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AnymYo

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Everything posted by AnymYo

  1. Won't be Jan 1st but I'm still working on it and it will be released soon. It will be completely reworked, 100% clean and it follows the real pattern of a physicstasks config file (like R* did it in the past).
    • 12,032 downloads
    • Version 1.0.0
    This mod is inspired by ultra-realistic "LiveLeak-style" gunshot reactions. Personally, I don’t enjoy such content, but I know there are some players who want a mod like this. So, I’ve done my best to recreate it authentically, drawing inspiration from LiveLeak footage. Features NPCs rarely stumble anymore. When an NPC is hit by a bullet, they often go into shock and collapse to the ground. The time NPCs stay on the ground after being hit but before getting up (if still alive) has been slightly increased. NPCs remain alive and responsive while on the ground if they still have health. Headshots cause NPCs to collapse instantly. The bullet impact force is minimal, so NPCs are no longer thrown back dramatically when hit. NPCs are less likely to clutch their wounds when hit while standing. For even greater realism, it is recommended to use PDO (Ped Damage Overhaul) in combination with this mod. IMPORTANT NOTE Throwing knives and pistols share the same ragdoll settings, meaning NPCs will stumble less when hit by throwing knives. As this mod only includes the physicstasks.ymt file to ensure maximum compatibility with other mods, I’m unable to address this limitation. INSTALLATION Just copy the "Ultra Realistic Live Leak Ragdolls" folder to you "lml" folder. Make sure that this is the only active ragdoll mod.
  2. I have. Same name like here.
  3. Thanks! Have you considered investigating and possibly releasing a kind of 'Lenny's Mod Loader' for RDR1 as well?
  4. 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.
  5. 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.
  6. 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: 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: <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
  7. @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. 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) <WeaponForce> (you can add more Bone-Items in <OverrideForces> to add more areas on the NPCs body where the bullet force is different): FragImpulse: <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. 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.
  8. 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.
  9. 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.
    • 7,638 downloads
    • Version 1.1 Final Version
    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.
  10. 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!
  11. 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.
  12. 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) headshotcomp.mp4
  13. 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.
  14. 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.
  15. AnymYo commented on LMS's comment on a file in Red Dead Redemption 2 Tools
    Is this feature implemented? Im asking because this button isnt available, no matter if the game is running or not.
  16. 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.
  17. 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.
  18. 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...
  19. 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 🙂
  20. @Gunter Severloh Just played the first hosea hunting mission and got ambushed by bandids while I was sitting on the campfire and crafting stuff. I saw that there is a setting in the .ini file called "DISABLE_DURING_MISSIONS". When I set this to 1, do I have to restart the game after each completed mission to re-enable the hideouts?
  21. @Dragon Ziggy CERR is affecting the bleeding ragdoll behavior, not the bleeding chance. Unfortunately I dont know how to fix this 😕