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AnymYo

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Everything posted by AnymYo

  1. The thing with PDO is, that its using scripted forces to bring NPCs faster to the ground. That could affect the reactions and stumbling time you would normaly experience with CERR. You need to decide for your self if you like the result. Otherwise you can try to disable the use of cheatforces in the .ini file from PDO.
  2. Yes. It is compatible with every mod which doesnt use the "physicstasks.ymt" file 🙂
  3. Nice Tool! Would be nice to see some support for physicstasks.ymt in the future 🙂
  4. Is this project dead? Havent seen any updates for almost a year i guess....
  5. I have a strange bug... the trainer works but my system is doing strange things... befor the game starts the beep sounds are comming but if the game has loaded, i cant swap out or minimize the game properly... random keys are changed to others. If i press W,A,S,D to move and the windows task bar is comming up from the background and will mark things on the desktop or taskbar. I cant switch my W10 virtual desktops aswell... is that a known behaviour?
  6. It seems like lml is not working as well after the update today. The game wont load my files from the replace folder. UPDATE So it seems to work with the install.xml method. But the result of the physicstasks.ymt seems to be different. Did anything changed in the way LML is reading edited files since the LML version which supported the exchange of .ymt files? Since the .ymt support came out, ive never updated LML, untill today. Normaly I used the replace folder but this is not working anymore.
  7. Nothing is working for me anymore... not even scripthook... now i cant continue working on my singleplayer mod... Thanks for nothing R*!
  8. Thank you anyway for the quick response! 🙂 Well, lets hope that OpenIV will drop another update soon with a better translation of the hashes...
  9. Thank you for the quick answer! I had this in mind but this is for GTA5: https://github.com/alexguirre/GTA-V-Euphoria-Behaviours-Parser As far as I know, there is no behaviours.xml discovered yet in RDR2 or R* just didnt used it this time... However almost all tasks from GTA5s behaviours.xml are working with RDR2. I used the behaviours.xml from GTA5 and RDR1... no problems so far... Unfortunately im not familiar with C++ scripting. Could the "Behaviours Parser" work with RDR2? And another question but a little off topic: Would it be possible to create or implement a script function which allows you to reload certain game files (physicstasks.ymt) while the game is running? (to prevent a restart of the game after almost every change in the file) Thank you very much!
  10. Hello everyone 🙂 Since NaturalMotion was bought by shitty Zynga, it seems like no devs from NaturalMotion are helping R* with creating epic euphoria ragdolls anymore. Also it seems like that since GTA5 R* is too lazy or simply not interested in to create satisfying ragdolls anymore in the quality of GTA4, RDR1 or MaxPayne 3. They have the most advanced and most powerfull animation engine in the world and many players enjoy RDR1, GTA4 and MP3 today which are great examples for the mighty euphoria/morpheme engine! RDR2 is better than GTA5 but still boring and extreme repetetive... So... At the moment, im working on a ragdoll mod which is inspired by the classic "Red Dead Redemption" euphoria ragdoll. For this, i re used the original euphoria messages from RDR1 and the "two body masking" methode to recreate an authentic "RDR1 like" ragdoll behaviour. The funny thing is, the old euphoria parameters working fine. RDR2 is using "parameterSets" (euphoria Tasks) for each ragdoll case. That means that for certain cases the game has a bunch of euphoria tasks in a kind of package which will be activated if the case is matching the condition. For example: If you shoot a NPC with a revolver in the leg, the game is calling the Task "legShot". All euphoria messages which are contained in "legShot" will be executed and you will see the result in game. The problem: Unfortunetaly there are some cases in RDR1 which seems to be not existing in RDR2. For example the "shotInGuts" reaction as a parameterSet/Task which will be executed exclusive in case that you hit the stomach frontal. The "shot in guts" reaction is working but its part of the global "revolver" task at the moment (in my project). Here you can see it as a "bend over" reaction (early alpha, work still in progress): https://streamable.com/6akmy5 In RDR1, the "shot in guts" reaction has a own task. The advantage for this is, that you can combine it with more tasks which are dominant and overwrite all other behaviours if you want to (forcing the NPC to fall after the bend over)... https://streamable.com/z2mmvl The question: I know that its possible to locate a bodypart which was hit by a bullet. Also i think that it should be possible to detect the used weapon also. Would it be possible to write a script which is able call certain parameterSets/Tasks from physicstasks.ymt if a certain bodypart with a certain weapon was hit by a bullet? Reason: This would allow me to create my own specific and cineastic euphoria reactions for certain weapons and hitzones. Also with a randomizer it should be possible to create more than one reaction for a certain case (headshots and so on). Should be look like: IF (weapon X is used) AND (Bodypart X is hit) DO (parameterSet X from physicstasks.ymt) like a .ini where you can choose the weapon, bodypart and name of the parameterSet/Task from physicstasks.ymt. I know this is huge but if you got the skills to realize that, you are very welcome to contact me 🙂
    Really dynamic and cineastic reactions! This mod has a huge potential and make the game really more fun to play!
