Fallout 4

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Created by

WasteTheLand

Uploaded by

Qrsr

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About this mod

Removes the idle animation when NPC is dead and adds ragdoll physics and collision to dead bodies when air or land and alters applied physics to match 9.81 m/s² more closely.

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Removes the idle animation when NPC is dead and adds ragdoll physics and collision to dead bodies when air or land and alters applied physics to match 9.81 m/s² more closely.

The mod changes two essential NPC properties:

[1] Death animation, by default the game adds an animation to the NPC when dead. Which in turn will send most NPC (models) far away into the sky. By removing the animation and replacing these with ragdoll physics NPCs are no longer "flying away". There is still some NPCs which behave weird but its much better now. Any NPC has a skeleton, NIF, model attached which hold the weight and physics data. As long as these have not been altered we have to fight with the default, vanilla physics. Which are great but not perfectly balanced or overhauled.

[2] Corpse collision, corpse collision by default is off. Player char cannot push or walk over bodies, player char will skip bodies, like there are no bodies. Now, this mod applies collision to dead bodies just like to any other object.

In short this mod overrides records of the following object classes:
- Collision Layer,
- Game Setting and
- Idle Animation.

IMPORTANT: This mod is technically a patched version or super composition of the mods below in the reference section. Though, with altered and modifed values here and there.




Collision Layer

L_CHARCONTROLLER - A character controller

- Added: L_BIPED [COLL:00088769
- Added: L_DEADBIP [COLL:00088781]

L_DEADBIP - We need this to differentiate between keyframed + dynamic Bipeds

- Added: L_CHARCONTROLLER [COLL:0008877F]

Game Setting
The following settings are part of the plugin, for transparency they are listed here, but also part of the uploaded images:
fDeathForceDamageMax=2.5000
fDeathForceDamageMin=0.5000
fDeathForceForceMax=2.5000
fDeathForceForceMin=0.5000
fDeathForceRangedDamageMax=2.5000
fDeathForceRangedDamageMin=0.5000
fDeathForceRangedForceMax=2.5000
fDeathForceRangedForceMin=0.5000
fDeathForceSpellImpactMult=0.5000
fExplosionForceMultAngular=0.5000
fExplosionForceMultLinear=0.5000
fZKeyMaxForce=500.0000
fZKeyMaxForceWeightHigh=5000.0000


Idle Animation


Any death animation was swapped, e.g. Animation Event "DeathAnim" is now "Ragdoll". This will force the game to use ragdoll physics and the game settings above properly.

Death animation swapped:
- Death
- DeathAnimation
- DeathAnimationRunning
- DeathAnim
- DeathAnimFallBackward
- DeathAnimHitLocation
- DeathAnimMelee
- DeathAnimMinigun
- DeathAnimMovingForward
- DeathAnimShotgunChest
- DeathAnimSynth
- DeathBackflip
- DeathBack/Forward
- DeathLeft/Right
- DeathForwardRun
- hitReactionStart


Still, as long as nobody is changing the weight and physic stats for every skeleton model NIF ragdolls may behave weird.


Credits | Reference | Special Thanks

- Dead Body Collision by KiCHo666
- Corpse Collision by Moogletron
- Dead Body Collision by DogeBot
- Realistic Death Physics by mm137
- Realistic Ragdoll Force by dDefinder
- More Realistic Pain Train Knockdown by MidnightWolves
- ARJAFIELD for video presentation