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A.R.E.P (AnymYo's Reworked Euphoria Physics) 1.1 Final Version

Euphoria ragdoll mod
   (2 reviews)

1 Screenshot

Description

This mod brings you Max Payne 3-inspired, yet authentically tuned for a western-style, "exaggerated" shot and burning reactions. The shot reactions are written from scratch and shouldn't break the immersion of RDR2. It's actually a WIP update for C.E.R.R that I initially abandoned to revert to an earlier stage after the physicstasks hotreload tool was released. I've added some of the new C.E.R.R features that I'm working on for the upcoming update. Now it's a solid euphoria mod, created without experimentation, following the same pattern as seen in older Rockstar Games titles. No weapon customization via the weapons.ymt file and no updates planned.

A.R.E.P Main Preview:



A.R.E.P now caters to a broader range of ragdoll-related preferences by offering various versions to choose from, each focusing on specific aspects. Despite the different adjustments, each version retains the core elements that make for a satisfying ragdoll physics experience—exactly what I aim for with A.R.E.P and what we were accustomed to in older Rockstar Games titles.


- A.R.E.P 1.1:
This is the main version of A.R.E.P (1.1). Inspired by Max Payne 3 ragdolls, this version offers a ragdoll result adapted to the western genre. If you're looking for a balanced and immersive experience between balancing/collapsing, appropriately exaggerated shot reactions, and satisfying Euphoria physics, this is the version to choose. Headshots can result in a drop or sometimes in a "the brain isn't working so well anymore" reaction. Fire reactions are much more dramatic—NPCs either throw themselves to the ground or run away while burning.


###################

Alternative Versions:
These are alternative versions of A.R.E.P that were requested by the community.

### It is important to mention that, unfortunately, it is not possible to modify A.R.E.P 1.1 without altering the overall result in the game (even aspects, which shouldn't be affected)... Even adding a simple empty line in the physicstasks.ymt file or changing a comment somehow causes Euphoria-related aspects like stumbling/balancing and bullet force effects to slightly change. I have absolutely no idea why this happens, nor do I know how to fix it. Nevertheless, I have done my best to create a satisfying experience for all versions. ###



- Version A "A.R.E.P v.A (Less balance, faster drops)":
In this version, the Euphoria balance time and NPC stability have been reduced, causing NPCs to fall to the ground noticeably faster. As a result, their body weight feels heavier. Additionally, NPCs immediately drop upon receiving headshots. Those who enjoyed the vanilla Euphoria tuning of RDR2 but prefer a touch of "realism" in A.R.E.P, will love this version!


- Version B "A.R.E.P v.B (Drop Headshots)":
This version is like A.R.E.P Main, but with the difference that headshots make the NPC drop to the ground instantly. Changing the parameters slightly affected the balancing. It feels a bit altered due to the aforementioned phenomenon/bug.


- Version C "A.R.E.P v.C (Spaghetti Western incl. more stumbling)":
Many wanted more stable NPCs that stay in balancing mode for longer. This version has been adjusted in various aspects to achieve a higher chance to let NPCs stumble longer, especially when you rapidfire them. But even here, it was important to me to make it immersion-friendly, so I tried my best to adjust it this way. Overall, this version feels more like a 1960s spaghetti western.

###################


-> Installation:
Choose a version and copy the corresponding folder into your LML folder. For example the "A.R.E.P Main" Folder. Make sure the mod is active in Lenny's Mod Loader UI.


Important for troubleshooting:
- Be aware that you can only run one Euphoria/Ragdoll mod at a time.
- Custom settings in weapons.ymt (like custom impulses or associated Euphoria tuning sets) can affect A.R.E.P's Euphoria tuning, possibly in a negative way.
- If you use PDO, make sure you set "euphoriamodinstalled" to "1" in the .ini file.

Edited by AnymYo
new details

What's New in Version 1.1 Final Version   See changelog

Released

Added 3 more additional versions to match the most requested community wishes! See "Alternative Versions" folder!

