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

Euphoria Mod
   (4 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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    Recommended Comments



    6 hours ago, WS179 said:

    https://streamable.com/s72lut

    the first killed ped (sitting on a chair) dies very strange, looks like a cheap animation. how to get rid of this effect?

    This is a strange bug I have everytime when I enter the saloon to fast and kill a sitting ped. To me, this happens everytime, no matter which mod I use. The first ped plays a precaned animation, the rest works properly.

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    similar ugly animations appear when shooting at a ped who is hiding behind a fence or a table

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    On 10/7/2022 at 7:51 PM, AnymYo said:

    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

    I think you mistook your link with link from the other comment.

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    On 10/7/2022 at 4:51 PM, AnymYo said:

    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

     

    Will you be giving the DLC weapons the reactions they are lacking with this final (potentially) update, or has no one successfully unhashed them yet?  I'm assuming not since none of the other major euphoria mods have done them, but I figured I would ask anyway.  😄

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    13 hours ago, Entreped said:

     

    Will you be giving the DLC weapons the reactions they are lacking with this final (potentially) update, or has no one successfully unhashed them yet?  I'm assuming not since none of the other major euphoria mods have done them, but I figured I would ask anyway.  😄

    Would you give me a list of dlc weapons (to make sure) and I will go into it and will do my best if possible 🙂

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    24 minutes ago, Entreped said:

     

    As far as I am aware the DLC weapons are as follows:

     

    Lemat Revolver

    M1899 Pistol

    Evans Repeater

    Double-Action Gambler Revolver

     

    Isn't the Navy revolver the online weapon instead of the Lemat Revolver? and I quite sure that the 1899 pistol, the Evans is in vanilla too as well the Gambler revolver

    Edited by ChristianW.
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    20 minutes ago, ChristianW. said:

    Isn't the Navy revolver the online weapon instead of the Lemat Revolver? and I quite sure that the 1899 pistol, the Evans is in vanilla too as well the Gambler revolver

     

    "DLC Weapons" for RDR2 means weapons that were taken from Red Dead Online and officially put into single player by Rockstar.  The four weapons I listed were given that treatment over the course of RDR2's life cycle.  They are called DLC because they did not come with story mode at launch.

     

    The Navy Revolver, Elephant Gun, and Improved Bow are the only weapons that Rockstar never bothered to give us in an official capacity.  Hence they are referred to as online weapons.

    Edited by Entreped
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    11 minutes ago, Entreped said:

     

    "DLC Weapons" for RDR2 means weapons that were taken from Red Dead Online and officially put into single player by Rockstar.  The four weapons I listed were given that treatment over the course of RDR2's life cycle.  They are called DLC because they did not come with story mode at launch.

     

    The Navy Revolver, Elephant Gun, and Improved Bow are the only weapons that Rockstar never bothered to give us in an official capacity.  Hence they are referred to as online weapons.

    Thank you for the enlightenment 

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    3 minutes ago, ChristianW. said:

    Thank you for the enlightenment 

     

    No worries.  🙂 👍

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    Hey! Love the mod.

     

    But I am having an issue: access to Red Dead Offline seems to break somewhat after installing CERR. Weapons disappear from catalogue, like Navy revolver and elephant rifle, and no Red Dead Offline weaponry can be spawned by Rampage trainer.

     

    I'm assuming this is because of the red_dead_offline folder overwrite; is the overwrite essential to the mod's function?

    For now I am simply running without the folder overwrite; the mod seems functional all the same and RDO weapons are catalogue- and trainer available.

    Running latest scripthook, LML, using Lenny Simple Trainer version.dll, and latest rampage trainer. Any ideas?

    Edited by somesoyboy
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    4 hours ago, somesoyboy said:

    Hey! Love the mod.

     

    But I am having an issue: access to Red Dead Offline seems to break somewhat after installing CERR. Weapons disappear from catalogue, like Navy revolver and elephant rifle, and no Red Dead Offline weaponry can be spawned by Rampage trainer.

     

    I'm assuming this is because of the red_dead_offline folder overwrite; is the overwrite essential to the mod's function?

    For now I am simply running without the folder overwrite; the mod seems functional all the same and RDO weapons are catalogue- and trainer available.

    Running latest scripthook, LML, using Lenny Simple Trainer version.dll, and latest rampage trainer. Any ideas?


    Sounds strange because the weapons.ymt file which is in the "red_dead_offline" folder from C.E.R.R is the one from RDOFF but with some values tweaked for C.E.R.R (different weapon forces and ragdoll tasks linked). What you describe sounds like the result of a broken weapons.ymt file. Try to re download C.E.R.R and copy the red_dead_offline folder from C.E.R.R over the original (no worries, there is a backup of the original weapons.ymt file in the red_dead_offline folder from C.E.R.R).
    Do you use other mods as well which are using stuff from RDOFF or the weapons.ymt?

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    It sounded strange indeed, and right you were - overwrote with the CERR RDO folder again, started up, aaaand it's all there, accessible through catalogue and trainer.

     

    No idea what happened originally, I literally tried it twice over with and without the CERR folder and it broke both times with it. Maybe it was just an unlucky corrupt day...

