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AnymYo

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  1. @olmeria Thanks for the nice words, I really appreciate that! No there is nothing, not even a discord channel 😄 Just rdr2mods.com...
  2. @olmeria Here is a quick preview of the progress so far. Random shooting with two double action revolvers...
  3. @MattyReady In the new upcomming version, NPCs are much more stable (which doesnt mean that they react less to impacts). You can keep the NPCs in the stumbling sequence depending on where you shoot them. Also the environment is important for that. Im working on this for weeks now. Its really important to me, that the stumbling looks natural and painfull/weak and not statik/drunk. Im also working on more significant hit reactions for arms, hands, legs and feet. An alternative version is really hard to make because the whole file is working like a clockwork where every mechanic needs to be adjusted to work with each other. But as you know, my goal is to implement movie like reactions which are not immersion breaking, so the higher chance of stumbling will be there. I think its not the amount of balancing everybody likes at all, its the option to play around with the NPC depending on where you hit them. I think its the amount of time, the NPC is reacting to things you do to him. Of cause, balancing is a part of that but its just one part. Combined with the other parts like different forces to specific body parts, wound grabbing, catch falling, rolling, interactions with the environment, fluid and authentical motions, its resulting in that what everyone loves about this animation engine and what R* didnt do anymore since GTA5. At the end, ragdolls must be satisfying and diversified and I am im doing my best to bring that back to the masterpice named Red Dead Redemption 2!
  4. If you use an euphoria mod, go to the .ini, look for "EuphoriaModInstalled" and set it to 1. What it does is well explained above that parameter. How long NPCs remain in a balancing sequence is depending on your euphoria mod 🙂
  5. @innxcence In the PDO .ini should be an option which is called "EuphoriaModInstalled". If you set it to 1, PDO is disabling all cheatforces 🙂
  6. @jejmode There allready is an optional version in the .zip archive with less dramatic headshots 🙂
  7. With update 1.0.5, I focussed on the existing gunshot reactions (from 1.0.43) and adjusted them with the intention to go even more in the "spaghetti western" style motions and reactions direction, which is the main goal of C.E.R.R. These changes are affecting all weapons, some more, some less. Also the ragdoll in general is a bit different now. Deaths are now closer to these classic western movies. Also NPCs sometimes standing in a shock before they collapse. That gives you the opportunity to continue shooting and experience some movie like situations. The implementation of these details, was quite time consuming and resultet in a ton of game restarts and billion of dead NPCs 😄 But at the end, i think it was worth the effort. I also added an alternative version with "classic" headshot reactions (for those of you who prefer the less dramatic headshots 🙂 ) I hope you like the new update! 🙂
  8. @schlopp96 Ups... no its just an information... i probably overlooked it 😄 Thanks 🙂
  9. This is only a beta version as the result of a quick response to SACs request. Its not official. As i said, i will look into providing a alternative headshot behaviour in the future, for the moment, you can use this if you dont like the RDR1 headshot style.
  10. @SAC Its really not that easy to explain cause for that you need to know how everything works... Maybe i will provide something like this in an optional version in the future 🙂
  11. @SAC I dont know how PDO possibly affecting headshots from CERR. The headshots should look like in the preview video. You can see that each NPC is behaving a bit different to the NPC next. It could happen that a NPC will drop, another could stumble for a few steps, another can turn and just stand without taking a step and collapse after a second or two. If you disable PDO by pressing (i think its) F9, are headshots similar to what you can see in the preview video?
  12. Here is a preview of the reworked headshot reactions. At the moment these reactions are excluded from rifles/repeaters because of internal mechanics. I would need to rework the repeater/rifle reactions as well to get them work there too. This is not so easy without messing up the whole file or loose the actual repeater/rifle feeling... Will do this in the future... Ive added a wider range of random mechanics which can kick in by chance and can affecting the whole behaviour significant. RDR1 reactions are still possible but also some nice new motions and reactions... Here is a preview which gives you a small taste (i forgot to mute the background sound, sorry 😂)... Anyway, this is like a mini update. I hope you like it 🙂
  13. @Keenkrozzy PDO wont bring you new euphoria reactions. PDO just uses euphoria natives to force NPCs to the ground at a certain point. Depending on your PDO configuration, NPCs can drop if theyre crossing the health threshold (below a certain value which is configured in the .ini) and entering the dyingstate (laying on the ground but still alive). If that happens, you wont see much of the modificated reactions from CERR because PDO brakes the euphoria sequence and forces the NPC to the ground if you hurt the NPC too much and the HP value is below the dyingstate threshold. What happens if you disable PDO and just enable CERR 1.0.42 in lml? Can you see the new ragdoll behaviour? If yes, CERR is executed properly. If not, maybe lml or another mod is having a conflict.. Also you can download the newest BETA of PDO which you can find in the comment section. There should be a setting in the .ini which is called "EuphoriaModInstalled" and its set to 0 by default. If you set it to 1, PDO wont force NPCs to the ground by cheatforces if the health threshold is crossed by shooting the NPC too much... So the new euphoria behaviours from CERR wont be cut from PDO... NPCs will be alive on the ground if they fall to the ground by them self and have enough HP left.