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  • User Feedback

    Recommended Comments

    oofkal

    Posted (edited)

    been waiting since december for this 🔥 any chance you can upload an example vid as well?

     

    EDIT: This is my favorite euphoria mod no doubt. The arrows especially are so good, I shot somebody in the back with one and they stumbled for around 10 feet before snapping back into their actual injured state and running away. 

    Edited by oofkal
    • Like 1
    PanKing33

    Posted

    I just got off work and can't wait to download and experience it (there's jet lag so I'm just getting off now)

    • Like 1
    AnymYo

    Posted (edited)

    On 7/30/2024 at 3:12 AM, oofkal said:

    been waiting since december for this 🔥 any chance you can upload an example vid as well?

     

    EDIT: This is my favorite euphoria mod no doubt. The arrows especially are so good, I shot somebody in the back with one and they stumbled for around 10 feet before snapping back into their actual injured state and running away. 


    I implemented bleedout stumbling with the chance to recover back to standing animation instead of falling always. Im happy that someone noticed 😄

    At the moment, Im trying to create 2 more optional versions which are limiting the stumbling on rifle shots and overall (just in case someone preferes this).

    After that, this project is finished and I will create a little showcase video.

    Edit:
    I think the versions are on hold for now but I uploaded a preview video.

    Edited by AnymYo
    • Thanks 1
    AaronPvP

    Posted

    YASSSSS FINALLY!!! 10/10

    • Like 1
    oofkal

    Posted

    8 hours ago, AnymYo said:


    I implemented bleedout stumbling with the chance to recover back to standing animation instead of falling always. Im happy that someone noticed 😄

    At the moment, Im trying to create 2 more optional versions which are limiting the stumbling on rifle shots and overall (just in case someone preferes this).

    After that, this project is finished and I will create a little showcase video.

    Yea, this mod was a big enough difference that even my friend who doesn’t care about ragdoll mods could tell there was a MAJOR difference with the stumbling and shot grabbing. Makes the game way more fun for sure.

     

    Thanks for the response, can’t wait for the optional versions and the showcase. Every npc will now be Micah in American Venom and I couldn’t be happier.

    • Like 1
    AaronPvP

    Posted

    i have a question, since it doesn't have any "weapons.ymt" files in this new update, if i combine this mod with the last CERR 2.0 "weapons.ymt" wouldn't that may conflict with this new update? Because the 2.0 c.e.r.r "NMweaponShotTuningSet" that is on the weapons.ymt file does not correspond with this new physicstask.ymt 

    AnymYo

    Posted

    1 hour ago, AaronPvP said:

    i have a question, since it doesn't have any "weapons.ymt" files in this new update, if i combine this mod with the last CERR 2.0 "weapons.ymt" wouldn't that may conflict with this new update? Because the 2.0 c.e.r.r "NMweaponShotTuningSet" that is on the weapons.ymt file does not correspond with this new physicstask.ymt 

    You can try it but I havent tested anything about that. You will have different bullet forces and mixed ragdoll sets but I really dont know if that works well or not. Also, I cant remember if there are completely new created ragdoll sets in C.E.R.R 2.0 which are called by weapons.ymt. If yes, the game wont find them in A.R.E.P physicstasks.ymt and will execute the A.R.E.P "base" ragdoll behavior which is a kind of default reaction in A.R.E.P.

    leehwgoC

    Posted

    Thank you for this. You're my favorite ragdoll guy, and I've tried them all.

