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This page was last updated on 29 April 2024, 9:21AM
- Changelogs
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Version 0.6.4
- Actors are now added to the world in a staggered fashion, so that multiple are never added within the same few frames. This might make things more stable with multiple followers.
- When loading a game (including after dying), all previously-added actors are now removed from the world. This should fix some characters floating/spinning when loading a game in the same cell as you were already in.
- You will no longer deform / push around the ragdolls of NPCs using furniture by walking into them (same behavior as if they weren't using furniture)
- collision between NPCs and dead bodies is now disabled by default. It could get a bit janky at times, especially when they walk into large creatures like giants or frostbite spiders.
- World changed wait time slightly increased from 3.5 to 4 seconds.
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Version 0.6.3
- Add compatibility with the latest HIGGS update (1.8.0) which changes how held objects are handled.
- Fix AddAggressionIgnoredActor PLANCK API functions not doing what they're supposed to do.
- Added ini options requireFullPowerAttackStamina and requireFullBashStamina (off by default) to not allow power attacks/bashes unless you have the full amount of stamina required to power attack / bash. Normally, you can power attack / bash as long as you have any stamina at all.
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Version 0.6.2
- Fix some characters being broken after being resurrected. Namely, characters like khajiit which have extra ragdoll bones for their tail while dead but not while animated.
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Version 0.6.1
- Thrown objects that hit an NPC now take damage themselves as well. This enables them to be destroyed if they are destructible.
- Minimum mass of a thrown object to deal damage to an NPC when colliding with them has been significantly reduced. This only applies to objects that were recently held by the player.
- Many improvements around handling NPCs that persist when changing worlds. This includes followers, as well as NPCs in the 3 most recently visited interior cells (which are still loaded by the game).
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Version 0.6.0
- A slew of physical animation improvements
- Bone lengths are no longer restricted when driving the ragdoll from the animation. This means more accurate ragdoll alignment with what you actually see, in many many cases.
- Note: Bone lengths are still restricted (and they should be) when mapping back from the ragdoll, so if you displace someone's ragdoll a lot, alignment may diverge again while you're affecting it.
- Due to the above change, this exposes some broken skeleton mappings in the base game. This is especially noticeable with one of the legs of the frostbite spider. Planck will automatically try and fixup broken skeleton mappings like that.
- rigidbodyT collision objects are now handled properly when mapping to/from animation to ragdoll rigidbodies (ACTUALLY fixes the frost atronach)
- Use master pivot positions instead of slave pivots when loosening constraints. This should make the pivot points of limbs more accurate (esp. for the frostbite spider). - Constraint loosening now runs on dead/ragdolled characters
- This improves the collision alignment between the actual ragdoll collision and what you see visually for ragdolled characters
- Namely, this helps when a character is flipped from being upside down to not, and vice versa, since unmapped bones (like the shoulders) change when get-up poses switch when the character is facing up vs down. The ragdoll will now automatically adjust to match in these cases, and more.
- Ragdoll constraints now always return to their regular values (defined in the ragdoll) when becoming ragdolled (sometimes they would retain their last loosened values before)
- Ragdoll constraints are loosened gradually when becoming ragdolled and getting up, instead of instantly - Much smoother transition when planck takes over an actor, instead of them wobbling for a moment
- The time before planck takes over animation (worldChangedWaitTime) has been raised from 0.4s to 4 seconds thanks to this (I hope this will help with balling up NPCs when first loading a zone)
- Note that due to planck running for dead actors as well, bodies may undergo a slight shift 4 seconds after loading a new zone as the constraints are modified. - Weapon bashing has been reworked
- Weapon (not shield or torch) bashing is no longer based on if you are blocking or not
- It is now based on how close your hand is to the hit position, and whether your sword is pointing sufficiently not in the direciton of the hmd. So, don't point your sword forward, and try to hit them close to your hand (the hilt) if you want to bash.
- This should greatly help with preventing accidental bashes, especially when using dual wield block vr - Killing blows now only impart 25% of the impulse they would have otherwise (prevents enemies from getting launched too much when killed)
- Speed reduction when letting go of a live npc is now faded out gradually instead of instantly changing
- Aggression is now disabled by default when a menu is open (dontDoAggressionWhileMenusAreOpen - prevents accidentally making people angry while in dialogue/etc)
- Fix draining stamina when grabbing an actor that died while ragdolled
- Added disableConstraintsRaces to automatically disable constraints for some races. This should not really be used except for very special cases like the storm atronach.
