Fallout 3
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KiCHo666

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KiCHo666

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About this mod

Overhauled almost all ragdolls (corpses) for Fallout 3. More friction, more realistic death movements, player collision, various tweaks & fixes and much more...

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Ragdoll Overhaul Fallout 3

As with New Vegas version, I decided that this is no longer beta and that most problems are ironed out, but beta or not, still report any problems or suggestion you may have! :)


PLEASE READ EVERYTHING! :)


TABLE OF CONTENTS:

1.UPDATES

2. DESCRIPTION
2.1. WHAT IS CHANGED PER CREATURE?
2.2. ADDITIONAL INFORMATION

3. INSTALLATION

4. UNINSTALLATION

5. COMPATIBILITY

6. TESTING

7. CREDITS


1. UPDATES

v1.1:
- all Humans, Abominations, Mutants, Animals have smoother transition from animation to ragdoll state (that took a lot of time to find out and to do for every ragdoll)
- Humans' and Ghoul's hands can be rotated in all directions (not just up and down like in vanilla game), looks more realistic
- Mr Gutsy's and Mr Handy's frontal optical sensor that looked out of place when in ragdoll (was attached to the wrong bone) is now fixed and looks much better
- Yao Guai ragdoll is much better and will no longer twitch as much when going into ragdoll

v1.0:
- no longer beta!
- added angular damping to humans. I wanted them to look like they are giving some resistance to falling. They will still fall at the normal speed if thrown from heights. Please leave the opinion in the comment section about it.
- added a bit more of angular damping to larger animals and mutants: Brahmins, Super Mutants, Deathclaws.
- same as above, added angular damping to Protectrons and Robo-brains (helps with robo-brains twitchy ragdoll)

v0.21:
- human ragdoll reverted to earlier version (not much of a difference) and should not stretch out anymore

v0.2:
- changed Human ragdoll quite a bit, collision should be much better and head movement is improved
- tweaked few things on Deathclaw ragdoll, same as above, but not to such extent
- tweaked ghouls, same as above
- hopefully Super Mutans will now be stiffer, also tweaked leg movement a little
- tweaked Mirelurks, hopefully they will be less jumpy now

v0.1:
- initial release


2. DESCRIPTION

This is overhaul of, probably, all ragdoll (corpses) that are used in the game.

FRICTION: Almost all ragdoll have increased friction, so no more sliding down the
hill. Ragdolls will now roll as they should.

RESTITUTION: Or bounciness, is now disabled on almost all ragdolls, as corpses
usually don't bounce around. Also, according to Nifskope, disabling bounciness should slightly increase performance as it's one less parameter for CPU to worry about.

LIMB MOVEMENT: Almost all ragdolls, especially humanoid ones, have improved range at which limbs can move, which results in more realistic corpse behaviour and more satisfying kills.

PLAYER COLLISION: Now you cannot simply walk through the corpses as the player and all other creatures will collide with ragdolls. You can also climb on them.
(Note: Because of the way I achived this, I restricted player collision only to torso area of all creatures, so you can still pass through head, arms, legs, etc....
The reason for this is because if I did it for all limbs, you wouldn't be able to dismember them. Still, it's better that nothing. At least until I find a better solution)

FIXES: Some ragdolls required some minor fixing to be done, because either collision boxes, values were wrong, limbs were bending in the wrong direction or wrong materials were used. I tried to fix to the best of my knowledge.

WEIGHT: Increased for the most part and reduced for some ragdolls. Some corpses (for example, Bloatflies) were too heavy to be lifted or some were too light for their size.


2.1. WHAT IS CHANGED PER CREATURE?


BASE GAME:

HUMANS:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- increased weight

GHOULS:
- increased friction
- disabled restitution
- increased limb movement range (look more "squishy" now)
- player collision (torso area)
- increased weight

SUPER MUTANTS:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- increased weight

DEATHCLAWS:
- increased friction
- disabled restitution
- more rigid joints (less "flappy" falling)
- player collision (torso area)
- increased weight

DOGS:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- increased weight

RADSCORPIONS:
- increased friction
- disabled restitution
- claws have increased range of movement
- more rigid (more bug-like)
- player collision (torso area)
- increased weight
- reduced (hopefully) chance of clipping through the ground

GIANT ANTS:
- increased friction
- disabled restitution
- more rigid (more bug-like)
- player collision (torso and abdomen area)
- increased weight
- fixed collision boxes