  11. You really matched the RDR1 style ragdoll! Never thought this would be possible! Keep up the great work! 👍
  12. AnymYo

    SET_RAGDOLL_BLOCKING_FLAGS

    Blocking Flags: enum eRagdollBlockingFlags { RBF_BULLET_IMPACT = (1 << 0), RBF_VEHICLE_IMPACT = (1 << 1), RBF_FIRE = (1 << 2), RBF_ELECTROCUTION = (1 << 3), RBF_PLAYER_IMPACT = (1 << 4), RBF_EXPLOSION = (1 << 5), RBF_IMPACT_OBJECT = (1 << 6), RBF_MELEE = (1 << 7), RBF_RUBBER_BULLET = (1 << 8), RBF_FALLING = (1 << 9), RBF_WATER_JET = (1 << 10), RBF_DROWNING = (1 << 11), RBF_0x9F52E2C4 = (1 << 12), RBF_PLAYER_BUMP = (1 << 13), RBF_PLAYER_RAGDOLL_BUMP = (1 << 14), RBF_PED_RAGDOLL_BUMP = (1 << 15), RBF_VEHICLE_GRAB = (1 << 16), RBF_SMOKE_GRENADE = (1 << 17), RBF_HORSE_BUMP = (1 << 18), RBF_ACTIVATE_ON_COLLISION = (1 << 19) };
  13. @HughJanus @foxy9911 I tried anything but could not deactivate the shock state. I can reduce the shock time but at the end, the vanilla euphoria sequence will break, the npc will walk slower and slower until hes standing for a second and than collapse... Especialy with the lemat revolver the shock state is nearly to 100% happening. I also noticed, that the shock state is using the configured advance stumbling values (line 319 to 328 [or 336]) even when DSEuphoriaStumbleChance, DSMaxStumbleTime, DSDelay and DSMaxEuphTime set to 0. Is this working properly so or is it a bug? DSEuphoriaStumbleChance is a nice feature but IMHO sometimes it looks a little bit strange if the npcs walking every time in a circle and dont react to bullets like a few seconds before... this could be related to the differend "ragdoll and balance" behavior which will applied on the NPC if this mechanic kicks in (it is the same behavior that is used for the shock state i guess). This behavior makes the npc more lifeless (no bullet wounds touching, no reaction to body shots, no bullet force, only balancing if a force push will be applied) and breaks the immersion a little bit. If i understand correctly, the shock state behavior kicks in, when the NPCs health is under the value from DyingMovementThreshold (standart 70). If this happens while the npc is ragdolling, the vanilla euphoria breaks and the shock state behavior kicks in. So the only way to prevent this is disabling the Dying movement (which kills almost the complete mod kommt also absolut nicht in Frage 😄 ) Currently: 1. You shoot a NPC (Health is 100, threshold is 70) 2. The NPC is pushed away from the bullet force (sadly this is like RDR2 and also GTA5 works cause no NaturalMotion developers are involved in R* game production anymore sience shitty Zynga baught NaturalMotion) 3. While the NPC is stunbling in vanilla euphoria ragdoll (but not on the ground) the NPC health crosses the threshold of 70 and the shock state kicks in. <- here is the (more or less) problem 4. The NPC dont react to bullets anymore and falls to the ground using the "Knockback" sequence or (if you continue shooting) is going to fly because suddenly bullets are insanely powerfull. The problem might be to find a way to get the NPCs in a dynamic way to the ground (in case that the threshold is crossed but the NPC wont fall down after stumbling) which wont breake the current motion sequence and let the NPC still reacting to the environment and bullets. Maybe by calling the vanilla "writhed in pain euphoria" sequence (I mean the movement of the last 1 second which a NPC is performing right after you killed him on the ground finaly). In GTA 5 this physics task should be called "CTaskNMInjuredOnGround". The taskname should be the same in RDR2. This could force a standing NPC in a "dynamic vanilla euphoria like" way to the ground and prevents the use of a force (X,Y,Z) which would push the NPC in a specific (everytime the same) direction repetitive again and again like the DSEuphoriaStumbleChance feature. The new mechanic should always match the situation. Some friendly suggestions for future releases: - A (additional) mechanic which activates the dying mode (shock state) only if the NPC lays on the ground (maybe by checking the position of specific bones) with a time delay option to prevent the "vanilla euphoria sequence breaking" (in case of a NPC is going down but the force causes the NPC to roll on the ground for 1 or 2 meters but the NPC health is under DyingMovementThreshold, the delay option would prevent the break of the current motion sequence and would activate the "shock state on ground" mode after a certain amount of time later). - An option to configure the bullet impact force which is applied on NPCs. Some weapons sends NPCs flying. Beste Mod die es bisher gibt, weiter so!