- fixes Storm Atronach freaking out - Misc stability changes
- A slew of physical animation improvements
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Version 0.5.1
- Fix memory corruption when switching worlds (going between interiors or between exterior and interior cells)
- Power attacks should now respect the actual controller bindings for power attacks, instead of just the trigger (if you had your power attacks bound to something other than the trigger, they should work now)
- Movement speed penalty while grabbing a live medium/large NPC has been slightly increased
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Version 0.5.0
- Many improvements have been made to how characters get up from being ragdolled compared to how it is in the base game
- The character controller pitch/roll is no longer instantly reset when getting up, in favor of a gradual transition
- Characters no longer jitter due to powered constraints when beginning to get up
- Some characters such as children and chickens no longer snap multiple times when beginning to get up and instead have a smoother transition from being ragdolled, to starting to get up, and then to actually getting up.
- Getting up is now physically animated the same way as usual with planck, which properly incorporates global movement of the character during the get up animation, instead of the character getting up in-place. This means they will look like they are balancing their weight better.
- The ragdoll is no longer removed and re-added when finished getting up, leading to a smooth transition between getting up and being normal again. Having someone grabbed will persist after they have finished getting up, etc.
- In the base game, certain characters get into a bad state after getting up that leads to them becoming frozen in place and being separated from their ragdoll. Planck tries to autodetect this which should lead to less bugged characters after being ragdolled and getting up.
- In general, the "getting up" process should be much better and smoother than in the base game. It can occasionally result in whacky behavior, and some creatures (looking at you, dogs) can still be a little nasty, but it should overall be a large improvement, especially for humanoids/bipeds. - Small races (skeevers, mudcrabs, small frostbite spiders, ...) and characters below a certain (small) health threshold (chickens, rabbits, ...) will now be instantly ragdolled when you grab them, which should lead to more believable interactions with them. This is the ragdollOnGrab functionality that was disabled by default before now.
- Characters are now prevented from trying to get up if they are alive and ragdolled while you have them grabbed. Your stamina is still drained while you are holding them, and you will be forced to let go of them if you run out.
- After dropping a ragdolled character, fall damage will now be applied based on the height when you dropped the character rather than the height at which they were ragdolled as in the base game. Previously, you could grab someone, carry them 50 meters downwards and drop them, and they would die to fall damage.
- NPCs transitioning between using and not using furniture no longer have their ragdoll removed or reset by the game. This should make transitions to/from furniture seamless, even while grabbed.
- This is re-enabled after disabling this in 0.3.1 as it caused issues in certain cases. NPCs will now have their ragdoll constraint motors disabled briefly after exiting furniture, which seems to fix the issues that were present previously. - Fix swinging a sword while blocking with a shield in the offhand wrongly triggering a bash or power bash instead of a regular swing, which could also cause the player's blocking state to get into a bad state where you become unable to block.
- Added the ability to completely disable collision between the player and followers or summons (off by default).
- Many improvements have been made to how characters get up from being ragdolled compared to how it is in the base game
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Version 0.4.6
- Weapon bashes no longer trigger on swings that don't hit anything. Bashes will only be counted if you actually hit someone while blocking, which should reduce the number of swings that accidentally count as bashes
- Added an ini option to enable/disable weapon bashing
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Version 0.4.5
- Potentially fix crash introduced by changing biped layers in 0.4.4
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Version 0.4.4
- Physical animation for animations that stretch or move body parts rather than just rotating them are now handled better. The ragdoll constraint pivots are now moved to allow for the current animation pose.
This fixes frost atronachs floating in the air since their animations pull their limbs apart from their ragdoll, as well as any other similar cases of animations that do this. - Improve physical animation constraint loosening in general, especially for scaled actors.
- Objects that spawn on the L_BIPED collision layer that are not part of a ragdoll are now converted to the L_DEADBIP layer (same as that of dead ragdolls) since PLANCK makes objects on the biped layer not collide with things like the ground.
This should fix decapitated limbs from Maximum Carnage causing the body to disappear, as the decapitated limb would fall through the ground and unload the body. - Characters will no longer collide with objects on the L_CLUTTER layer that are not moveable, such as invisible ledge sitting furniture markers.
This fixes characters getting twisted up while sitting on ledges in areas such as the Eldergleam Sanctuary, as well as any other such similar cases. - Getting a hit with a weapon while holding the trigger will no longer potentially count as a bash (holding the trigger with a shield will still trigger a power bash).
- Physical animation for animations that stretch or move body parts rather than just rotating them are now handled better. The ragdoll constraint pivots are now moved to allow for the current animation pose.
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Version 0.4.3
- Standing power attacks (downwards swings) now become forwards power attacks if you are moving forwards during the swing. Stabbing now acts as a standing power attack, and will become a forwards power attack if you are moving forwards.
