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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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    On 11/8/2021 at 4:49 AM, 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)

    As a personal long time fan of W.E.R.O., I am about to test it (C.E.R.R.) out myself.

     

    I'll be sure to report back as soon as I can.

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    Hello everyone!
    So this update took a bit longer, because ive implemented a new Euphoria message which is also used in RDR1 but works a bit different in RDR2. It took me a bit of time to adjust all the existing behaviours from 1.0.3 to deliver a result which is satisfying and also feels like it could be a normal part of RDR2. Rolling and falling is still untouched but i will work on this in future updates. The impulse rework and the adjustment of the existing behaviours are something that should be clearly noticable in general. Sniper and bow are not affected because imho they deliver a quite satisfying result allready and i dont know what to enhance there... Anyway, I hope you like this new version and it will give you some nice and satisfying shootouts in this great game! 🙂

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    4 hours ago, AnymYo said:

    Hello everyone!
    So this update took a bit longer, because ive implemented a new Euphoria message which is also used in RDR1 but works a bit different in RDR2. It took me a bit of time to adjust all the existing behaviours from 1.0.3 to deliver a result which is satisfying and also feels like it could be a normal part of RDR2. Rolling and falling is still untouched but i will work on this in future updates. The impulse rework and the adjustment of the existing behaviours are something that should be clearly noticable in general. Sniper and bow are not affected because imho they deliver a quite satisfying result allready and i dont know what to enhance there... Anyway, I hope you like this new version and it will give you some nice and satisfying shootouts in this great game! 🙂

     

    Awesome! Been loving 1.0.3.  Excited to see the new changes.  Thanks for update.

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    Sorry, I guess I missed something...
    I fixed it in 1.0.41. Now 1.0.41 is what 1.0.4 should be...
    Please use 1.0.41 instead of 1.0.4!
    Thanks 🙂

    EDIT:
    And also it seems like the previous 1.0.41 file was kind of corrupted and faulty... i fixed and re uploaded 1.0.41. Now everything should work properly!
    If you want to make sure that you have the fixed 1.0.41, just redownload the mod or download the attached file 🙂
    Im really sorry for the circumstances!
    Have fun!

    C.E.R.R 1.041.zip

    Edited by AnymYo
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    On 11/21/2021 at 2:56 AM, schlopp96 said:

    As a personal long time fan of W.E.R.O., I am about to test it (C.E.R.R.) out myself.

     

    I'll be sure to report back as soon as I can.

    @Taco Bell Manager

     

    After testing both extensively, I would have to go with WERO over CERR.

     

    With regards to CERR, I noticed bodies have a much much heavier feeling, although this also resulted in less visceral reactions to external forces as a whole; I actually found it to be quite "tame" in comparison to WERO.

     

    With WERO, there's more stumbling, falling, grabbing injured areas - and one thing that I find to be a huge improvement, is that "ragdolling" peds in WERO are able to grab onto objects/wagons/other pedestrians to maintain their balance, much like in GTA IV.

     

    I was unable to recreate this behavior under a variety of situations with CERR.

     

    ---

     

    Of course, this is all a matter of conjecture and is totally subjective to whoever is playing. Some will enjoy WERO more, others CERR. But again, if I had to pick one, WERO is the winner for me personally.

    Edited by schlopp96
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    About 1.0.42

    I wasnt happy with the revolver reactions... I changed some values to make NPCs more stable, so you can shoot them longer. They wont stumble away like theyre drunk but you should notice a longer time period where you can shoot them while theyre standing. I did this to the bow reactions as well to give the chance for some more "dramatic" situations...
    So now there should be a "movie" like mix between the chance of stumbling (but not too extreme like you make NPCs drunk with bullets), dramatic body reactions of incomming bullets and stundy "falling to the ground after being shot" reactions. Also every weapon type should now feel unique.

