Not really possible—at least not the way true active ragdolls work. Dying Light (both 1 and 2) use a mix of animations, partial ragdolls, and some inverse kinematics. These partial ragdolls are still procedural, reacting dynamically to hits and physics, but they’re not full active ragdolls where the whole body fights to stay balanced. You can get pretty close by tweaking values, but the game just isn’t built for full active ragdoll behavior.
Honestly, I haven't tried that mod. As a modding enthusiast, big mods like E3 Def are a bit daunting. I haven't even downloaded it, but I’m sure it changes a lot of the same files as this one. To make them work together, you'd probably need to carefully merge the files—just deleting stuff would probably mess things up.
Is it normal that when doing overhead animation while hitting someone on the ground the body just flies away ? Apparently only if the thing is alive, because it's the specific overhead hit on downed enemies that does it The effect is tripled if you have a blunt weapon, they just zip away sometimes as seen in the video maybe it doesn't do it if you're on top of them but that's just my theory -> It still does it but the effect is lessened
(also I borked the little editing needed but it doesn't matter)
Not really, did it happen in previous versions too? It may be an oversight on my part as I'm biased towards 1.5 handed weapons, I will promtly look into it.
Working on a quick change of the ragdoll behavior rules to fix this. I'm not a fan of 1h weapon animations in this game so I guess I didn't test that properly. 1.5h weapons are the ones the game classifies with the "Long" prefix, like the long swords, long hammers, long sticks, long axes, long maces. They are technically 2 handed but actual 2 handed weapons will use way more stamina per swing.
same happens to me on latest game version. this physics mod if far superior to every other DL2 physics overhaul, but zombies flying away ruin immersion quite a bit.
Yes, you will*. I've mostly fixed this by now, but there are still some edge cases where the physics cross products leads to odd behaviors. That said, as long as the laying NPC is hit by a downward force or the impact is detected as coming from above, it should behave correctly.
For people that have issues with the mod, go into data0.pak, scripts, inventory, inventory_specials_dl, open it and just ctrl+f the word "parachute". Theres a whole paragraph for this new paraglider and its missing from the mod, which may lead to crashing. Copy that paragraph and paste it into the mod's inventory_specials_dl file, found inside data2.pak, scripts, inventory. Save and it should work just fine, no need to ask the modder to update the mod for such a small thing, u can do it urselves by following this comment.
Another mention is that whenever the game updates and some mod stops working, you can at least try to look around the corresponding scripts and see what changed. So u can open one script from the mod and the corresponding script from data0.pak in notepad++ and use the compare button. Most of the time, these updates have some item or thing added and u just have to add it to ur mod script. This way u dont have to wait for modders to update everytime AND u dont have to bother them for the smallest issue.
I just confirmed it works just fine in 1.18. If you're experiencing crashes then it's because of a newly defined paraglider that was added to vanilla inventory_weapons_dl file, which conflicts with the modded inventory_weapons_dl file from this mod.
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Dying Light (both 1 and 2) use a mix of animations, partial ragdolls, and some inverse kinematics. These partial ragdolls are still procedural, reacting dynamically to hits and physics, but they’re not full active ragdolls where the whole body fights to stay balanced.
You can get pretty close by tweaking values, but the game just isn’t built for full active ragdoll behavior.
i like watching them fall off buildings
Head dismember chance value was 0.4 -> now 0.6
Arms dismember chance value stays at 0.6
Legs dismember chance value was 0.5 -> now 0.6
Maybe it is too generous? I don't really play the game anymore and was having fun while debugging lol
EDIT: You can always swap damageable_body_presets.scr from the previous version to this one
The effect is tripled if you have a blunt weapon, they just zip away sometimes as seen in the video
maybe it doesn't do it if you're on top of them but that's just my theory-> It still does it but the effect is lessened(also I borked the little editing needed but it doesn't matter)
no idea what 1.5 handed weapons mean as well
I'm not a fan of 1h weapon animations in this game so I guess I didn't test that properly.
1.5h weapons are the ones the game classifies with the "Long" prefix, like the long swords, long hammers, long sticks, long axes, long maces. They are technically 2 handed but actual 2 handed weapons will use way more stamina per swing.
*today, maybe tomorrow
EDIT: Fixed
Another mention is that whenever the game updates and some mod stops working, you can at least try to look around the corresponding scripts and see what changed. So u can open one script from the mod and the corresponding script from data0.pak in notepad++ and use the compare button. Most of the time, these updates have some item or thing added and u just have to add it to ur mod script. This way u dont have to wait for modders to update everytime AND u dont have to bother them for the smallest issue.
I'm not updating the mod over this just yet.