ANT QUEENS:
- increased friction
- disabled restitution
- more rigid (more bug-like)
- player collision (torso and abdomen area)
- increased weight
- fixed collision boxes

CENTAURS:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- increased weight

MIRELURKS:
- shell has a decreased friction
- disabled restitution
- more rigid
- player collision (torso area)

BRAHMIN:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- increased weight

YAO GUAI:
- increased friction
- disabled restitution
- increased limb movement range (fixed "legs-in-the-air" death pose)
- player collision (torso area)
- increased weight

RADROACHES:
- increased friction
- disabled restitution
- more rigid (more big-like)
- player collision (torso and abdomen area)
- sligtly increased weight

PROTECTRONS:
- increased friction
- disabled restitution
- more rigid (more robot-like)
- player collision (torso area)
- increased torso rotation range
- increased weight

SENTRY BOTS:
- increased friction
- disabled restitution
- more rigid (more robot-like)
- increased limb movement range
- player collision (torso area)
- increased weight

ROBO-BRAINS:
- increased friction
- disabled restitution
- more rigid (more robot-like)
- slightly increased limb movement range
- player collision (torso area)
- increased weight

MISTER GUTSY:
- increased friction
- disabled restitution
- more rigid (more robot-like)
- slightly increased limb movement range
- player collision (torso area)
- increased weight
(Note: this also applies to Mister Handy robot, same ragdoll)

EYEBOTS:
- increased friction
- disabled restitution
- player collision (torso area)
- increased weight

BLOATFLIES:
- increased friction
- disabled restitution
- more rigid (more bug-like)
- player collision (torso and abdomen area)
- decreased weight (can be lifted now)

MOLERATS:
- increased friction
- disabled restitution
- slightly more rigid
- player collision (torso area)
- increased weight


THE PITT:

TROGS:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- fixed limb rotation
- increased weight


MOTHERSHIP ZETA:

ALIENS:
- increased friction
- disabled restitution
- slightly more rigid
- slightly increased limb movement range
- player collision (torso area)
- increased weight

ABOMINATIONS:
- increased friction
- disabled restitution
- increased limb movement range
- player collision (torso area)
- decreased weight

2.2 ADDITIONAL INFORMATIONS

GRABBING:
If you need to move a corpse, I suggest to grab it by legs, arms, head...anything other than torso.
The reason for this is added player collision which made torso area a bit too heavy for easy moving,
but grabbing corpse to any other limb will move it normally.

ESP:
It also includes changes in max weight player can grab and move, so it's highly recommended to have it
in your load order.

BLOODY MESS PERK:
Because of added player collision, you won't be able to blow to pieces torso area of all creatures
using bloody mess perk. Other parts of the body will blow up as they should when using it.
Gonna try to find a way to fix it.

POINT LOOKOUT PROBLEM:
There's some serious problems with skeleton that Tracker and Bruiser use. If I edit it in any way and save it, it will cause game to crash.
So, for now there will be no edited ragdolls for Point Lookout until I find a solution for that problem.


3. INSTALLATION

I strongly recommend using some kind of mod manager, because manual uninstallation can be quite
difficult for inexperienced user. Manual installation is highly discouraged.
Either download using Nexus Mod Manager or download it manually and use Fallout Mod Manager for
installation, click "Activate mod" and also click "Yes to all" if prompted to overwrite something.


4. UNINSTALLATION

Click on "Deactivate mod" using Nexus Mod Manager or Fallout Mod Manager.


5. COMPATIBILITY

INCOMPATIBLE:
If you use custom skeleton, like ones that add bouncing body parts, skeleton (ragdoll) included in this mod will overwrite custom skeleton.
I suggest you backup your custom skeleton and then copy it over skeleton included in this mod, but you will not benefit from changes made to human ragdoll.

COMPATIBLE:
All other custom bodies (male or female) that doesn't have custom skeleton will work normally.


6. TESTING

As I wrote in the beginning, I consider this to be a beta version and I would highly appreciate if
you guys would try this out and report any problems you encounter as you play or write in the
comment section any suggestion you may have. :)
Thanks in advance!


7. CEDITS

Yogogamer - first user to test out my mod and report problems, so kudos to you! :)
Nifskope - I've made 90% of work using it.
Bethesda - For making an awesome game.



Hope you'll enjoy it!
If you like it, endorse it!


KiCHo666