    THERE IS ONE IMPORTANT THING
    I really dont know if its an issue on my System or in general, maybe you guys can help me...
    Since day 1 of C.E.R.R, im using the replace folder to edit the physicstasks.ymt, now with lml beta 9. I did serveral tests on 1.0.42 with the replace folder in comparison to the normal installation way and it often seems to me that i get different results of the reactions, especially with the revolver.

    If I run the mod with the normal installation way, often NPCs are just collapsing in a strange way if I shot them, especially with the revolver. This is NOT happening if I use the replace folder. I tested this serveral time in identical situations.


    So for the moment, i strongly recommend to use C.E.R.R 1.0.42 with the "replace" folder to make sure that the mod is running properly.
    See the installation.txt for further informations and dont forget to dismark/disable all other mods which are using the physicstasks.ymt, otherwise C.E.R.R will be overwritten even if you placed the folder structure in the "replace" folder.

    Please let me know if you are experiencing the same issue.
    Thanks 🙂

    Edited by AnymYo
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    52 minutes ago, AnymYo said:

    I wasnt happy with the revolver reactions... I changed some values to make NPCs more stable, so you can shoot them longer. They wont stumble away like theyre drunk but you should notice a longer time period where you can shoot them while theyre standing. I did this to the bow reactions as well to give the chance for some more "dramatic" situations...
    So now there should be a "movie" like mix between the chance of stumbling (but not too extreme like you make NPCs drunk with bullets), dramatic body reactions of incomming bullets and stundy "falling to the ground after being shot" reactions. Also every weapon type should now feel unique.

    THERE IS ONE IMPORTANT THING
    I really dont know if its an issue on my System or in general, maybe you guys can help me...
    Since day 1 of C.E.R.R, im using the replace folder to edit the physicstasks.ymt, now with lml beta 9. I did serveral tests on 1.0.42 with the replace folder in comparison to the normal installation way and it often seems to me that i get different results of the reactions, especially with the revolver.

    If I run the mod with the normal installation way, often NPCs are just collapsing in a strange way if I shot them, especially with the revolver. This is NOT happening if I use the replace folder. I tested this serveral time in identical situations.


    So for the moment, i strongly recommend to use C.E.R.R 1.0.42 with the "replace" folder to make sure that the mod is running properly.
    See the installation.txt for further informations and dont forget to dismark/disable all other mods which are using the physicstasks.ymt, otherwise C.E.R.R will be overwritten even if you placed the folder structure in the "replace" folder.

    Please let me know if you are experiencing the same issue.
    Thanks 🙂

     

    As far as I am aware, you can still use both the "replace" and "stream" folders with LML Beta 9.  The only change is they are no longer displayed in the Mod Manager UI.  I have two mods that use stream and they work.  I don't have any mods that use replace so can't comment on that.

     

    I don't understand why your mod wouldn't work outside of replace.  That doesn't make much sense.  Do you perhaps install the mod through the website?  I install all mods manually because I have seen a lot of mod authors say that the website install can screw up.  *shrug*

     

     

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    1 hour ago, Entreped said:

     

    As far as I am aware, you can still use both the "replace" and "stream" folders with LML Beta 9.  The only change is they are no longer displayed in the Mod Manager UI.  I have two mods that use stream and they work.  I don't have any mods that use replace so can't comment on that.

     

    I don't understand why your mod wouldn't work outside of replace.  That doesn't make much sense.  Do you perhaps install the mod through the website?  I install all mods manually because I have seen a lot of mod authors say that the website install can screw up.  *shrug*

     

     

     

    Dont get me wrong, both methodes are working... but i get strange collapsing NPCs often when i use the normal install methode... if i run the mod with the replace folder, i dont get these collapsing NPCs... the question is, are you experiencing the same behaviour?

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    1 hour ago, AnymYo said:

    Dont get me wrong, both methodes are working... but i get strange collapsing NPCs often when i use the normal install methode... if i run the mod with the replace folder, i dont get these collapsing NPCs... the question is, are you experiencing the same behaviour?

