I have officially moved on from Nexus modding. All of my mods are free to use, modify, patch, compile, etc. however you see fit, just credit me. I will not be responding to messages - do whatever the hell you want, just don't ask me!
Got back into game. Been using this mod since forever. This time I forgot to use this mod and noticed people doing dying animations before falling down, like they were still trying to stay alive. They weren't flying away. Never noticed that before. It was kinda cool. Didn't even know that was in the game. I only had this mod to stop people flying away. lol.
I just noticed the video on the front page showing him kill a feral ghoul. What's happening in that video is not happening on my game. When i shoot a ghoul in the head they are doing backflips from the force. Not sure how i could have messed up the install since i used vortex. Anyone have any idea why his mod is not affecting my game?
When that ghoul gets shot it's playing a death animation, so no ragdoll. I wouldn't say it's the best example to use as a comparison. Just fyi as it's the first thing I noticed.
i dont see any conflicts in f4edit so i would say to be safe you will need All DLC + no death animations. Worst case (i guess) is it adds to your esp count.
This is the one I installed. Still have the irritating slo-mo death animations and it makes it hard to tell if there are any changes to the physics. I'm going to try the second file next. UNLESS, there is an ini command that stops the kill animations... because sometimes enough is enough.
Thank you for upload this mod. I could feel really physics, however I find the cause that will became ragdoll player. when I used death claw gauntlet and happened finish move "PairedKillDeathclawGauntletStabStomach_Lead", player was became "Ragdoll" so, I couldn't move anymore unless reload the data. I think the "Ragdoll" value include on deathclawguntlet finish move path.
The cause for that is: DeathclawDeathAnim [IDLE:00020375]It is missing: GetIsRace for reference: DeathclawRace "Deathclaw" [RACE:0001DB4A] Which for some reason got deleted. It should be gone when adding those parameters.
It's far too late now, but it would've been nice to see a video of the mod in action, not buried in somebody else's showcase with zero time markers for where this mod is actually featured at.
259 comments
Can you customize this mod for me to suit my overly specific request?
No.
Can you add a bunch of extra stuff that will make this mod buggy, script-heavy, and messy?
No.
Can you make this unrelated mod I thought of?
No.
Can you make a patch for X mod?
If I use it, maybe. If not, no.
Will you bring this mod to consoles?
If possible, yes. If not, no.
This mod is pointless, and I'm going to explain why at length.
Don't bother. Also, this is not a question.
This mod is not lore-friendly, and I'm going to explain why at length.
See above.
Probably should use this mod instead Ragdoll Physics - More realistic ragdoll death physics and corpse collision
https://afdian.net/a/FranQ_QWangK
https://www.bilibili.com/video/BV14i4y1i7ag/?spm_id_from=333.999.0.0
UNLESS, there is an ini command that stops the kill animations... because sometimes enough is enough.
I could feel really physics, however I find the cause that will became ragdoll player.
when I used death claw gauntlet and happened finish move "PairedKillDeathclawGauntletStabStomach_Lead",
player was became "Ragdoll" so, I couldn't move anymore unless reload the data.
I think the "Ragdoll" value include on deathclawguntlet finish move path.
DeathclawDeathAnim [IDLE:00020375]
It is missing:GetIsRace
for reference:DeathclawRace "Deathclaw" [RACE:0001DB4A]
Which for some reason got deleted. It should be gone when adding those parameters.Realistic Death Physics: YouTube Review by VatiWah