Oblivion

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Created by

MadAce

Uploaded by

KiCHo666

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Safe to use

About this mod

A mod that overhauls all skeletons in game.

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RAGDOLLS for Oblivion




1. DESCRIPTION

Something that this mod author wanted to do years ago, but along the way he [REDACTED].
After many months of blood, tears and sweat, it's finished. Mod author had to endure Bethesda's first venture into Havok API. Just take a look at the "Old" and "New" images in image section.



Every single skeleton was autistically edited. Collisions were reshaped to fit models better, adjusted mass, friction, restitution, constraints were tweaked,
corpses no longer fall slowly.... Did you know Mountain lion's tail physics was so "dampy" that it acted as a parachute? Or that Troll's elbows an knees bent the wrong way? Now you know. Skeletons were also optimized by removing unnecessary stuff like double usage of constraints on same bones on Mud Crab skeleton. Why Bethesda?
Anyway, it's way too much to name everything that was changed. Maybe mod author will write more after he gets off his meds.



There's also a script that changes the amount of force that's applied to actor depending on your skill and attribute level. It can be tweaked by editing Ragdoll.ini in config folder. Blades use Blade skill + Strength attribute for calculating force while Blunt weapons use Blunt skill + Strength attribute.
Bows are a bit different. They now use locational force, so instead of force always applying to the same "central mass", not arrows will push ragdoll depending where the hit landed. This also changes depending on arrow speed, so if you have mods that change the arrow speed, you can tweak the arrow force option in Ragdolls.ini. By default, it's tweaked to fit vanilla arrow speed.

xOBSE is required!

Oh, there'a an optional file with Wraith ragdoll. It changes the wraith death so instead using static animation, it'll now using actually physics. When final blow is dealt, wraith will dissipate as usually, but it's "cloth" will fall down slowly and will stay there. It's optional because it's not perfect and death replays each time game is loaded. No idea why. 



About grabbing and dragging corpses..... yeah, no idea what was Bethesda thinking. It makes no sense and mod author didn't want to increase limb weight to ridiculous amount in order to make it easier for corpses to be dragged. In any case, best to grab torso area for easier grabbing.


Aaaand about coomer mods. Well, for that compatibility skeleton is needed. Mod author is not interested in doing one, but anyone is free to take NPC skeleton from this mod and use it to make a compatibility one.


MORE DETAILED DESCRIPTION OF WHAT WAS CHANGED:

Spoiler:  
Show

This covers majority of skeletons edited:

ALL CREATURES AND NPCs:
- Reshaped collisions to better fit models
- Replaced Convex Shape collisions with less demanding ones like Sphere, capsule or box
- Adjusted mass, friction, restitution, linear/angular damping, linear/angular max velocity
- All ragdolls will no longer fall down slowly
- Changed constraints from Malleable to proper ones and adjusted freedom of movement for each one
- Ragdolls are less "flappy" overall by adding more friction to constraints (joints)
- Recalculated inertia for all collision (Thanks zilav for making Sniff)
- Removed unnecessary animation data and NiStringExtraData blocks


The following are special edits done to some skeletons that are worth mentioning:

HUMAN (Beasts)
- Added additional collisions for the tail 

FROST ATRONACH
- Made it very rigid and slippery (since it's made out of ice)

STORM ATRONACH
- Each stone (that has its own bone) is now separated from the rest of the model
- (Bonus) Model is now merged into one instead of being partly in skeleton.nif (Should be easier on the performance)

GATE KEEPER
- Added collision for his embedded weapon that uses "metal" material
- Changed other parts of his body to use "metal" material where appropriate

JYGGYLAG
- Added collision to his weapon which now can fall down on it's own
- (Bonus) Included edited model that has meshes joined into one and has his weapon rigged to "Weapon" bone

LICH
- Added physics to its cloth

MEHRUNES DAGON
- Added proper ragdoll to Dagon which is totally unnecessary since he never actually ragdolls in game, but why the hell not...

MUD CRAB
- Removed unnecessary double constraints on some limbs

SKELETON
- Skeleton will crumble into many pieces as opposed to just arms and head
- Added separate skeleton.nif and model for Dark Guardians to avoid boots and armor stretching out

TROLL
- Fixed elbows and knees bending the wrong way




2. INSTALLATION

Use your favorite mod manager for installing. No installation scripts were used, so it should be safe to use any mod manager.


3. UNINSTALLATION

Same as installation, but in reverse.


4. TOOLS USED

- Nifskope
- Sniff
- Blender
- TES Construction Kit
- Bible


Enjoy!


- MadAce