    • Like 1
    AaronPvP

    Posted

    6 hours ago, AnymYo said:

    You can try it but I havent tested anything about that. You will have different bullet forces and mixed ragdoll sets but I really dont know if that works well or not. Also, I cant remember if there are completely new created ragdoll sets in C.E.R.R 2.0 which are called by weapons.ymt. If yes, the game wont find them in A.R.E.P physicstasks.ymt and will execute the A.R.E.P "base" ragdoll behavior which is a kind of default reaction in A.R.E.P.

    so that means that i can fullfill the "weapons.ymt" again with tuningsets so i can test all of this physicstask right? Like this:

    <NmShotTuningSet>slug</NmShotTuningSet>     

    <NmShotTuningSet>Rifle</NmShotTuningSet>         

    <NmShotTuningSet>Rifle3</NmShotTuningSet>

     

    AnymYo

    Posted (edited)

    @AaronPvP
    Yes!
    In AREPS physicstasks file you'll find a few new tuning sets but those were WIP and are unfinished -> Means that these tunigsets can lead to unwanted or unfitting NPC shotreactions.

    But to create a new output from existing tuning sets, you can mix them in weapons.ymt. For example, you can also use <NmShotTuningSet>BOW</NmShotTuningSet> for a pistol. The game would execute the BOW tuning set with all the impulses and damage properties of a pistol. That would lead to a slightly different BOW tuning set output as well when you apply it to a pistol and use this pistol ingame.


    If you like to play around with weapons.ymt file, you might find the following parameters interesting because all of them are doing something with the physics:

    IMPORTANT: I use a really low global impulse for AREP and impulse parameters which can lead to a kind of impulse limit (these could limit the impulse mag from weapons.ymt as well).

    <CWeaponInfoBlob> -> <Infos>
    The first info section is for general ammo types. These ammo changes counting globally -> Means: What you change here is affecting this ammo type, no matter which weapon is used.
    Could contain: text, screenshot, display, software, multimedia software

    The second info section contains weapons and damage modes (ammo types with specific parameters especially for THAT weapon):
    Example: <Name>WEAPON_REVOLVER_CATTLEMAN</Name>

    Ammo types (high velocity in this example)
    Could contain: text, screenshot, font, menu


    <WeaponForce> (you can add more Bone-Items in <OverrideForces> to add more areas on the NPCs body where the bullet force is different):
    Could contain: text, screenshot, menu, font

    FragImpulse:
    Could contain: text, font, screenshot, line

     

    <WeaponNM> Changes here counting for the weapon base. If you add a tuningset here and to a damageMode, you mix them together.
    I assume that "KnockdownCount" will execute the "knockdown" tuning set after a specifit amount of hits or time (seconds). In that case that wouldnt do any difference becasue this tuningset is disabled in AREP physicstasks.ymt.
    Could contain: text, screenshot, font, number

    I recomment using the rampage trainer in combination with "Main and Legal Menu Skip 1.0.0" to reload weapons.ymt without closing the game.
    If you made your change in weapons.ymt and want to test it, open the trainer ingame, go to SETTINGS -> CORE -> LANDING PAGE. Youll get much shorter loading screen and the game will also load your new weapons.ymt file to the running game. Do these steps after each change you made in weapons.ymt.

    Edited by AnymYo
    • Like 1
    KenTelli

    Posted

    Magnificent and, in my opinion, the best euphoria mod to date. I played and version 1.1 already pleasantly impressed me! Thank you so much for your work and I'm damn glad you're back in this business! The only question that worries me is how to return expressive headshots when, when hit in the head, the NPC grabs his head and slowly falls to the ground? In this mod, all the hits are very expressive, but the headshots, in my opinion, are too realistic and simple... Is it possible to make a separate version with theatrical headshots? or how could I do this?
    • Like 1
    AnymYo

    Posted (edited)

    1 hour ago, KenTelli said:
    Magnificent and, in my opinion, the best euphoria mod to date. I played and version 1.1 already pleasantly impressed me! Thank you so much for your work and I'm damn glad you're back in this business! The only question that worries me is how to return expressive headshots when, when hit in the head, the NPC grabs his head and slowly falls to the ground? In this mod, all the hits are very expressive, but the headshots, in my opinion, are too realistic and simple... Is it possible to make a separate version with theatrical headshots? or how could I do this?

