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

Euphoria Mod
   (5 reviews)

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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



    13 minutes ago, AnymYo said:

    @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?

     

    Agree about PDO

     

    My actual question is how can I tweak the file in order to achieve the following, on headshot: just drop instantly on the spot - no stumbling, no hesitation, no squirming when down, just account to bullet direction (front / back / side)?

     

    Thank you!

     

     

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    @SAC
    Its really not that easy to explain cause for that you need to know how everything works... Maybe i will provide something like this in an optional version in the future 🙂

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    I like most of the Overhaul, some things are a little too dramatic, the biggest being headshots for me.. Getting shot in the arm or leg makes sense to reach to grab that spot. I feel like ideally you'd want emphasis on the loss of control of motor functions and have a very heavy, gravity driven response with their bodies. With the mod they stumble for a second and then reach up with their hand to grab their head, then kinda move around on the ground a bit. I feel like the current headshot reaction would be really good for a mouth shot or a neck shot or something, there's just too much "life" in the character after in my personal opinion.

    Either way, this is the best overhaul I've found hands down. My opinions above are just personal preference changes and I hope I didn't come off as talking down on this mod because I really am not. This overhaul does the most right by far out of any I've tried and I'm going to be using it regardless, just wanted to make a suggestion 🙂

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    4 hours ago, selfmade808 said:

    I like most of the Overhaul, some things are a little too dramatic, the biggest being headshots for me.. Getting shot in the arm or leg makes sense to reach to grab that spot. I feel like ideally you'd want emphasis on the loss of control of motor functions and have a very heavy, gravity driven response with their bodies. With the mod they stumble for a second and then reach up with their hand to grab their head, then kinda move around on the ground a bit. I feel like the current headshot reaction would be really good for a mouth shot or a neck shot or something, there's just too much "life" in the character after in my personal opinion.

    Either way, this is the best overhaul I've found hands down. My opinions above are just personal preference changes and I hope I didn't come off as talking down on this mod because I really am not. This overhaul does the most right by far out of any I've tried and I'm going to be using it regardless, just wanted to make a suggestion 🙂

     

    I had a similar opinion on headshots and @AnymYo was extremely kind to provide me with an alternate version, which mostly addressed my preferences. Since then I've started exploring some tweaks of my own and providing feedback

     

    I am pretty much happy with the results, there is still some minor "convulsion" present just before expiring, I am still trying to get rid of that one too (unless it's a core game mechanic). 

     

    Hoping I am not overstepping my bounds (and I will take this file down if so instructed by @AnymYo), I am attaching the alternate headshot version, with the hope to inspire further testing and constructive feedback. Place it in \lml\CERR 1.043\cerr, overwrite the original.

     

     

    physicstasks.ymt

    Edited by SAC
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    Wow, I've been testing this the past couple hours and this is soooooo much better. This is a lot more in line with what I was thinking, tysm for the help and the quick response I really appreciate this a lot man!! You guys are great @AnymYo @SAC

    Edited by selfmade808
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    6 hours ago, selfmade808 said:

    Wow, I've been testing this the past couple hours and this is soooooo much better. This is a lot more in line with what I was thinking, tysm for the help and the quick response I really appreciate this a lot man!! You guys are great @AnymYo @SAC

     

    I'm glad you like it. I am still trying to (learn how to) tweak some basic stuff.

     

    The reaction to headshots from the front and from the side I think look quite good and "natural". I am not so happy with headshots from behind:

     

    1. the head impact and body reaction is exaggerated in my opinion, the tradeoff I found so far is a rigid neck boolean parameter vs too loose, both are not tweaked where I'd like them yet

    2. high body reaction (lean forward) + not taking an instinctive step forward is not so plausible, so looking at that too

     

    Also, I'd like for the peds to sometimes end up kneeling, but I don't know how to do that yet

     

    Problem is that there are a lot of parameters even in a simple implementation (what @AnymYodoes is orders of magnitude more complex), and testing each new parameter tweak means reloading the game to take effect + lack of proper documentation => semi wild goose chase

     

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    14 hours ago, selfmade808 said:

    Wow, I've been testing this the past couple hours and this is soooooo much better. This is a lot more in line with what I was thinking, tysm for the help and the quick response I really appreciate this a lot man!! You guys are great @AnymYo @SAC

    This is only a beta version as the result of a quick response to SACs request. Its not official. As i said, i will look into providing a alternative headshot behaviour in the future, for the moment, you can use this if you dont like the RDR1 headshot style.