  14. @HughJanus Thanks, i will try to configure these values and test the result. @lexo1000 If you dont mean the vanilla "injured on ground" euphoria behavior, this could help you. Open the .ini file from PDO version 1.56 and go down to line 39 - 48. There should be the following values: Turn down the values from DyingMovementThreshold2 and DyingThreshold. That should bring the desired effect that downed npcs moving on the ground more agile. For example like this: If the NPCs health is 70 or less but over 5, the NPC will move on the ground.
  15. @HughJanus Ive tried to configure a mix between vanilla euphoria npc behavior (more cineastic npc movement when shot) and the dying movement on the ground. My intention was to configure a clean motion pass over from vanilla stumbling and movement (until the npc is on the ground) to the dying movement mode of the mod. I wanted to prevent the knock back (KnockbackChance) and the euphoria ballancer of the mod (DSEuphoriaStumbleChance) which let the npc walk in a random direction or causing a simple fall to the ground. With my current .ini configuration i did a good progress and sometimes it is working well but often there are some problems which i dont know how to solve... Problem: When i shoot a npc, the vanilla euphoria kicks in and the npc starts to stumble and behave (touching bullet holes and so on)... after a few more shots, the vanilla bullet force is suddenly gone and the npc starts to stand still (while getting shot)... if i stop shooting, the npc will collapse after 1 - 2 seconds, if i continue shooting, no force will applied to the npcs body but after 1 or 2 seconds, the bullet force is insane and sends the npc flying... Desired behavior: In this case, everything works fine! The npc is in dying mode after vanilla euphoria ragdoll behavior brings the npc to the ground... This is the desired behavior without Knockback or DSEuphoriaStumble! Issues: This is the case, where the vanilla bullet force is getting lower and lower until its completely gone and the npc is standing still: In this cases the last bullet sends the npc flying: Questions: It seems like the vanilla euphoria sequence break when the NPCs health crosses the dying mode threshold and causes these strange behaviors (with still standing and so on...) What do i have to configure to bring the NPC in dying mode right AFTER he allready feld to the ground after vanilla euphoria is done? (like in the first video) Is it possible to only activate the dying mode SPECIFIC when the npc is laying on the ground? Maybe by checking coordinates of specific bones? If not, is it possible to activate a kind of "delay" (of the dyning mode) which kicks in when the NPCs health is under the dyning mode threshold to prevent the breaking of the vanilla euphoria ragdoll? Here the values which i changed in the ini: KnockbackThreshold = 0 KnockbackChance = 0 DSEuphoriaStumbleChance = 0 DSMaxStumbleTime = 0 DSMaxEuphTime = 3000 ;stumbling BothLegsStumbleForcePushX = 0 BothLegsStumbleForcePushY = 0 BothLegsStumbleForcePushZ = 0 OneLegStumbleForcePushX = 0 OneLegStumbleForcePushY = 0 OneLegStumbleForcePushZ = 0 IsDirectionRelativeOneLeg = 0 IsForceRelativeOneLeg = 1 IsDirectionRelativeBothLegs = 0 IsForceRelativeBothLegs = 1 DyingPushChance = 0 DyingForcePushX = 0 DyingForcePushY = 0 DyingForcePushZ = 0 HeadVecMaxTime = 0 (intention: to mimize the "still standing time" of the npc) Thanks for your help and keep up the good work of that great mod!
  16. @HughJanus Is there any option to turn off that NPCs instantly falling down after the first or second shot? Here is an example: InstantFallingDown.mp4 Is it possible to make NPCs behaving like Vanilla Euphoria when shot? VanillaEuphoria.mp4 Ive searched the .ini and changed values like "KnockBackChance" and so on but it didnt changed anything. The only option at the moment is to turn off the mod 😄 The problem with that is, that i like this mod too much 😄 Is there any other option to configure this behavior? Maybe a suggestion for the future: A vailure to configure a chance how often a instant fall down or the vanilla behavior appears.
