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

Euphoria Mod
   (4 reviews)

1 Screenshot

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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    21 hours ago, AnymYo said:

    @Entreped
    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...
     

     

    This was actually what I was referring to.  I know you changed the force differently between versions.  But I wanted to know which file getting bigger was affecting the force adversely.  Were you specifically talking about the size of weapons.ymt, physicstasks, or both?

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    Hello, I watched some videos of this mod after hearing about it in the PDO main page and it looks amazing. I just went through the chore of reinstalling all my mods after the latest updates, and I have a couple of questions before trying to install a new mod so I don't mess up all my stuff lol

     

    1) does this mod affect performance in any way? I'm about 35-40 fps with small drops whenever I'm switching areas, still playable tho. 

     

    2) how does it work with PDO? Does it keep all the cool cinematic euphoria effects alongside PDO's changes to combat and behavior? 

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    @Raphaco
    1. -> At least in my case and some other confirmed cases, CERR is not affecting the performance. Sometimes Im experiencing FPS drops even when I dont use CERR. When I remember right, this might be caused by LML. You should always remember that mod support isnt official and can cause issues.

    2. -> Its to 100% compatible to PDO. Please see the recommended config below. Let me give you a short explanation:

    PDO is a C++ script mod. This mod is using so called "natives" (game internal executable "statements") which are already in the vanilla game. These "natives" can be executed to trigger specific ingame results. Next to many other "natives", PDO is calling natives which are executing Euphoria ragdoll tasks from the Euphoria configuration file to force NPCs to the ground.

    CERR is a re written configuration file for the animation engine also known as the "Euphoria engine". It conatins a much more detailed and extended range of parameters to instruct the engine in specific ingame situations (shot reactions). All these parameters are already known by the engine, Rockstar Games decided (for what reason ever) to NOT use them in the vanilla version of RDR2. Sounds simple but this engine is incredible powerfull and complex and gives you a ton of options and possibilities to configure many ragdoll situation (hit from shotgun, hit from revolver, falling off a roof, how to behave when health is 0 and so on).

    PDO config for CERR

    Please use the latest version (the latest BETA or higher) of PDO.
    To get the full CERR experience combined with the great features from PDO, I strongly recomment to use the following configuration:

    1. Go to the .ini
    2. Search for "EuphoriaModInstalled"
    3. Set it to 1.

    As you know, PDO is keeping NPCs on the ground (to simulate an injured on ground behaviour) when the health of the NPC crossed a certain threshold (this is called "dyningState").

    EuphoriaModInstalled = 1 will prevent PDO from breaking the running euphoria sequence to force a NPC to the ground when the health of the NPC is under the dyingstate threshold. PDO will still keep the NPC on the ground, but only after the NPC went down by it self.

    Enjoy the mod!

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    Hello @anymyo, thanks for replying so promptly and extensively. I am new to modding so I definitely learned a lot through your explanation.

     

    I installed this mod and it's amazing, makes the whole experience way more immersive and works wonders with PDO. Even when the NPCs don't go into dying states (PDO) and die instantly, they still go down in a very realistic way and feel more alive then ever. 

     

    I really appreciate your work and feel like you did a job Rockstar wasn't able (or willing) to do. You had the vision they were lacking and it's game changer. Brings back the same sense of immersion and amusement that blew my mind back in 2008 (if I'm not wrong) when I first played Gta IV. 

     

    And as far as performance issues, nothing has changed after installing CERR. I'm still getting the same occasional stuttering I was after installing LML, so no harm done.  It's worth it, if I am able to play the game with such amazing overhauls. 

     

    I have to say, this mod is essential and it is a must have. Keep on with the good work! 

     

     

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    AnymYo

    Posted (edited)

    @All
    My new update is finished. I will release it with a preview video (which im doing atm) and a detailed changelog official in a few days, but in case you want to play it early, its attached and ready to download.
    After some research I can say, that the weapons.ymt file is also a main file for the shot reactions. It contains many parameters to configure many ragdoll stuff (more than i thought). It also allows you to link up to 3 main euphoria behaviour tasks to a weapon with ammo, configure the force, fragimpulse, penetration, projectil force, force to each body part and so on.

    With this update, nothing changed in the physicstasks.ymt but its a complete euphoria related overhaul of the weapons.ymt (all non euphoria stuff is untouched).

    In this new Update (1.0.8) I took nearly to each playable weapon one by one and adjusted all euphoria related parameters by concept, weapon type, ammo type, shot impact and fire rate to make it fit to the existing physicstasks.ymt (LB, NB or HB) and also to prevent immersion breaking behaviours like spinning and so on. Each weapon is feel a way more unique now. All the settings are optimized to work with the euphoria configuration for the existing physicstasks.ymt.

    The use of the weapons.ymt is now a necessary main file of C.E.R.R.