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Version 0.4.2
- Fix freeze due to deadlock when hitting someone while starting to block
- Vastly improve/fix character warping/teleporting behavior (when their ragdoll is >3m away from where their animation wants them to be), especially for scaled actors
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Version 0.4.1
- Movement is no longer blocked when swinging while casting a spell
- The IsBashing animation variable is now spoofed similarly to the bAllowRotation variable during bash swings, so that mods can detect bashes.
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Version 0.4
- Weapon swings are totally reimplemented.
- They now trigger as soon as your hand slows down after going above the target velocity, instead of as soon as your hand reaches the target velocity. So it is more like at the "peak" of the swing rather than at some arbitrary time that you passed the threshold.
- Pulling your hand back as a windup for a swing shouldn't trigger a swing as there is some detection around if you are moving your hand in the opposite direction as you are looking.
- Regular swings now perform the regular swing animation instantly, triggering hitframes, weapon swing animation events, etc. including swinging your shield as a bash.
- Swings animations are instant, but stuff like the attack state, attack data, and bAllowRotation animation variable are spoofed for 200ms after a swing to give mods that listen for hitframe/etc. events time to respond to them.
- Minor changes like the swing sound now comes from the position of the weapon rather than from the center of the player. - Hits will now check if a swing just occurred, and if it did, it will not do stuff like double-charge stamina and other things the swing already did.
If a swing did not occur, then a swing is performed at the time of the hit, deducting stamina and all other swing things like the swing sound, animation (hitframe), callbacks etc. - Power attacks are totally reimplemented
- Power attack swings are instant, and no longer have a second hit as part of the power attack.
- Power attacks are directional based on swing direction at the peak of the swing.
- Swing direction is biased vertically for downward swings (so most swings should result in standing power attacks, with left / right / backwards (up) being more deliberate)
- Power attack hits are also directional and have no double-hit, as they are actually just implemented as part of the swing, which either occurs before a hit or is performed as part of the hit.
- Power attacks deal additional impulse when hitting someone (by default, 2x)
- Stuff like the IsPowerAttacking condition should work as expected now - Hits that trigger hit events on non-actors or on destructible objects now play appropriate impact sounds, kind of like the vanilla bPlayVRMeleeWorldImpactSounds setting, as well as play the appropriate impact vfx instead of just impact sounds (for example, when hitting trees with mods like Immersive Tree Chopping VR)
- Bashes (including bash swings) now cost the appropriate amount of stamina, as in non-vr skyrim
- If there is no stamina and you try to bash (either swing or hitting someone with the shield), the attack will completely fail and will play the magic cast failed sound and out of breath player dialogue, along with a long haptic pulse (and flash the stamina bar on the hud, for those who have it visible) to communicate this.
- To control this behavior, there is the failBashWhenOutOfStamina setting. If this is turned off then you can still bash at 0 stamina (though if above 0, it will still charge stamina), and power bashes at 0 stamina will be regular bashes instead. - Standing next to someone who is using furniture will no longer bump them
- Shoving followers / friendly NPCs will now still play shove dialogue (without increasing aggression)
- You can now bash with your main weapon while you have a spell in the offhand
- Objects hitting ragdolls now use higher speed/mass thresholds if not thrown by the player, so less random objects causing collision damage to NPCs
- Fix attack state not being unset properly in some cases, causing you to be unable to attack, jump, or sprint until changing weapons
- Planck now has a c++/papyrus api including stuff like locational hit data on hits.
This includes the ability to toggle planck on arbitrary actors, as well as toggle stuff like collision between ragdolls of actors. NSFW mods should use this interface to disable this stuff if they want to.
There are also functions for setting any of planck's ini settings at runtime, as well as options for toggling aggression for specific actors or modifying the dialogue topics used for aggression. - Misc other fixes
- Weapon swings are totally reimplemented.
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Version 0.3.1
- Disable aggression for player summons
- Fix persistent footstep noise when colliding with someone's ragdoll whose collision is disabled
- Revert seamless furniture transition changes since it can cause ragdoll constraint issues at the end of things like flower girls animations. It can be re-enabled by setting seamlessFurnitureTransition to 1 but be aware of the issues it can cause.
- Increased low/high/assault aggression time thresholds from 0.2/3.5/7 seconds to 0.5/4.5/9 seconds
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Version 0.3.0
- Added an NPC aggression system where touching or grabbing an NPC accumulates an aggression score.
While a character is touched or grabbed, they will complain and move away from the player, first less urgently, then after a few seconds, more urgently.
If they are harassed more, they will stop using any furniture they're currently using, and eventually will turn hostile to the player. If the player runs far enough away, they will calm down again.
Followers and NPCs with a high enough relationship rank with the player are exempt from this system. - Added the ability to shove other actors while the player's hands/weapons are sheathed. If you push someone hard enough while sheathed, they will either act as if they were just ran into (a large bump reaction), or get staggered if that doesn't work. A shove costs 40 stamina, and increases the npc's aggression a large amount.
