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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



    Awesome! I've tried all the Euphoria mods on Nexus, and I still prefer using your C.E.R.R. Do you have any plans to make it compatible with 1899 Firearms? Thanks for the tremendous contribution you've made!

    • Like 1
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    Hello dear author! Thank you for your hard work! I need help. How to make euphoria mods work on enemy NPCs in story missions? In story missions, NPCs unfortunately use a different damage system and this has been confirmed. Is it possible to somehow make NPCs in missions react to being hit by bullets in the same way as regular NPCs outside missions? The "JustFBleed" mod helps a little but the physics does not work correctly. PDO also helps, but the additional settings of this mod do not suit me. Is there any simple plugin or way to make the euphoria mod in its pure form work normally on story enemy-NPCs?
    Edited by KenTelli
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    23 hours ago, ziv1074572612 said:

    Awesome! I've tried all the Euphoria mods on Nexus, and I still prefer using your C.E.R.R. Do you have any plans to make it compatible with 1899 Firearms? Thanks for the tremendous contribution you've made!


    Thanks!
    The problem is that these two mods are sharing the same file (weapons.ymt).
    I will put my weapon.ymt changes in a file called "weapons_mp.meta" in the future. When certain conditions are matched, the game should be able to combine all values from weapons_mp.meta and weapons.ymt but I really cant tell if the mod will work properly with that.

    The reason why as good as nobody wants to make compatibility patches is that you have to maintain your patches in case that the creator of the other mod is releasing a update. We will see what the future brings 🙂

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    22 hours ago, KenTelli said:
    Hello dear author! Thank you for your hard work! I need help. How to make euphoria mods work on enemy NPCs in story missions? In story missions, NPCs unfortunately use a different damage system and this has been confirmed. Is it possible to somehow make NPCs in missions react to being hit by bullets in the same way as regular NPCs outside missions? The "JustFBleed" mod helps a little but the physics does not work correctly. PDO also helps, but the additional settings of this mod do not suit me. Is there any simple plugin or way to make the euphoria mod in its pure form work normally on story enemy-NPCs?


    Hi!
    This is new to me. The game is using a bunch of RIG presets which are affecting the ragdoll slightly (big, thin, small, male, female). In addition to this, the game differentiates between armed and unarmed NPCs as well as NPCs which are holding a single handed or a two handed weapon. You also need to take into account that all weapon and ammo types are affecting the ragdoll behavior of any NPC. Besides that, bleeding shots are disabled for story NPC by default. This could cause the game to unload the bleedout preset which could affect the ragdoll a little but not in a way that its complete different or extreme noticable...
     

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    4 hours ago, AnymYo said:


    Hi!
    This is new to me. The game is using a bunch of RIG presets which are affecting the ragdoll slightly (big, thin, small, male, female). In addition to this, the game differentiates between armed and unarmed NPCs as well as NPCs which are holding a single handed or a two handed weapon. You also need to take into account that all weapon and ammo types are affecting the ragdoll behavior of any NPC. Besides that, bleeding shots are disabled for story NPC by default. This could cause the game to unload the bleedout preset which could affect the ragdoll a little but not in a way that its complete different or extreme noticable...
     

    Thank you! Thanks to you, I figured out how it works. I'm very glad that you returned to C.E.R.R and released version 2.0. Don't stop improving. I really missed your mod. Good luck with your future updates!
     
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    Hey there! I'm getting a "duplicate" error in the mod manager log:

     

    2023-12-09 15:01:08.4090|WARN|????????????????????????????????????????|Duplicated resource for path cerr/physicstasks.xml in A.R.E.P for RDR2 with same type: only using first 
    2023-12-09 15:01:08.4090|WARN|????????????????????????????????????????|Use allowDuplicate="true" to load all

     

    Thank you!

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    23 hours ago, AnymYo said:


    Thanks!
    The problem is that these two mods are sharing the same file (weapons.ymt).
    I will put my weapon.ymt changes in a file called "weapons_mp.meta" in the future. When certain conditions are matched, the game should be able to combine all values from weapons_mp.meta and weapons.ymt but I really cant tell if the mod will work properly with that.

    The reason why as good as nobody wants to make compatibility patches is that you have to maintain your patches in case that the creator of the other mod is releasing a update. We will see what the future brings 🙂

    In my opinion, it seems that WickedHorseMan has decided to stop producing firearms for 1899, which makes me a bit sad! If there are compatibility issues in the future, I might consider removing the 1899 firearms. After all, I really like your C.E.R.R. I even crazily recommend it to my friends, haha

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    I'm having difficulties modifying weapons.ymt, can you help me? Thank you.

    Edited by ziv1074572612
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    On 12/13/2023 at 11:09 AM, yokiyoo said:

    This module is even better, it's unbelievable。Salute to you!

     

    Thank you very much!

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    On 12/11/2023 at 9:13 AM, ziv1074572612 said:

    I'm having difficulties modifying weapons.ymt, can you help me? Thank you.