    (In this early inofficial relase is only the NB file of the physicstasks.ymt. If you like to play with LB or HB, you can simply exchange the file with the one from 1.0.71)

    Also heres a short and uncut preview of the Schoflied revolver with HV ammo (sorry for the bad sound, I was watching Tombstone in the background :D).
     




    CERR 1.08.zip

    Edited by AnymYo
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    53 minutes ago, RusGameTactics said:

    Is this mod compatible with: W.E.R.O (Euphoria Ragdoll Overhaul) ?


     @RusGameTactics
    No because its the same kind of mod.
    WERO and CERR aiming for different ragdoll styles but using the same files to configure the engine.

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    22 hours ago, gabidze said:

    after installing the mod, the game started to crash, what should I do?


    I dont know, this is not normal.
    Do you use other mods and if yes, what mods exactly?

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    I have noticed a strange bug and can't seem to find any info on it:

    When using this mod, after shooting someone on horse back while robbing them, they just get off the horse and stand still. They only start to move again if i do something to break them out of it IE shoot them in the leg or hit them with my horse. While they are in this 'frozen' state with hands raised, I can not rob them and they don't speak or move. When I remove the mod, it goes back to normal. Either they die on the horse or eat all my bullets while riding into the sunset.

    Can I fix this somehow?

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    23 hours ago, about 49 snails said:

    I have noticed a strange bug and can't seem to find any info on it:

    When using this mod, after shooting someone on horse back while robbing them, they just get off the horse and stand still. They only start to move again if i do something to break them out of it IE shoot them in the leg or hit them with my horse. While they are in this 'frozen' state with hands raised, I can not rob them and they don't speak or move. When I remove the mod, it goes back to normal. Either they die on the horse or eat all my bullets while riding into the sunset.

    Can I fix this somehow?

    I noticed the same behavior in Van Horn

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    On 7/19/2022 at 11:40 AM, AnymYo said:

    @about 49 snails @ChristianW.


    Could you link an example video?

    Do you use PDO also?

    Yeah I'm using PDO, I manage to capture the behaviour, for context a gun fight broke out in Van Horn and this guy was passing by horse, he dismounted and stayed frozen in the middle of the road and even going back to his frozen spot if I tried to nudge him.

    Edited by ChristianW.
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    @ChristianW.
    Thanks!
    The problem in this case is, that nothing in the physicstasks.ymt file could affect something like this. Its only the configuration for the physics based ragdoll behaviour which will only be executed after the game sets the NPC to ragdoll. The game knows two states for NPCs. Animated/scripted and ragdoll/euphoria. Physicstasks.ymt is managing only euphoria stuff. There isnt any option to configure a non physical/ragdoll function in the physicstasks.ymt. What I see in the video, is not caused by the physics engine (the NPC is not in ragdoll but in a animated/scripted state). This more looks like an ingame AI event task which is not working properly.

    Please try to reproduce that issue without using PDO and without using CERR.

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    @about 49 snails Do you use the Ambient Gang mods? 

     

    @AnymYo For me that was the problem, I guess some NPC's were attacking the wrong ones, specially in Van Horn, I changed the Behavior from the file relationships.meta and that solved as far as I tested. it's not your mod, nor the PDO or the Duel one, althou I think the Duel mod bugs out the vanilla duels, but that's not your concern haha. but thanks anyway for being so proactive 

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    Hi

     

    Do you happen to know which event / physicstasks section governs the behavior when suspended in mid-air?

     

    Thanks

     

     

    image.thumb.png.6097f427c56d1860e7aa64734710fb3b.png

    Edited by SAC
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    On 10/6/2022 at 4:57 PM, SAC said:

     

    Hi

     

    Do you happen to know which event / physicstasks section governs the behavior when suspended in mid-air?

     

    Thanks

     

     

    image.thumb.png.6097f427c56d1860e7aa64734710fb3b.png

    Looks like an animation to me. There is no euphoria message which could cause a pose like that.  Does it look every time the same?

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    Just wanted to let you know that Im working on an update (maybe that last). I added multiple states of stiffness and stability to give a ragdolled NPC the option to fall down stundy, or stumble in the death sequence (CERR 1.08 felt a bit repetive cause the most NPCs started to stumble after you killed them). Also I took advantage of my research (which I shared previously with other mod creaters) by creating a bunch of completely new custom behavior sets for certain weapons and ammo (for weapons and reactions which felt unfinished to me). Here is a quick demonstration of the semi auto shotgun:

    https://streamable.com/s72lut

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    9 hours ago, AnymYo said:

    Looks like an animation to me. There is no euphoria message which could cause a pose like that.  Does it look every time the same?

     

    You are correct, that is the result of executing SET_PED_TO_RAGDOLL on the NPC

     

    Below is what it looks like if I don't run any code on them. It is always the same pose, they move the legs a little

     

     

    image.thumb.png.94fe9e167988a1dda9de214fb3a1ffaa.png

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