Fallout New Vegas
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Created by

MadAce

Uploaded by

KiCHo666

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About this mod

Improves ragdoll behaviour for all NPC/Creatures in the game, restored hit reactions, configurable forces, ragdoll momentum and much more...

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RAGDOLLS

1. DESCRIPTION

Improves ragdoll behaviour for all actors (humans/creatures) in the game.
5.0 version was made from scratch. All ragdolls are retweaked and all scripts are remade to be more efficient.



Make sure you have the LATEST version of required plugins and that nothing is overwriting the skeleton.nif located in meshes > characters > _male, because you'll get errors spammed in console. If you have any other mod that requires otherwise. If you have any other mod that modifies skeleton, then it's best to use this mod.
Load it last in your load order




Mod features:

DEATH REACTIONS:


Humans, Ghouls and Super Mutants will do different death reactions depending what type of weapon was used, where they were hit, etc...
This includes:

- Grabbing different limbs if hit with projectile or melee/unarmed weapons
- Softening their fall if hit in the leg while running
- Arms and legs flailing when set on fire or when blown into the air by explosion
- Many more

To change various aspects of a mod, there's an ini file located in: config\Ragdolls\RagdollReactionSettings.ini


Video demonstration:




SIMPLE DEATH REACTIONS:

Added in 5.2. version. Upon death, target will roll, yew, pitch in radnom direction. This will work on all actors, not just humans, ghouls or super mutants. It can be configured in RagdollReactionSettings.ini provided with the mod.

Video demonstration:




LOCATIONAL MELEE/UNARMED FORCE:

When fatal hit was dealt with melee/unarmed type weapons, force will be dealt on the limb that received the blow. Force will no longer be applied at the center of the actor. How much force is applied depends of the damage done.

Video demonstration:




HIT REACTIONS:

A feature that was broken in base New Vegas game (a so-called "Ragdoll Feedback"). 
It enables Havok-powered dynamic actor reactions to being hit by weapons.
Video demonstration:




RAGDOLL MOMENTUM:

This enables ragdolled actors to keep their velocity they had before going "limp".
Easily explained with the video. First part is without momentum, second is with:




LOCATIONAL FORCE:

An old feature, but still...
Removes "Kill Impulse" from ranged weapons that always pushed ragdolls in the same way when dealing deadly blow.
Instead, ranged weapons will now apply force to the limb that received the hit upon death.
A REALLY old video demonstration:




CORPSE TOUCHER

A brand new way of dealing with those distorted corpses. An event based system that scans for nearby GECK-placed corpses 
and gives them a bit of "nudge" so they settle back to their natural pose. Script is ran only once whenever player enters a new cell.


EXTRA DEATH FORCE

Upon dealing a fatal hit, this will add additional omph to the projectile that hit the actor. The amount is configurable.


OTHER SMALLER FEATURES:

Configurable land friction:
- makes land more slippery/sticky. This applies ONLY to land/terrain, not objects like roads, rocks, etc... Exiting to menu and loading a game is needed for change to be applied.

Explosion linear/angular force:
- linear force makes actor fly away, angular makes them rotate more.

Body/limb buoyancy:
- how much will torso/limbs float on water.

Water Physics LOD:
- this value is responsible for a distance at which objects on water will be simulated. Reload a save to apply changes.

Grab Strength:
- how easy it is to drag corpses around.

Headtracking and leg IK:
- Headtracking and leg adaptation added to lot of creatures.



All features can be individually disabled via MCM or ini if you don't like MCM.


Note:

- Hit reactions can look wonky sometimes because of a way they work. I tried to make them look
as good as possible, but that feature was broken in base game and to make it work was a long and tedious process.




2. REQUIREMENTS

New Vegas Script Extender
JIP NVSE Plugin
JohnnyGuitar NVSE
The Mod Configuration Menu (optional)



3. INSTALLATION

Installation is the same like any other mod. Install it like any other mod, preferably, using some mod manager.



4. UNINSTALLATION

Same as installation, but in reverse.



5. TOOLS USED

- Nifskope
- GECK




One last thing....






Hope you enjoy it and report any bugs you find!


- MadAce