     

    Sorry for the mistake! And keep up the great work 😄

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    Ive noticed that the horses ragdoll reactions are weaker with this mod? Any way to fix? WIthout it they kick around and try to stay upright when you crash. But with this mod they just sort of collapse

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    On 1/20/2023 at 3:45 PM, black0cs said:

    Ive noticed that the horses ragdoll reactions are weaker with this mod? Any way to fix? WIthout it they kick around and try to stay upright when you crash. But with this mod they just sort of collapse

    I didnt changed anything there so I dont know.

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    AnymYo

    Posted (edited)

    CERR 2.0 BETA preview. Changes might come. (!!!! Play with vanilla weapons.ymt !!!!)

    -Quicker motion sequences (longer stumbling appears less often)
    -Tuned to be less repetetive when it comes to stable stumbling.
    -There is also a good chance that NPCs can just fall down.
    - Reworked arm and leg shots
    - RDR1 style backshots
    - Reworked headshots
    - Reworked shotgun and repeater/rifle reactions
    - New explosion reactions
    - New melee/knockout reactions
    - No more flying NPCs when you hit them with your horse

    - and much more


    DO NOT PLAY THIS WITH 1.08 WEAPONS.YMT FILE. Make sure you restore the VANILLA weapons.ymt file (use the original one from RDOFF) before you play with C.E.R.R 2.0 Beta.
    Different weapon and ammo reactions are not supported yet. This is the reason why its a BETA version. I might release this in a few days official.

    CERR 2.0 BETA.zip
     

    Edited by AnymYo
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    On 4/16/2023 at 10:21 AM, AnymYo said:

    CERR 2.0 BETA preview. Changes might come. (!!!! Play with vanilla weapons.ymt !!!!)

    -Quicker motion sequences (longer stumbling appears less often)
    -Tuned to be less repetetive when it comes to stable stumbling.
    -There is also a good chance that NPCs can just fall down.
    - Reworked arm and leg shots
    - RDR1 style backshots
    - Reworked headshots
    - Reworked shotgun and repeater/rifle reactions
    - New explosion reactions
    - New melee/knockout reactions
    - No more flying NPCs when you hit them with your horse

    - and much more


    DO NOT PLAY THIS WITH 1.08 WEAPONS.YMT FILE. Make sure you restore the VANILLA weapons.ymt file (use the original one from RDOFF) before you play with C.E.R.R 2.0 Beta.
    Different weapon and ammo reactions are not supported yet. This is the reason why its a BETA version. I might release this in a few days official.

    CERR 2.0 BETA.zip
     

     

    Any more updates planned?  Loving this recent 2.0 BETA release.  Great stuff!

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    6 hours ago, Entreped said:

     

    Any more updates planned?  Loving this recent 2.0 BETA release.  Great stuff!


    Thanks!
    Im working on it at the moment but the fine tuning is pretty time consuming. I also found a solution for compatibility issues when other mods also using "weapons.ymt" and think about releasing a "flying when get hit by horse"-fixed C.E.R.R 1.08 version because C.E.R.R 2.0 will feel a bit differend compared to 1.08 and at the end, its a matter of taste.

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    15 hours ago, AnymYo said:


    Thanks!
    Im working on it at the moment but the fine tuning is pretty time consuming. I also found a solution for compatibility issues when other mods also using "weapons.ymt" and think about releasing a "flying when get hit by horse"-fixed C.E.R.R 1.08 version because C.E.R.R 2.0 will feel a bit differend compared to 1.08 and at the end, its a matter of taste.

     

    Right on!  Will look forward to seeing what you come up with.  

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    I finished the physicstaks.ymt file for C.E.R.R 2.0.
    A detailed changelog will be published with the official release.
    I havent started yet to tune each weapon and ammo for this version. So the first release wont include any weapon changes. This preview shows you the new amount of variety in balancing and falling. This is one of the main features in C.E.R.R 2.0.


    This version was created with the vanilla weapons.ymt file. Please make sure that you use the vanilla weapons.ymt file, otherwise it's not guaranteed that all reactions work properly.

    CERR 2.0.zip

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    I'm loving the C.E.R.R 2.0 update so far.

     

    Is there a simple change in physicstasks.ymt to prevent the ai from taking their common ragdoll ground poses upon death?

     

    Thanks.

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    On 9/30/2023 at 4:38 PM, Sp0ngeB0b said:

    I'm loving the C.E.R.R 2.0 update so far.

     

    Is there a simple change in physicstasks.ymt to prevent the ai from taking their common ragdoll ground poses upon death?

     

    Thanks.

    In "CTaskNMControl__Tunables" you can set "0x98458144" to false. But that can result in a T-Pose.

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    Hi, just asking here as it is more relevant as I don't think PDO changes this behaviour.

    I installed the latest version of PDO (after using an older version alongside C.E.R.R) and have a problem where over 50% of the enemies I shoot fall over, get back up and then run away bleeding until they fall over and truly die. 

    It is really annoying and I am just wondering if there is anything I can config to reduce the rate at which this behaviour occurs?

     

    Also, I am fine with enemies stumbling when shot before dying, or stumbling falling and then getting up and fighting back. It is only the get up and run away before dying.

    Edited by Dragon Ziggy
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