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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.

 

  • Like 19
  • Thanks 4

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  • User Feedback

    Recommended Comments



    KenTelli

    Posted (edited)

    On 5/31/2024 at 7:36 AM, AnymYo said:

    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)
     

     

     

     

    Cineastic headshot soOO good! Looks more impressive and dramatic. Realistic - boring. But realistic. ))) 
    I am in favor of continuing the ideas of theatrical and more spectacular physics from RDR1. I'm really looking forward to the new version of C.E.R.R. I hope we'll see a new update someday!
    
     
    Edited by KenTelli
    oofkal

    Posted (edited)

    best euphoria mod hands down, love it

    Edited by oofkal
    • Like 1
    Oscar4ev

    Posted

    Hey I really like the feel of guns and ammo in Munitions mod, is there any way I can make them work together? Tried comparing weapons file to mix them but its like  sorcery for me honestly 😄

    PanKing33

    Posted

    Hey bro, are you still working on this mod? No offense, I just want to know if it's still in progress.

    AnymYo

    Posted

    On 7/27/2024 at 1:05 PM, PanKing33 said:

    Hey bro, are you still working on this mod? No offense, I just want to know if it's still in progress.

    Yes I am. But since I can hotreload the physics stuff while the game is running, I did a rollback and startet from a earlier stage of the project. I am stuck on fine tuning at the moment.

    PanKing33

    Posted

    11 hours ago, AnymYo said:

    Yes I am. But since I can hotreload the physics stuff while the game is running, I did a rollback and startet from a earlier stage of the project. I am stuck on fine tuning at the moment.

    It's good to know that the mod is still being improved. I don't know how much effort you put behind this, but I'll be here cheering you on. May your work after this go well!

    AnymYo

    Posted

    1 hour ago, PanKing33 said:

    It's good to know that the mod is still being improved. I don't know how much effort you put behind this, but I'll be here cheering you on. May your work after this go well!

    Thank you!

    I got some feedback on nexus mods as well from people who are asking for the new CERR update. I want to release it when Im happy with it and I really dont know when this will be.

    This is why I took a nearly finished CERR update (which I created before the physicstasks hotreloader-tool was released) and merged some of the new stuff from the current CERR update to it. I will release it as a standalone ragdoll mod (without weapons.ymt customisation) to share something of the new stuff with you.
    I will name it "Arep" (Anymyos Reworked Euphoria Physics) and it will provide western style tuned exaggerated shot reactions.
    Ill try to release it later this day. Stay tuned!
     

    PanKing33

    Posted

    28 minutes ago, AnymYo said:

    Thank you!

    I got some feedback on nexus mods as well from people who are asking for the new CERR update. I want to release it when Im happy with it and I really dont know when this will be.

    This is why I took a nearly finished CERR update (which I created before the physicstasks hotreloader-tool was released) and merged some of the new stuff from the current CERR update to it. I will release it as a standalone ragdoll mod (without weapons.ymt customisation) to share something of the new stuff with you.
    I will name it "Arep" (Anymyos Reworked Euphoria Physics) and it will provide western style tuned exaggerated shot reactions.
    Ill try to release it later this day. Stay tuned!

     

    Cool! I'm really looking forward to it! My favourite ragdoll mod is coming!

    • Like 1
    AnymYo

    Posted

     

    • Like 1
    Game0815

    Posted (edited)

    This mod straight up doesnt work for me i believe. I tried it with my few other mods (GunFX, Darker Nights, BloodBath, no Hitmarker, no bullet trail, stash that lantern) and nothing. Then i tried it without GunFX/Darker Nights/Bloodbath and still nothing. Any ideas? 

    Edited by Game0815
    Game0815

    Posted

    And do you recommend to already use the 2.0 EA version? I noticed that its the only version without normal / heavy bodies? 

    AnymYo

    Posted

    7 hours ago, Game0815 said:

    This mod straight up doesnt work for me i believe. I tried it with my few other mods (GunFX, Darker Nights, BloodBath, no Hitmarker, no bullet trail, stash that lantern) and nothing. Then i tried it without GunFX/Darker Nights/Bloodbath and still nothing. Any ideas? 

    Make sure that this is the only mod which is using "physicstasks.ymt" and "weapons.ymt". CERR 2.0 is EA because all this is still WIP. A lot has changed recently. New parameters have been unhashed, there are new ways to create reactions and there is a hot reloader for the physics stuff now. All of this prompted me to start from scratch so that I could realize things the way I imagined them without the limitations of the existing CERR version (which is the same file since day 1). Like every euphoria mod, CERR 2.0 is a matter of taste. There is still the option of using version 1.08 or AREP.


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