    Thanks!
    The headshot preset in AREP 1.1 also contains "dramatic" results but these are depending on chances. I dont want the headshots to be too repetetive, thats why I set the chance to 10% dramatic, 90% drop.

    But its easy to tweak it.
    You need to open "physicstasks.ymt" with Notepad++. I recomment installing the "xml plugin" so you can collapse all sections in the file by pressing ALT+SHIFT+0.

    Search for: 0x51109753

    This will lead you to the headshot preset which will look like this:
    Could contain: text, screenshot, software, multimedia software
     

    The easiest way to make NPCs grabbing headshot wounds and stumble around is changing <Enabled value="true"> to <Enabled value="false">.


    If you want to try to change the parameters which are affecting the random behavior output, you need take a look to the <Messages> section.
    You can change the values from these parameters to make significant changes on headshots in AREP:

    Could contain: text, screenshot, menu, parallel
     

    <Name>maxBalanceTime</Name> is controlling how long a NPC is allowed to balance. Minimum 0.0 seconds, Maximum 3.0 seconds.


    <Name>giveUpHeight</Name> is the allowed distance from the lowest foot and the "center of mass" of the NPCs body. Lower values preventing NPCs from falling.  Minimum 0.30, Maximum 1.10. (Change it to Min: 0.10, Max: 0.10 or delete it completely)

    <Name>useCStrModulation</Name> is activating a custom upper and lower body strength of the NPC. The chance that this is "true" is at 0.8 (80%). If its "true", the NPC will collapse much faster (due to the 4 parameters below). Set smaller values to decrease the chance of collapse (try 0.1 - 0.0).

    <Name>enabled</Name> is controlling if woundreaching is allowed or not. Its 0.25 (25% chance of reaching). Wound reaching happens when the NPC standing still. If you want to increase the chance, try higher values like 0.7 - 1.0.

    I recomment using the physicstasks hotreloader from @TuffyTown. This allowes you simply press F10 while the game is running and it reloads "physicstasks.ymt" directly to the game. (You dont need to restart it to see your changes in the file)

    Link: https://www.nexusmods.com/reddeadredemption2/mods/4162

     

    Edited by AnymYo
    • Thanks 1
    KenTelli

    Posted (edited)

    1 hour ago, AnymYo said:

    Thanks!
    The headshot preset in AREP 1.1 also contains "dramatic" results but these are depending on chances. I dont want the headshots to be too repetetive, thats why I set the chance to 10% dramatic, 90% drop.

    But its easy to tweak it.
    You need to open "physicstasks.ymt" with Notepad++. I recomment installing the "xml plugin" so you can collapse all sections in the file by pressing ALT+SHIFT+0.

    Search for: 0x51109753

    This will lead you to the headshot preset which will look like this:
    Could contain: text, screenshot, software, multimedia software
     

    The easiest way to make NPCs grabbing headshot wounds and stumble around is changing <Enabled value="true"> to <Enabled value="false">.


    If you want to try to change the parameters which are affecting the random behavior output, you need take a look to the <Messages> section.
    You can change the values from these parameters to make significant changes on headshots in AREP:

    Could contain: text, screenshot, menu, parallel
     

    <Name>maxBalanceTime</Name> is controlling how long a NPC is allowed to balance. Minimum 0.0 seconds, Maximum 3.0 seconds.


    <Name>giveUpHeight</Name> is the allowed distance from the lowest foot and the "center of mass" of the NPCs body. Lower values preventing NPCs from falling.  Minimum 0.30, Maximum 1.10. (Change it to Min: 0.10, Max: 0.10 or delete it completely)

    <Name>useCStrModulation</Name> is activating a custom upper and lower body strength of the NPC. The chance that this is "true" is at 0.8 (80%). If its "true", the NPC will collapse much faster (due to the 4 parameters below). Set smaller values to decrease the chance of collapse (try 0.1 - 0.0).