     

    No I haven't noticed this.  Mod conflict perhaps?  I have no clue what would be causing that.  Hmmmmm.

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    On 11/25/2021 at 10:20 AM, schlopp96 said:

    @Taco Bell Manager

     

    After testing both extensively, I definitely have to go with WERO over CERR.

     

    With regards to CERR, I noticed bodies have a much much heavier feeling, although this also resulted in less visceral reactions to external forces as a whole; I actually found it to be quite boring in comparison to WERO.

     

    With WERO, there's more stumbling, falling, grabbing injured areas - and one thing that I find to be a huge improvement, is that "ragdolling" peds in WERO are able to grab onto objects/wagons/other pedestrians to maintain their balance, much like in GTA IV.

     

    I was unable to recreate this behavior under a variety of situations with CERR.

     

    Of course, this is all a matter of conjecture and is totally subjective to whoever is playing. Some will enjoy WERO more, others CERR. But again, if I had to pick one, WERO is the winner for me personally.

    Thanks for the detailed advice.

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    I want to make sure...
    There is no better or worse between WERO and CERR in general. These are two projects which are different in detail. There is no competition. SyntheticOutlaw and me are in dialog since WERO 1.0 and everything new we figure out, we share with each other. (Thats the reason i mentioned him in the mod discription) WERO is great, especially 2.6 Beta! Its using different mechanics which you wont find in CERR. But also CERR has configurations you wont find in WERO. One of the main differences is the weight of the NPCs. They feel a bit heavyer in CERR cause imho it fits great to the rest of the mod. If you dont like that feeling, you should use WERO. Tested 2.6 Beta for my self and its really nice!

    What i want to say is, there is no better or worse in general and at the end of the day, were doing this becasue R* didnt for some reason. RDR2 is a great game which imho deserves 120% more love to the euphoria engine like old R* titles but R* dont give a f**k anymore...

    Edited by AnymYo
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    Hear hear!  Liking a mod is subjective.  You should never listen to someone tell you one is better than another.  Try every mod that you are interested in.  It's the only way to know what works for YOU.  

     

    I personally love both mods and it sucks having to choose between the two.  Both mod authors have made a fantastic game that much better.  

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    On 11/28/2021 at 5:52 AM, AnymYo said:

    I want to make sure...
    There is no better or worse between WERO and CERR in general. These are two projects which are different in detail. There is no competition. SyntheticOutlaw and me are in dialog since WERO 1.0 and everything new we figure out, we share with each other. (Thats the reason i mentioned him in the mod discription) WERO is great, especially 2.6 Beta! Its using different mechanics which you wont find in CERR. But also CERR has configurations you wont find in WERO. One of the main differences is the weight of the NPCs. They feel a bit heavyer in CERR cause imho it fits great to the rest of the mod. If you dont like that feeling, you should use WERO. Tested 2.6 Beta for my self and its really nice!

    What i want to say is, there is no better or worse in general and at the end of the day, were doing this becasue R* didnt for some reason. RDR2 is a great game which imho deserves 120% more love to the euphoria engine like old R* titles but R* dont give a f**k anymore...

     

    On 11/28/2021 at 10:40 AM, Entreped said:

    Hear hear!  Liking a mod is subjective.  You should never listen to someone tell you one is better than another.  Try every mod that you are interested in.  It's the only way to know what works for YOU.  

     

    I personally love both mods and it sucks having to choose between the two.  Both mod authors have made a fantastic game that much better.  

     

    Very well said, both of you!!

     

    It all comes down to personal taste, and I meant NO disrespect towards anyone at all!

     

    In fact, I really enjoyed this mod, and regardless virtually every overhaul I've ever tried out is better than vanilla... And of course I will always continue to follow both this, as well as W.E.R.O., support them, and try out any/all new updates of both!