    If you want to merge the weapon.ymt file from CERR with a weapons.ymt file from another mod, you need to take over all lines and sections which I have commented with
    <!--CERR-->.
    As I said, Ill try to make it work with "weapons_mp.meta" in the future.

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    20 hours ago, AnymYo said:


    如果你想将 CERR 中的 weapon.ymt 文件与另一个 mod 中的 weapons.ymt 文件合并,你需要接管我用
    <!--CERR--> 评论的所有行和部分。
    正如我所说,我尝试让它在未来与“weapons_mp.meta”一起使用。

    Okay, waiting here for your good news! Thank you for the effort you've put in! Cheers to this great mod!🥂

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    @AnymYo Bro, is version 2.0 supposed to come without the "explosion.ymt" file? or can you keep the same file as version 1.08?

    And another, the Weapons.ymt file does not conflict with the same Red Dead Offline file, right? I know you said it's compatible with it, but I wonder if it wouldn't look strange to have 2 weapons.ymt files in the mods in the lml folder, they generally say to avoid having mods with the same edited file.

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    AnymYo

    Posted (edited)

    19 hours ago, phol13 said:

    @AnymYo Bro, is version 2.0 supposed to come without the "explosion.ymt" file? or can you keep the same file as version 1.08?

    And another, the Weapons.ymt file does not conflict with the same Red Dead Offline file, right? I know you said it's compatible with it, but I wonder if it wouldn't look strange to have 2 weapons.ymt files in the mods in the lml folder, they generally say to avoid having mods with the same edited file.


    Previously I thought that I could increase the fire writhe time with some modifications in explosion.ymt but unfortunately that was not the case so I decided to remove it from the mod. It doesnt matter if you have mutliple mods which are using the same files because to my information, lml is just picking the mod with the highest priority and  use the files from it (loadorder). So it doesnt matter if its using the weapons.ymt file from RDOFF or CERR because both files are the same. So lml will always load the weapons.ymt file which is compatible with CERR, no matter if its using the one from RDOFF or from CERR. But it can be problematic when lml loads a weapons.ymt file from a complete different mod.

    Edited by AnymYo
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    9 hours ago, AnymYo said:


    Previously I thought that I could increase the fire writhe time with some modifications in explosion.ymt but unfortunately that was not the case so I decided to remove it from the mod. It doesnt matter if you have mutliple mods which are using the same files because to my information, lml is just picking the mod with the highest priority and  use the files from it (loadorder). So it doesnt matter if its using the weapons.ymt file from RDOFF or CERR because both files are the same. So lml will always load the weapons.ymt file which is compatible with CERR, no matter if its using the one from RDOFF or from CERR. But it can be problematic when lml loads a weapons.ymt file from a complete different mod.

    ah ok, very nice, thanks bro, excelent mod, congrats.

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    Hey can you tell me the steps of intallation because I cant find them on the page.

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    When is the next update please, I'm really looking forward to it, I can merge it myself now no matter what version you put out, I'm getting more and more familiar with weapons.ymt

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    10 hours ago, PanKing33 said:

    When is the next update please, I'm really looking forward to it, I can merge it myself now no matter what version you put out, I'm getting more and more familiar with weapons.ymt


    I started from scratch and used all my knowledge from the former CERR project to create a whole new tuning. I really dont know when its finished but its in a good state 😄
    I created a cineastic and realistic headshot preset which I will release when its finished.

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    16 hours ago, AnymYo said:


    I started from scratch and used all my knowledge from the former CERR project to create a whole new tuning. I really dont know when its finished but its in a good state 😄
    I created a cineastic and realistic headshot preset which I will release when its finished.

    It's so good!!! I don't mean to rush you, but I'm just so excited for your new release!

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    So much better than stock! So much better than WERO. CERR feels much more natural and fluid. WERO feels more arcade/action movie. I just read you're updating soon? IS this true? I can't wait!

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    Hello, I'm here to ask a question. How do I install the latest version of the mod? There isn't an installation.txt there, and the structure of it is different, so I don't want to try something and not know what I'm doing. Could you help?

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    On 5/24/2024 at 5:27 PM, DichotomyMan23 said:

    Hello, I'm here to ask a question. How do I install the latest version of the mod? There isn't an installation.txt there, and the structure of it is different, so I don't want to try something and not know what I'm doing. Could you help?

    Copy the "CERR 2.0" folder to your "lml" folder and start Lennys mod loader. Make sure C.E.R.R. is checked, so its enabled in RDR2. Make sure you dont use any other euphoria mod simultan.

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    AnymYo

    Posted (edited)

    Here is a preview of the headshot styles from the update which is in the works:

    Cineastic headshot vs. more realistic headshots (liveleak inspired)

    (The pistol is causing cineastic headshots, the revolver is causing realistic headshots)
     

     

    Edited by AnymYo
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    10 hours ago, AnymYo said:

    以下是正在进行的更新中爆头样式的预览:

    电影爆头与更逼真的爆头(受 liveleak 启发)(

    手枪导致电影爆头,左轮手枪造成逼真的爆头)

     

     

     

    It's really great to see that you're still working on it, I can't wait to use it.

     

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