  17. @fitfondue and @HughJanus First of all, this is the best mod for RDR2 you can get for now in my opinion... I have a lot of fun with it, thank you very much! Im glad you added the wounded animation, wich i mentioned in my comment before. Its close to perfection now! There is one little more thing, wich would be very usefull and it would be realy nice to eventually see this in the future! Would it be possible to give the options in the .ini file wich allow you to change the bullet force for every weapon? And maybe for every ammo type too? The reason for this is for example the bolt action rifle sends peds flying because the bullet applies too much force to the body of a npc. The results are spinning bodys or star wars like force effekts... The cal. 22 for example has low demage but the force of the bullets results in a much better euphoria stumbling behavior/ragdoll... i would like to adjust the bullet force of every weapon and the different ammo types... I would be super happy if you could make this possible in the .ini file! Thanks so far and keep on the good work!
  18. @Rodolph der Hase Only put all the files from the "bin" folder of ScriptHook into your RDR2 main directory + the two files from the mod. Ive attached a screenshot where you can see how it should look in your RDR2 main directory. 1. Files from the "bin" folder of ScriptHook 2. Mod files In German: Habe einen Screenshot angehangen, wie es im RDR2 Hauptverzeichnis aussehen sollte. 1. Sind alle Dateien aus dem "bin" Ordner von ScriptHook. 2. Sind die Dateien aus dem Mod-Archiv. Sieht das so bei dir genau so aus?
  19. @fitfondue @HughJanus Unfortunately, there is no .rpf archive manipulation/modification/import function in OpenIV 4.0 available for now. But it was easy to locate the euphoria behavior files. For example the "Injured on the ground" behavior (wich i mentioned in my comment before) is located and configured with serveral vailures in: "RDR2-Main Folder\data_0.rpf\data\tune\physicstasks.ymt" <Item type="CTaskNMInjuredOnGround__Tunables"> But there are also some other interesting files in wich we can find mechanics and configurations. For example: RDR2-Main Folder\data_0.rpf\data\tune\combattasks.ymt RDR2-Main Folder\data_0.rpf\data\tune\weapontasks.ymt RDR2-Main Folder\common_0.rpf\data\demage\dismemberment.meta RDR2-Main Folder\common_0.rpf\data\naturalmotion\*.xml Maybe that helps you to get access to more features wich could be invoked via script for the mod.
  20. Only view and export of files in the .rpf archive... There is no .rpf archive manipulation/modification/import function available for now... That means its not possible to import own content to the game yet.
  21. @HughJanus @fitfondue Thank you very much for that great Mod! Both of you! Ive been waiting for something like that for a long time... the last games Rockstar was caring about such details was GTA4, RDR1 and MP3... In my Opinion they ruined GTA5 completely according to shooting mechanics, Euphoria ragdoll and behavior.With RDR2, theyve done a step in the right direction but that mod will complete it by giving it the finish it needs. That .ini file is very good to create own configurations, thanks for that. Unfortunately im not familiar with C++ scripting and ASI files... I modified the euphoria behavior in GTA5 by my self a little bit but thats it and in RDR2 its not possible yet (as far as i know). I have some Ideas wich may fit good to the mod, but im not sure if its possible to realize it yet. My Ideas: - More movement for NPCs wich are laying on the ground. (That "Movement on the ground behavior" like rolling or legs movement could be triggered by a chance (like stumbling/falling down in the current 1.3 version) so it wouldnt be applied on every NPC and adds a more dynamic feeling to shootouts. Also the "Injured behavior" wich we can see a few seconds before a NPC dies could be used for this. That behavior could be also randomly applied on fire survivors) - Bullet reactions for NPCs wich are laying on the ground. (If they are on the ground and you shoot them, its like they dont care to get shot... only the final shot wich sets the health to 0 and let them die causing a reaction. Maybe its possilbe to cause a reaction to every bullet like holding/touching the wound with the hand) - Slower movement/running or limp animation when shot in a leg or both legs. (The random fall down wich is caused from leg injuries is such a great thing that i was wondering why it wasnt implemented in the game from the beginning! Sometimes NPCs are running so fast after they got shot in both legs that i think there is nothing wrong with their legs until i see that they are falling down. Maybe the limp animation would be fit better and they are forced to ragdoll on the ground for a minimum of 4 seconds before they get up and run again) - Reduced knock back force for bullets (Sometimes i shoot for example 5 bullets on an NPC and the first 4 dont affect the body while the NPC is in Ragdoll mode but the 5 bullet applies overpowered force to the body and throws the body away like the NPC was hit by a bus or something like that. I think this happens to get the NPC to the ground faster and to avoid long balancing everytime. Maybe its better to let the NPC randomly collapse while he is in ragdoll mode to prevent recurrently long balancing everytime.) In my Opinion it's the best mod for RDR2 for now! 11/10 😁 Keep up the great work!
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