    <Name>enabled</Name> is controlling if woundreaching is allowed or not. Its 0.25 (25% chance of reaching). Wound reaching happens when the NPC standing still. If you want to increase the chance, try higher values like 0.7 - 1.0.

    I recomment using the physicstasks hotreloader from @TuffyTown. This allowes you simply press F10 while the game is running and it reloads "physicstasks.ymt" directly to the game. (You dont need to restart it to see your changes in the file)

    Link: https://www.nexusmods.com/reddeadredemption2/mods/4162

     

    You helped me a lot! Thank you very much! Now headshots work the way I would like them to :)
    There is one more question. What parameters are responsible for ensuring that an NPC, after his health level has reached “0”,
    continues to stumble and maintain his balance even though you continue to shoot at him? I would like NPCs to stay on the ground 
    as much as possible even when I shoot at them and their health has already reached "0". Sometimes NPCs, after you fire a fatal 
    shot, quickly fall to the ground, and sometimes they stumble, even receiving numerous wounds when firing quickly from a revolver. 
    Is this also a chance parameter?
    Edited by KenTelli
    • Like 1
    AnymYo

    Posted (edited)

    1 hour ago, KenTelli said:
    You helped me a lot! Thank you very much! Now headshots work the way I would like them to :)
    There is one more question. What parameters are responsible for ensuring that an NPC, after his health level has reached “0”,
    continues to stumble and maintain his balance even though you continue to shoot at him? I would like NPCs to stay on the ground 
    as much as possible even when I shoot at them and their health has already reached "0". Sometimes NPCs, after you fire a fatal 
    shot, quickly fall to the ground, and sometimes they stumble, even receiving numerous wounds when firing quickly from a revolver. 
    Is this also a chance parameter?




    The tuning set which is triggered when the health is 0 is "FatallyInjured". Changes in configureBalance can affect the stumbling or you can set the FatallyInjured set to <Enabled value="false"/>.

    The falling is caused by the bullet force + hit angle and a single CNmParameterRandomBool called "failMustCollide". Its tweaked to 0.5 (50% chance to be "true"). You can change it to 1.0. That forces a NPC to balance until the upper body hits the floor.

    Also adding the following to configureBalance in FatallyInjured:

     

                                        <Item type="CNmParameterFloat"><!--fallMult-->
                                            <Name>fallMult</Name>
                                            <Value value="0.2"/>
                                        </Item>

                                        <Item type="CNmParameterInt"><!--maxSteps-->
                                            <Name>maxSteps</Name>
                                            <Value value="10"/>
                                        </Item>

    That should increase the balancetime even more.

     

    Edited by AnymYo
    • Thanks 1
    KenTelli

    Posted

    11 hours ago, AnymYo said:




    The tuning set which is triggered when the health is 0 is "FatallyInjured". Changes in configureBalance can affect the stumbling or you can set the FatallyInjured set to <Enabled value="false"/>.

    The falling is caused by the bullet force + hit angle and a single CNmParameterRandomBool called "failMustCollide". Its tweaked to 0.5 (50% chance to be "true"). You can change it to 1.0. That forces a NPC to balance until the upper body hits the floor.

    Also adding the following to configureBalance in FatallyInjured:

     

                                        <Item type="CNmParameterFloat"><!--fallMult-->
                                            <Name>fallMult</Name>
                                            <Value value="0.2"/>
                                        </Item>

                                        <Item type="CNmParameterInt"><!--maxSteps-->
                                            <Name>maxSteps</Name>
                                            <Value value="10"/>
                                        </Item>

    That should increase the balancetime even more.

     

    I changed something but nothing changed. I think I didn't search for the lines correctly or perhaps changed the wrong ones.
    Unfortunately, I got lost in the lines and can't find the ones I need. There are a lot of these lines and I'm completely confused.
     I would not like to distract you, but if you could take screenshots of the necessary segments where something needs to be changed,
     I would be very grateful to you. In any case, I thank you for this wonderful mod and the opportunity to try it out and edit it.
     
    • Like 2

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