  14. Unfortunatelly this is nothing you can configure with the physicstasks.ymt. This could be something which is deeper in the game mechanics... Im sorry.
  15. @KingBongHogger Its on my list 🙂 These headshot reactions are pretty untouched since day 1. I think they are a bit repetetive and need more random mechanics to be different each time (stiffness, amount of steps and so on). One of the random mechanics at the moment is the wound grabbing and the time how long the NPC is doing that. The reaction itself is inspired by RDR1 which has a similar headshot reaction. I have some ideas for cineastic/movie like headshot reactions, like a shock and falling backwards without taking a step and so on but its hard to implement these with multiple options and chances to create cool looking varietys. Anyway, thanks for the suggestions, i will see what i cant do 🙂
  16. I want to make sure... There is no better or worse between WERO and CERR in general. These are two projects which are different in detail. There is no competition. SyntheticOutlaw and me are in dialog since WERO 1.0 and everything new we figure out, we share with each other. (Thats the reason i mentioned him in the mod discription) WERO is great, especially 2.6 Beta! Its using different mechanics which you wont find in CERR. But also CERR has configurations you wont find in WERO. One of the main differences is the weight of the NPCs. They feel a bit heavyer in CERR cause imho it fits great to the rest of the mod. If you dont like that feeling, you should use WERO. Tested 2.6 Beta for my self and its really nice! What i want to say is, there is no better or worse in general and at the end of the day, were doing this becasue R* didnt for some reason. RDR2 is a great game which imho deserves 120% more love to the euphoria engine like old R* titles but R* dont give a f**k anymore...
  17. Dont get me wrong, both methodes are working... but i get strange collapsing NPCs often when i use the normal install methode... if i run the mod with the replace folder, i dont get these collapsing NPCs... the question is, are you experiencing the same behaviour?
  18. About 1.0.42 I wasnt happy with the revolver reactions... I changed some values to make NPCs more stable, so you can shoot them longer. They wont stumble away like theyre drunk but you should notice a longer time period where you can shoot them while theyre standing. I did this to the bow reactions as well to give the chance for some more "dramatic" situations... So now there should be a "movie" like mix between the chance of stumbling (but not too extreme like you make NPCs drunk with bullets), dramatic body reactions of incomming bullets and stundy "falling to the ground after being shot" reactions. Also every weapon type should now feel unique. THERE IS ONE IMPORTANT THING I really dont know if its an issue on my System or in general, maybe you guys can help me... Since day 1 of C.E.R.R, im using the replace folder to edit the physicstasks.ymt, now with lml beta 9. I did serveral tests on 1.0.42 with the replace folder in comparison to the normal installation way and it often seems to me that i get different results of the reactions, especially with the revolver. If I run the mod with the normal installation way, often NPCs are just collapsing in a strange way if I shot them, especially with the revolver. This is NOT happening if I use the replace folder. I tested this serveral time in identical situations. So for the moment, i strongly recommend to use C.E.R.R 1.0.42 with the "replace" folder to make sure that the mod is running properly. See the installation.txt for further informations and dont forget to dismark/disable all other mods which are using the physicstasks.ymt, otherwise C.E.R.R will be overwritten even if you placed the folder structure in the "replace" folder. Please let me know if you are experiencing the same issue. Thanks 🙂
  19. Sorry, I guess I missed something... I fixed it in 1.0.41. Now 1.0.41 is what 1.0.4 should be... Please use 1.0.41 instead of 1.0.4! Thanks 🙂 EDIT: And also it seems like the previous 1.0.41 file was kind of corrupted and faulty... i fixed and re uploaded 1.0.41. Now everything should work properly! If you want to make sure that you have the fixed 1.0.41, just redownload the mod or download the attached file 🙂 Im really sorry for the circumstances! Have fun! C.E.R.R 1.041.zip
  20. Hello everyone! So this update took a bit longer, because ive implemented a new Euphoria message which is also used in RDR1 but works a bit different in RDR2. It took me a bit of time to adjust all the existing behaviours from 1.0.3 to deliver a result which is satisfying and also feels like it could be a normal part of RDR2. Rolling and falling is still untouched but i will work on this in future updates. The impulse rework and the adjustment of the existing behaviours are something that should be clearly noticable in general. Sniper and bow are not affected because imho they deliver a quite satisfying result allready and i dont know what to enhance there... Anyway, I hope you like this new version and it will give you some nice and satisfying shootouts in this great game! 🙂
  21. I dont know which combination of mods you have installed and if there are compatibility issues. Please make sure that there are no other modded files which are affecting the physicstasks.ymt or other NaturalMotion files like "fred.xml" and such. Also the loading order and "overwrite" option which you can configure in LML could be important. You could try to load C.E.R.R first and add other mods step by step.
    This mod feels like its a missing part of the real game, R* wasnt able to implement anymore for what reasons ever!
  22. As i tested it, ive experienced something that looked like a force to bring enemys to the ground if they started bleeding. It looked like the floor would be a magnet. The NPC was pushed to the ground in a very uncommon way. I remember that the .ini file gives you a good amount of options to configure the mod but unfortunately i really dont know if theres a setting to controll that. Btw if you prefer the more RDR2 like body weight, you maybe should stay at version 1.0. Theres also the chance of stumbling NPCs when theyre burning 🙂
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