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    Hello, I just noticed that within the "CERR 1.043/install.xml" document, the "version" tag is listed incorrectly as:

     

    ...
    <Name>Cineastic Euphoria Ragdoll Rework (C.E.R.R)</Name>
        <Author>AnymYo aka leckeres_bratgut</Author>
        <Version>1.0.42</Version>
    ...

     

    instead of v1.0.43... Not sure that can really affect performance or not, but it's just something I noticed!

     

    Mod works excellent by the way 🙂

     

    Thank you for your work!

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    With update 1.0.5, I focussed on the existing gunshot reactions (from 1.0.43) and adjusted them with the intention to go even more in the "spaghetti western" style motions and reactions direction, which is the main goal of C.E.R.R.

    These changes are affecting all weapons, some more, some less. Also the ragdoll in general is a bit different now.
    Deaths are now closer to these classic western movies. Also NPCs sometimes standing in a shock before they collapse. That gives you the opportunity to continue shooting and experience some movie like situations.

    The implementation of these details, was quite time consuming and resultet in a ton of game restarts and billion of dead NPCs 😄

    But at the end, i think it was worth the effort.

    I also added an alternative version with "classic" headshot reactions  (for those of you who prefer the less dramatic headshots 🙂 )

    I hope you like the new update! 🙂
     

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    Hey, i was wondering if there is a way to disable PDO feature with them staying on the floor then dying? this mod works very well! my fave euphoria mod but when i enable PDO it seems to make them drop on the ground in a weird manner. thanks

     

    Also with PDO on, Peds often fly in the air and swing about!! haha does anyone know a fix?

    Edited by innxcence
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    do you think you could make it so that npcs do not grab the wound when they get shot in the head? it seems a little off when all thats left is a stump and they can grab it like a headless chicken (even if its just an optional file it would be appreciated)

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    @jejmode

    There allready is an optional version in the .zip archive with less dramatic headshots 🙂

    Edited by AnymYo
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    @innxcence
    In the PDO .ini should be an option which is called "EuphoriaModInstalled". If you set it to 1, PDO is disabling all cheatforces 🙂

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    Hey mate I do enjoy this Euphoria Behaviour but would it be at all possible to get maybe an "Alternate Version" of this Euphoria Mod? "RageEuphoria" Mod was always my go-to Euphoria for GTA V because enemies would soak up damage and not fall down until they were dead, or a few seconds after they died, It was a bit "Arcadey" but I liked it because enemies wouldn't go down to just get up again, they would stumble and stay upright until or briefly after their death.

    If it were at all possible to get something resembling this in a Euphoria update for Red Dead 2  I'd be over the moon.

     

    Anyway thanks for reading this and hopefully you can get back to me! 

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    @MattyReady In the new upcomming version, NPCs are much more stable (which doesnt mean that they react less to impacts). You can keep the NPCs in the stumbling sequence depending on where you shoot them. Also the environment is important for that. Im working on this for weeks now. Its really important to me, that the stumbling looks natural and painfull/weak and not statik/drunk. Im also working on more significant hit reactions for arms, hands, legs and feet. An alternative version is really hard to make because the whole file is working like a clockwork where every mechanic needs to be adjusted to work with each other. But as you know, my goal is to implement movie like reactions which are not immersion breaking, so the higher chance of stumbling will be there. I think its not the amount of balancing everybody likes at all, its the option to play around with the NPC depending on where you hit them. I think its the amount of time, the NPC is reacting to things you do to him. Of cause, balancing is a part of that but its just one part. Combined with the other parts like different forces to specific body parts, wound grabbing, catch falling, rolling, interactions with the environment, fluid and authentical motions, its resulting in that what everyone loves about this animation engine and what R* didnt do anymore since GTA5. 

    At the end, ragdolls must be satisfying and diversified and I am im doing my best to bring that back to the masterpice named Red Dead Redemption 2!

