in the physicstasks.ymt. So its executing only the SHOTGUN parameters... thats it 😄

    There is one really weird thing. It seems like increasing the file size is affecting how the force works ingame. If you put spaces for example, the NPCs are reacting slightly different to bullets after each change. That makes it hard to controll. I could decrease the file size but that would be a ton of work because I need to merge everything to a base behaviour pool and just add the differences for each weapon and so on...

    I could create completely new Tasks for each weapon and ammo which wasnt in the vanilla game before. I already tested it successfully... The problem with it is, that the file size will be increased and the ingame result is randomly affected.
    It took me a long time to find the right size for all 3 versions (LB, NB and HB).

    For example, I could create a new Item in <sets> and I could call it "NICHTS". I could add whatever euphoria parameters to it. If I would start the game next time, the game would execute everything from "NICHTS" if you shoot a NPC in the head with that type of ammo.

    These euphoria Item links are not exclusive to ammo. Each weapon has such a section. For example, you could link the shotgun with the revolver behaviour.



    I already shared my new discovery with other mod creatores so you will see this feature later in other popular euphoria mods as well!


    Most of my comments are in german because I did them for my self and german is my main language.
     

    I hope that helped a bit 🙂

    Edited by AnymYo
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    22 minutes ago, AnymYo said:

    @Entreped
    "NICHTS" is german and means "nothing" 😄

    I added these new lines (
    NmArmShotTuningSet and so on) to the ammo section to link more euphoria behaviours to each ammo type. This way you see it now, wasnt existing before.
    The main euphoria parameters are from the
    "NmShotTuningSet", all other additional tuning sets can be linked with the new lines below.

    Means:
    If you put "SHOTGUN" to
    <NmShotTuningSet>, the game is executing all euphoria parameters from "shotgun" (which you find in the physicstasks.ymt -> <Item type="CTaskNMShot__Tunables"> -> <ParamSets> -> <sets> <Item key="0xB4868845">) if you shoot with that type of ammunition.

    The game is also executing all parameters from ARMSHOT if you shoot a NPC to the arm, or LEGSHOT if you shoot it in the leg and so on. You can find them all in the physicstasks.ymt.

    "NICHTS" doesnt exist in the physicstasks.ymt. So its executing only the SHOTGUN parameters... thats it 😄

    There is one really weird thing. It seems like increasing the file size is affecting how the force works ingame. If you put spaces for example, the NPCs are reacting slightly different to bullets after each change. That makes it hard to controll. I could decrease the file size but that would be a ton of work because I need to merge everything to a base behaviour pool and just add the differences for each weapon and so on...

    I could create completely new Tasks for each weapon and ammo which wasnt in the vanilla game before. I already tested it successfully... The problem with it is, that the file size will be increased and the ingame result is randomly affected.
    It took me a long time to find the right size for all 3 versions (LB, NB and HB).

    For example, I could create a new Item in <sets> and I could call it "NICHTS". I could add whatever euphoria parameters to it. If I would start the game next time, the game would execute everything from "NICHTS" if you shoot a NPC in the head with that type of ammo.

    These euphoria Item links are not exclusive to ammo. Each weapon has such a section. For example, you could link the shotgun with the revolver behaviour.



    I already shared my new discovery with other mod creatores so you will see this feature later in other popular euphoria mods as well!


    Most of my comments are in german because I did them for my self and german is my main language.
     

    I hope that helped a bit 🙂

     

    Yeah I knew it was German, and figured you at least spoke the language.  I took German way back in the day in high school.  I don't remember a lot of it because I haven't used it since then.  But I knew that word at least lol.  I was more curious if different language mixed into the code was a valid method of coding.  I know next to nothing about coding.  I use common sense when I merge things and have a lot of files on hand for vanilla comparisons.  It takes a long time but I usually am able to figure it out.

     

    So is the file size of weapons.ymt the only thing affecting the force increasing?  Or is the size of physicstasks.ymt affecting the force?  Or both?

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    @Entreped
    Its just the physicstasks.ymt. Just compare the HB and NB physicstasks.ymt with NP++ to see where the difference is. (NP++ has a compare function and can show you the differences of two files)
    You can also test it for your self, but you need to look really close and detailed to the result.
    The best way you see it, is when you spawn a non fleeing NPC and shoot it in the chest.
    There are also differences between a moving and a standing NPC. Also between armed and unarmed.

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