     

    That's why Lenny's Mod Loader is so great for these kinds of mods, as you can easily toggle one or the other instantly without having to manually install/reinstall anything, and I regularly switch between multiple different Euphoria overhauls, as I thoroughly enjoy the variety and differences between them.

     

    Anyways, long-winded paragraph now over! 

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    Body shots are perfect imo, but with the newest update bow head shots make them go a little stiff which is actually pretty realistic. Maybe add a little stiffness to all headshots? I've seen some gnarly stuff on liveleak and it's usually either people go stiff like a staue and fall over or go limp like a ragdoll. Is there any way to add a chance for either on head shots?

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    @KingBongHogger Its on my list 🙂
    These headshot reactions are pretty untouched since day 1. I think they are a bit repetetive and need more random mechanics to be different each time (stiffness, amount of steps and so on). One of the random mechanics at the moment is the wound grabbing and the time how long the NPC is doing that. The reaction itself is inspired by RDR1 which has a similar headshot reaction. I have some ideas for cineastic/movie like headshot reactions, like a shock and falling backwards without taking a step and so on but its hard to implement these with multiple options and chances to create cool looking varietys.

    Anyway, thanks for the suggestions, i will see what i cant do 🙂

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    Possibly off-topic (going to ask this in the PDO thread as well): noticed the dead bodies "self-clean" of dirt decals a while after dying (as opposed to wounds, which are permanent).

     

    Is there any way to make the dirt permanent as well / disable the "self-cleaning"?

     

    TY

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    3 hours ago, SAC said:

     

    Possibly off-topic (going to ask this in the PDO thread as well): noticed the dead bodies "self-clean" of dirt decals a while after dying (as opposed to wounds, which are permanent).

     

    Is there any way to make the dirt permanent as well / disable the "self-cleaning"?

     

    TY


    Unfortunatelly this is nothing you can configure with the physicstasks.ymt. This could be something which is deeper in the game mechanics... Im sorry.

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    I read that this can work with PDO (Ped Damage Overhaul 1.57), So I installed LML, then grabbed CERR.

    However, I am having issues. I thought I would report it here in case anyone knows what is happening or at least to warn others.

    1. I launched LML and made sure CERR was enabled.
    2. Testing in game with PDO and CERR; Everyone I shot just fell to the ground and laid there disabled but alive.
    3. OK, so maybe the latest versions on PDO and CERR do not work together?
    4. I unchecked the "enabled" box in LML for CERR.
    5. Testing in game with just PDO again; PDO seems to be working properly again, except around 1 out of 5 NPC are getting flung into the air when they start to do an animation after getting shot. They literally go summersaulting, sometimes 2 or 3 times in a row. It's like there is some sort of animation conflict even though I have CERR disabled in LML.
    6. I try to "uninstall" CERR from LML. I can't figure it out. (Is it possible?) I start deleting all CERR files I can find. I remove the lines that mention CERR in Game\lml\mods.xml.
    7. Testing in game, NPCs still getting flung around.

     

    Next Steps:

    I am going to try completely removing LML and PDO and see if that fixes the summersaulting NPCs. Hopefully I don't need to validate steam files because that will take all night.

     

    EDIT: For clarification, PDO was working fine before installing LML and CERR. I don't understand why this is happening. CERR just replaces the physicstasks.ymt at runtime right? Or does is permanently change it?

     

    UPDATE: Completely removing LML and PDO files has fixed the issue without needing to validate files. I reinstalled LML (without CERR) and PDO and it appears to be working correctly again! 

    Edited by Keenkrozzy
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    @Keenkrozzy
    PDO wont bring you new euphoria reactions. PDO just uses euphoria natives to force NPCs to the ground at a certain point. Depending on your PDO configuration, NPCs can drop if theyre crossing the health threshold (below a certain value which is configured in the .ini) and entering the dyingstate (laying on the ground but still alive). If that happens, you wont see much of the modificated reactions from CERR because PDO brakes the euphoria sequence and forces the NPC to the ground if you hurt the NPC too much and the HP value is below the dyingstate threshold.