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    On 1/24/2022 at 2:56 PM, AnymYo said:

    @MattyReady In the new upcomming version, NPCs are much more stable (which doesnt mean that they react less to impacts). You can keep the NPCs in the stumbling sequence depending on where you shoot them. Also the environment is important for that. Im working on this for weeks now. Its really important to me, that the stumbling looks natural and painfull/weak and not statik/drunk. Im also working on more significant hit reactions for arms, hands, legs and feet. An alternative version is really hard to make because the whole file is working like a clockwork where every mechanic needs to be adjusted to work with each other. But as you know, my goal is to implement movie like reactions which are not immersion breaking, so the higher chance of stumbling will be there. I think its not the amount of balancing everybody likes at all, its the option to play around with the NPC depending on where you hit them. I think its the amount of time, the NPC is reacting to things you do to him. Of cause, balancing is a part of that but its just one part. Combined with the other parts like different forces to specific body parts, wound grabbing, catch falling, rolling, interactions with the environment, fluid and authentical motions, its resulting in that what everyone loves about this animation engine and what R* didnt do anymore since GTA5. 

    At the end, ragdolls must be satisfying and diversified and I am im doing my best to bring that back to the masterpice named Red Dead Redemption 2!

    thank you very much. You sound very passionate I love it. I'll be checking everyday for a new update 🙂

     

    Edited by olmeria
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    @olmeria
    Here is a quick preview of the progress so far. Random shooting with two double action revolvers...

     

    Edited by AnymYo
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    On 1/25/2022 at 7:48 PM, AnymYo said:

    @olmeria
    Here is a quick preview of the progress so far. Random shooting with two double action revolvers...

     

    It looks good!!! I look forward to test it as soon as it's out. Do you know how I can be notified as soon as you published it? Thank you very much for your hard work! Do you have "buy me a coffee" or something?

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    @olmeria

    Thanks for the nice words, I really appreciate that!
    No there is nothing, not even a discord channel 😄
    Just rdr2mods.com...

    Edited by AnymYo
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    On 1/24/2022 at 1:56 PM, AnymYo said:

    @MattyReady In the new upcomming version, NPCs are much more stable (which doesnt mean that they react less to impacts). You can keep the NPCs in the stumbling sequence depending on where you shoot them. Also the environment is important for that. Im working on this for weeks now. Its really important to me, that the stumbling looks natural and painfull/weak and not statik/drunk. Im also working on more significant hit reactions for arms, hands, legs and feet. An alternative version is really hard to make because the whole file is working like a clockwork where every mechanic needs to be adjusted to work with each other. But as you know, my goal is to implement movie like reactions which are not immersion breaking, so the higher chance of stumbling will be there. I think its not the amount of balancing everybody likes at all, its the option to play around with the NPC depending on where you hit them. I think its the amount of time, the NPC is reacting to things you do to him. Of cause, balancing is a part of that but its just one part. Combined with the other parts like different forces to specific body parts, wound grabbing, catch falling, rolling, interactions with the environment, fluid and authentical motions, its resulting in that what everyone loves about this animation engine and what R* didnt do anymore since GTA5. 

    At the end, ragdolls must be satisfying and diversified and I am im doing my best to bring that back to the masterpice named Red Dead Redemption 2!

    That Sounds great, thanks for getting back to me! I appreciate how difficult it must be to tweak/ Create your own Euphoria Mod - Especially for Red Dead 2 with all the different physics and environmental factors you need to account for. I'm looking forward to your next update though, it looks great! 🙂  

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    Hi Anymyo,

     

    This is by far the most satisfying euphoria ragdoll modification I've seen.

    Please stay true to your own vision of this mod, it's so great!

    The latest video you posted, is that the newest version or is that yet to come out? Can't wait since I'm restarting a whole playthrough haha! 🔥🤤

    Thank you for your great work man!

     

    Best,

     

    Merp

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    You should really push your euphoria on Nexus to be honest, it really deserved more recognition! 👏 

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    On 2/19/2022 at 8:15 AM, merptv said:

    Hi Anymyo,

     

    This is by far the most satisfying euphoria ragdoll modification I've seen.

    Please stay true to your own vision of this mod, it's so great!

    The latest video you posted, is that the newest version or is that yet to come out? Can't wait since I'm restarting a whole playthrough haha! 🔥🤤

    Thank you for your great work man!

     

    Best,

     

    Merp


    Thank you! 🙂

    At the moment im working on something to create some painfull looking movement and more stable NPCs. But its really not that easy because the smallest changes sometimes affecting the whole file incl. ingame result...

    So here is a preview of what is comming.
    Its not finished, headshots are not working properly.
    But this is the direction its going to.

    Just replace the existing physicstasks.ymt file with the attached one.
    Also feel free to leave feedback 🙂
     

    physicstasks.ymt

    Edited by AnymYo
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