- Player movement speed is now slowed while they have someone grabbed, according to the grabbed actor's race size
- Stamina is now drained if you have someone grabbed, at a fairly slow rate if they are non-hostile and a more significant rate if they are hostile. If you run out of stamina, you will let go of whoever you have grabbed.
- Bashing with a weapon, as well as power bashing (hit while holding the trigger) with a shield are now implemented which should mean planck now implements everything that the base game has
- The player no longer pushes other actors' ragdolls around with their capsule, only with your hands/weapons
- NPCs will no longer collide with each other if they are in the same position, or if they are both using vehicles. This should address most cases of nsfw mod scenes.
- Characters will now rotate to minimize weirdness while you have them grabbed, instead of staying at the same rotation.
- NPCs transitioning between using and not using furniture no longer have their ragdoll removed or reset by the game. This should make transitions to/from furniture seamless, even while grabbed.
- The hit cooldown no longer takes into account if time is slowed, which should make attacking feel better while time is slowed
- Fix some hit detection issues with actors without ragdolls, such as wisps
- Fix power attacking triggering a negative stamina regen delay
- Fix arrows going through enemies in the bleed out state
- Fix punches not being able to hit static objects
- Potentially fix bodies floating in the air (no gravity) on death in rare cases
- Hopefully fix mannequins being misplaced
- Lessen npc vs. dead body collision sounds
- Fix getting the relationship rank of npcs wrongly when deciding whether to bump them or not
- Misc stability improvements / other fixes
- Added an NPC aggression system where touching or grabbing an NPC accumulates an aggression score.
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Version 0.2.4
- Ragdoll vs. ragdoll collisions now require a much higher speed threshold to play collision sounds
- Added an option to disable ragdoll collisions between separate characters, separately from ragdoll self-collisions
- Improved impulse behavior while time is slowed
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Version 0.2.3
- Gravity is now disabled for active ragdolls, which should fix characters bouncing up/down and sinking into the ground slightly depending on framerate
- Characters getting bumped when you touch them now has a small velocity requirement instead of any velocity bumping them
- Added a very short wait on world changes before adding ragdolls to the world to give things a moment to stabilize
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Version 0.2.2
- Hits on non-actors now properly trigger hit events. This should fix any issues with realistic vr mining and wood chopping as well as stuff like hits with the nettlebane dagger against the eldergleam tree.
- Made the distance at which actors will snap to their animation pose if their ragdoll is not in sync much shorter (from 10m to 3m). This should greatly mitigate characters flying through walls and floors on worldspace changes.
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Version 0.2.1
- Fix crash when transforming into a werewolf or vampire lord
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- Author's activity
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April 2024
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29 Apr 2024, 9:21AM | Action by: FlyingParticle
Attribute change
'Description changed.'
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15 Apr 2024, 4:26AM | Action by: FlyingParticle
Attribute change
'Description changed.'
February 2024
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10 Feb 2024, 1:23AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.4'
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10 Feb 2024, 1:23AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.4'
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10 Feb 2024, 1:22AM | Action by: FlyingParticle
File added
'PLANCK 0.6.4 [version 0.6.4]'
January 2024
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04 Jan 2024, 1:22AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.3'
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04 Jan 2024, 1:21AM | Action by: FlyingParticle
File added
'PLANCK 0.6.3 [version 0.6.3]'
September 2023
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02 Sep 2023, 11:32PM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.2'
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02 Sep 2023, 11:31PM | Action by: FlyingParticle
File added
'PLANCK 0.6.2 [version 0.6.2]'
August 2023
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28 Aug 2023, 2:57AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.1'
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28 Aug 2023, 2:52AM | Action by: FlyingParticle
File added
'PLANCK 0.6.1 [version 0.6.1]'
July 2023
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06 Jul 2023, 6:18AM | Action by: FlyingParticle
Attribute change
'Description changed.'
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06 Jul 2023, 5:54AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.0'
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06 Jul 2023, 5:53AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.0'
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06 Jul 2023, 5:52AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.6.0'
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06 Jul 2023, 5:49AM | Action by: FlyingParticle
File added
'PLANCK 0.6.0 [version 0.6.0]'
May 2023
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26 May 2023, 10:20PM | Action by: FlyingParticle
Attribute change
'Description changed.'
February 2023
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15 Feb 2023, 7:26AM | Action by: FlyingParticle
Attribute change
'Description changed.'
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15 Feb 2023, 6:55AM | Action by: FlyingParticle
Changelog added
'Change log added for version 0.5.1'
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15 Feb 2023, 6:51AM | Action by: FlyingParticle
File added
'PLANCK 0.5.1 [version 0.5.1]'
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- Mod page activity
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May 2024
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