    What happens if you disable PDO and just enable CERR 1.0.42 in lml?
    Can you see the new ragdoll behaviour? If yes, CERR is executed properly. If not, maybe lml or another mod is having a conflict..

    Also you can download the newest BETA of PDO which you can find in the comment section. There should be a setting in the .ini which is called "EuphoriaModInstalled" and its set to 0 by default. If you set it to 1, PDO wont force NPCs to the ground by cheatforces if the health threshold is crossed by shooting the NPC too much... So the new euphoria behaviours from CERR wont be cut from PDO... NPCs will be alive on the ground if they fall to the ground by them self and have enough HP left.

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    1 hour ago, AnymYo said:

    @Keenkrozzy
    PDO wont bring you new euphoria reactions. PDO just uses euphoria natives to force NPCs to the ground at a certain point. Depending on your PDO configuration, NPCs can drop if theyre crossing the health threshold (below a certain value which is configured in the .ini) and entering the dyingstate (laying on the ground but still alive). If that happens, you wont see much of the modificated reactions from CERR because PDO brakes the euphoria sequence and forces the NPC to the ground if you hurt the NPC too much and the HP value is below the dyingstate threshold.

    What happens if you disable PDO and just enable CERR 1.0.42 in lml?
    Can you see the new ragdoll behaviour? If yes, CERR is executed properly. If not, maybe lml or another mod is having a conflict..

    Also you can download the newest BETA of PDO which you can find in the comment section. There should be a setting in the .ini which is called "EuphoriaModInstalled" and its set to 0 by default. If you set it to 1, PDO wont force NPCs to the ground by cheatforces if the health threshold is crossed by shooting the NPC too much... So the new euphoria behaviours from CERR wont be cut from PDO... NPCs will be alive on the ground if they fall to the ground by them self and have enough HP left.

     

    OK I will give this a try!

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    Here is a preview of the reworked headshot reactions. At the moment these reactions are excluded from rifles/repeaters because of internal mechanics. I would need to rework the repeater/rifle reactions as well to get them work there too. This is not so easy without messing up the whole file or loose the actual repeater/rifle feeling...
    Will do this in the future... Ive added a wider range of random mechanics which can kick in by chance and can affecting the whole behaviour significant. RDR1 reactions are still possible but also some nice new motions and reactions...
    Here is a preview which gives you a small taste (i forgot to mute the background sound, sorry 😂)...
     



    Anyway, this is like a mini update.
    I hope you like it 🙂

    Edited by AnymYo
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    Hi,

     

    Thanks for the update. Did some testing of 1.4.3 with headshots using a revolver.

     

    - It is very seldom they will just drop dead on the spot (which I am looking for): usually they will stumble a couple of steps before dropping to the ground

    - After falling to the ground, they will still squirm for a second or two (again, I was looking for just "drop dead", no squirms)

    - It is very seldom they will fall on their face and lay facing down, when shot from the back - stumble, squirm, somehow end up on their back facing up; as a result, out of 10 shot at the back of their heads, almost none ended up facing down, and almost all ended up on their backs facing up - again, not what I was looking for (not sure if intended?)

     

    Hope this helps. If you point me at the relevant settings, I can try some tweaking of my own, as it is, the file is too complex for me to make sense of it, and I don't understand the German comments 🙂 (I can google translate)

     

    I am using CERR with PDO, not sure if PDO has any influence on this. I can make some videos to help explaining, if useful

     

    Thank you

     

     

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    @SAC
    I dont know how PDO possibly affecting headshots from CERR. The headshots should look like in the preview video. You can see that each NPC is behaving a bit different to the NPC next. It could happen that a NPC will drop, another could stumble for a few steps, another can turn and just stand without taking a step and collapse after a second or two.

    If you disable PDO by pressing (i think its) F9, are headshots similar to what you can see in the preview video?

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