This page was last updated on 28 February 2022, 12:59AM
Changelogs
Version 1.7
Fixed the "sticky sword" issue that made it difficult to remove blade from NPCs on versions 02, 03 and 04 of the mod. No changes to version 01 and 05 as they were not affected.
Version 1.6
Fixed the pushback issue on all version of the mod that disable death animations (versions 02, 03 and 04). Enemies will no longer be pushed back when penetrated by a blade.
No changes have been made to versions that keep death animations enabled (versions 01 and 05 of the mod). See FAQ for how to mix and match features between different versions (if it's not updated, give me 10 mins to do it)
Version 1.5
- Version with no death animations has been added. The method by which they are removed is now different and not infallible. Ocasionally a death animation will occur, but it's very rare. See the FAQ for more info.
- Version with no death animations and twice the ragdoll weight has been added. It doesn't have the weight redistribution of 1.3 because that's buggy for some reason. It just doubles the weight exactly and doubles the animation springs to compensate for it, so animations don't look wobbly. If you want death animations in this version, just delete the "Brains" folder from within the mod folder. I don't recommend it, though: the stronger springs make the death animations too rigid.
- Version with blended death animations has been added. Same thing as before: all animations get wobblier, but the death animations aren't as rigid and as unresponsive to input.
- No changes to standard version compared to 1.4, I just included it to make everything tidier.
(JUNE 18th 2020) Added a new version that is the equivalent of how the mod was in 1.3. It's called No Death Animations Double Weight and Weight Redistribution. Yes, I know, very concise. If you liked the exact feel of 1.3, this is the version for you. The mod is now fully ported to U8 with no lost features.
Version 1.4
- Mod is now much more compatible with other mods (including dismemberment mods), because U8 allows direct editing of the ragdoll JSON, so now I only edit the parameters I have to. Just make sure the overhaul comes last in the load order (the ZZZ on the mod folder's name is meant to do that automatically). This lighter editing also improves the chances of the mod not breaking after updates to the main game.
- Flexibility of limbs is exactly the same as in 1.3 and works quite well in U8. Female ragdolls are very wonky but that's because of a bug in vanilla. The developers have acknowledged it and a fix is underway. The male ragdolls are a correct representation of the mod's alterations.
- Other features have reverted back to vanilla settings to prevent incompatibilities with U8's new features (such as the gravity spell and the new geometry on the NPC models). I intend to reimplement those features once I better understand how everything works in U8. For now, the mod no longer changes weight, weight distribution, angular drag or the size of physics capsules. This "lite" version of the mod will continue to exist as an option in future updates, since some of you prefer the vanilla weight.
- There is no version without death animations for now because the parameter for that has disappeared entirely, so right now I don't know how to turn them off. If I find out how to do it, I'll make that version available. If you happen to know how, please leave a comment in the "Posts" tab.
- There is no version with blended death animations because it'll have to undergo further testing, but I plan to add that in the future.
Version 1.3
- Decreased flexibility of legs at the waist and knee, because their resting poses looked weird in 1.2. Since Blade & Sorcery does not simulate muscle tension, limbs go as far as they can go without resistance, so flexibility has to be set lower than it would be in real life in order to make ragdolls animate properly and end up in believable final poses.
- Decreased angular drag on most limbs. It was set too high in all previous versions and preventing "bounceback" and jiggling upon impact with the ground.
- Fixed a mistake that led to one hand having way less flexibility than the other.
Version 1.2
- Complete weight redistribution. NPCs are as heavy as before, but weight percentages were adjusted for every body part. In vanilla, the arms are much heavier than the torso, which leads to weird behaviour. In the mod, the torso is now the heaviest body part, as is the case in real life.
- Adjusted arm and knee flexibility to be more realistic.
- Added angular drag to shoulder-arm joints so arms won't flail around as much.
- Further reduced size of physics capsules on upper arms. The weird gap between the arms and torsos of female NPCs is now eliminated.
- .JSON files have been cleaned up for greater compatibility with other mods. My mod only overwrites what it has to now. Any parameter not included in my .JSONs is NOT erased. The game looks for them in the previous mod in the load order. If there are no other mods, it looks for them in the vanilla files. Unfortunately, I could not clean up the main ragdoll file because it breaks the mod to do so. All other files are cleaned up as much as possible without breaking the game.
- Mod description now has a compatibility guide and an explanation of the file structure, as well as better formatting.
Version 1.1
- Changed the size of physics capsules on shoulders and upper arms. In vanilla, the capsules are too big for female NPCs and cause their arms to stick out to their sides and end up in weird poses on the ground. In the 1.1 version of this mod, arms stay closer to the torso. More so on male NPCs, but female NPCs have also been improved. Since both use the same physics capsules, I can't change one without affecting the other.
- Tweaked the flexibility of some limbs in order to remove the excessive stiffness of 1.0. There's a better balance now.
- Removed the "Materials" folder from the standard and blended versions of the mod, which increases their compatibility with other mods. The No Death Animations version requires the "Materials" folder to disable death animations, so in that case it had to stay.