Cyberpunk 2077

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SketchCritic

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SketchCritic

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About this mod

MAJOR UPDATE: Extensively revamps the flexibility and self-collision of the ragdolls, leading to more believable and varied procedural animations and resting poses.

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Changelogs
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Video showcase of version 2.0 BETA

Changelog is available above. Your feedback would be very appreciated in the Posts section. Let me know of any performance issues or bugs you come across, especially in the optional files. They make changes that hadn't been attempted by me before and I couldn't find the time to test them across a playthrough, so they might break something.

DESCRIPTION:


Vanilla Cyberpunk has very stiff ragdoll that almost always ends up in a boring A-pose. There's also a self-collision issue with most NPC models which causes one leg to be pushed straight backwards in defiance of gravity.

This mod fully revamps the flexibility of the ragdoll in all NPC models and fixes self-collision issues. It is configured to allow a greater variety of resting poses and procedural animations, as well as improved scenery interaction and animation transitions.

Your feedback is extremely welcome. This mod is still under development. I recommend also installing my other mod, More Blood Splatters, to make combat more visceral.

INSTALLATION:

FROM 1.2 ONWARDS: Just extract it to your main Cyberpunk directory. Same goes for optional files.

FROM 1.1 BACKWARDS: Extract the contents of the .zip file into the folder Cyberpunk 2077\archive\pc\mod

KNOWN ISSUES AS OF RAGDOLL PHYSICS OVERHAUL 2.0 (ALL OF THESE PROBLEMS ARE FROM CYBERPUNK ITSELF AND ARE CURRENTLY UNSOLVED):

- Knees can still bend the wrong way, although it happens quite rarely now.

- Arms can still adopt a "chicken" position, forming the " < > " shape, because the shoulder joints aren't fully obeying the parameters I set. One axis of movement seems stubbornly locked, so when the arms twist a certain way, they can adopt that position. Doesn't seem to be a self-collision issue, so a solution to this is being sought.

- The hands can still clip lightly into the abdomen, and ragdolls as a whole can still clip into certain surfaces. The self-collision between hands and abdomen is a disaster area that I'm still figuring out. The flexibility settings have been configured to minimize the clipping, but it can still occur. And yes, when ragdolls twitch just after dying, they clip into the ground briefly. This has always been a problem and the solution might be in the humanoid.animgraph file, but it has over 4000 nodes that I can't browse like, say, an Unreal blueprint. I can only see it in linear list form. This is its own circle of hell, so it might take me a while to figure this one out.

- This mod hasn't been able to improve the weight of ragdolls directly yet. The cause of the problem seems to be that the limbs have too much dampening applied to them, which slows down the entire ragdoll. The parameters required to improve this are still being investigated, as they are not available in the files I've found so far.

- NPCs can still end up in unnatural poses, propping themselves up with their limbs, but 2.0 has made that considerably rarer, especially with the experimental optional file that lowers ragdoll friction. The cause of this problem is that the ragdolls in the game have too much friction and too little mass, which leads to cardboard-like behavior. A proper solution to this is still being investigated.