This page was last updated on 20 September 2024, 5:53PM
Changelogs
Version 1.0.71
- Reworked the way how forces and impulses are working to reach the original 1.0.6 feeling (which was imho not the same after the fix).
- The result is, that NPCs now stumble a bit more and are more agile and active.
- Added three versions. "Lighter Bodies", "Normal Bodies" and "Heavier Bodies". All three versions benefit from the force rework. Its up to your taste, which one you prefer!
The "Lighter Bodies" version potentially has a higher stumbling/balancing time of NPCs.
The "Heavier Bodies" version has the same stumbling time but the bodies of the NPCs feeling a bit heavier and weaker, so injured NPCs has a higher potential to fall down quicker.
The "Normal Bodies" version is a mix of both (weight and strength) and comes with agile NPCs with a good chance of stumbling in a appropriate amount.
- Increased the range of reaction variety by adding more custom behaviours and reactions for weapons and ammo. This includes HV ammo for pistols, revolvers, repeater, fire arrows and so on.
- Fire arrows will now set NPCs on fire including the writhing in flames sequence. The damage of the fire arrow was decreased from 101.0000 to 0.0001 to increase the burning time of NPCs.
Version 1.0.52
V. 1.052
- Increased the stability of NPCs significant without taking the agility away too much (which you experienced in 1.0.51).
- Created a painfull looking stumble motion which NPCs is often performing after beeing shot. This motion was inspired by classic western movies.
- Improved the existing leg shot reactions. Continuing shooting on the legs will result in varieties of behaviours. This could be a fall ,stumbling or a body turn.
- Stumbling of NPCs can be affected by following shots.
- Thanks to the improved stabilisation, NPCs are now acting a bit more shocked and dramatic to shots -> like in you know it from classic western movies.
- Clean arm shots with the shotgun won't throw NPCs away. Also NPCs are standing/stumbling longer in an upright position when the arm was blown off by the shotgun.
- NPCs are much more stable if you shoot them with small firearms. The reactions are more dramatic and tensed. The forward folding of the upper body (if you shoot the torso) is removed completely (stomach shot reactions are still the same).
- NPCs are still in an active ragdoll state for a short time when on the ground. If you shoot them on the ground within that time, NPCs will continue reacting to shots until you stop shooting.
- NPCs now randomly try to prevent the fall (after beeing shot) by using arms to push the upper body away from the ground.
- NPCs are reacting more with the environment. It could happen that a NPC decides to roll above small objects or grabbing a chair, table and so on.
- And more...
-Added v1.0.51 to the archive for those of you who prefer less stumbly and more ragdoll like reactions.
Added two versions. A "Main" and a "Soft" version (the configuration of 1.0.52 supports this exception without getting broken or ending up in unwanted results).
- Both versions are based on v1.0.51
- The "Main" version has more stable NPCs which are reacting more "animated".
- The "Soft" version based on the "Main" version with a "softer" and more ragdoll like finish (which you know from 1.0.51).
It is up to your taste, which one you prefer ?
Version 1.0.8
- No changes in the euphoria configuration file (physicstasks.ymt). 2 Versions, HB (Heavier Bodies) and NB (Normal Bodies).
- Both versions (NB and HB) are quite cineastic. NB has a higher chance of more stumbling, HB has a higher chance of falling down faster after being shot.
- Overhauled almost each playable weapon in weapons.ymt related to euphoria settings (there are much more than I thought).
- Linked and combined up to 3 basic euphoria behaviours to weapons and ammo types. Even the same types of different basic weapons are different to each other now (for example Flacos, Grangers and Johns cattleman revolver).
- Adjusted all physics related parameters from the weapons. Int file to precisely match the existing euphoria configuration from physicstasks. Int (NB and HB) and to prevent immersion breaking behaviours like exaggerated spinning of the NPC.
- The adjustment also increases the fluidness of the motions to reach more satisfying shot reactions (of cause this is a matter of taste).
- Added new limb shot reactions to certain weapons partly. If you use the bow to shoot NPCs with a normal arrow in the head, there's a good chance that NPCs try to grab the arrow. Improved arrows noticeably reduces the chance of that behaviour, but are a bit more powerful.
- By using 2 different handguns and/or ammo types, it's possible to apply 2 different Ragdoll behaviours to the same NPC. This can cause really cineastic and unique moments.
- Knives and tomahawks are now causing 2 different behaviours.
- Adjusted the impulse force and the "force fall off" range of shotguns. These now can cause a blast/knock back to the NPCs body or hurt the NPC to make it fall down quick depending on the range and Hitzone. The slug ammo reaction now is more like a strong single bullet reaction.
- M1899, LeMan revolver and Evans repeater are untouched. (It seems like the files get corrupted when I try to unhash them. Any help to unhash those files without making them corrupt is welcome!)
- Cleaned up all comments in the weapons. Int file. Now each section with CERR changes are marked clearly. I also marked which parameters exactly are used for C.E.R.R in one weapon section (cattleman revolver single) as an example (this is a repeating pattern in all other weapon sections as well).
- I also wrote some instructions at the end of the weapons.ymt file in case that you want to merge the mod with other mods which may also use the weapons.ymt file to make them compatible to C.E.R.R 1.08.
Version 1.0.6
- Merged the "Main" and the "Soft" version from 1.052 to provide a stable, reactive and diversified NPC behaviour with authentic motions, thanks to the significant reduced stiffness. This is affecting almost everything.
- Improved leg shots. The range of random behaviours which can accur is whider now.
- Stumbling is now more appropriate to the complete experience. Not too much, not too less. NPCs can also drop, or go to the knees or roll. This depends on a range of condidions to prevent repetetive behaviour pattern.
- Reworked Headshots a bit to reduce a too "dramatic" reaction (taking serveral steps backwards). The number of (small and weak) steps is now reduced to a random value between 0 and 3 (for staggerfall).
- The motions of the NPCs are a bit more "stumbly bumbly" now, which Imho goes a bit more in the RDR1 direction.