STATUS AS OF JANUARY 4th 2025 - Still going through a rough patch and not able to do much modding, but I've been able to verify that this mod is working fine in version 2.2 of Cyberpunk. No functionality updates are required. Please check the video showcase for a clear comparison between vanilla and modded. If you've installed the mod and are getting the vanilla behavior, please double-check that it is installed in the proper directory (see the main mod page for instructions). If it is and it's still not working, let me know. Also, thanks everyone for the messages wishing me well, it's very appreciated <3
STATUS AS OF MAY 3rd 2024 - Apologies to all for my absence, I'm going through a rough patch at the moment and can't currently work on mods. I'll be back eventually. As far as I know, the mod still works, so double-check your install if it seems like it isn't. Thanks to everyone who takes the time to leave a comment confirming the mod is still working after Cyberpunk gets updated. I always appreciate it immensely :)
RAGDOLL PHYSICS OVERHAUL 2.0 BETA has now been released! Here's the video showcase. Feedback is very welcome!
mod is amazing! on the "no death animations" file i noticed the handguns impact force is a lot higher then the other weapons. and maybe a little more variation with how ragdolls ultimately end up on the ground. sometimes npcs all end up on their back in a somewhat similar pose. besides that this mod is a must have for me, thank you so much!
Yeah, the game's handgun impact strength is too high by default, and that can indeed be fixed with an edit to an .es file, but I'm still investigating the general context of those changes. As for this:
sometimes npcs all end up on their back in a somewhat similar pose
Yeah, I'm working on improving variety in the details. My main point of research right now is finding out where I can configure the parameters that govern limb mass, joint strength, movement damping and stuff like that, because those are what really help with the nuances. The .rig files are very limited, they govern only flexibility, collision capsule sizes, and "body groups" for animation graphs (useable as masks that restrict an animation to playing only on certain limbs). But the .mesh files that should contain the remaining physics parameters are nowhere to be found, assuming it's a .mesh file at all (it should be either that or a .phys file). It's actually bizarre how the filebase, TweakDB and the decompiled scripts make so few references to ragdoll configurations. There are plenty of configurations for what triggers a ragdoll, but pretty much none for gravity, mass, etc.
I have ideas for some workarounds through humanoid.animgraph, but that is NOT an easy file to parse (WolvenKit doesn't let you see it as an actual graph yet, only as a collapsible list with over four thousand nodes) so that might take a while. I did figure out how to get rid of those annoying ragdoll twitches that happen right after death, causing the NPCs to clip into scenery. That happens because the physics colliders don't keep up with the bones during additive animations. Later on I'll add an optional file that disables those twitches, and I might actually be able to add active ragdoll to the game at some point if I can figure out the collision issues.
Sorry to be hijacking an old chain here. I found a function in scripts that can be modified to reduce ragdoll impulse forces globally. For my purposes I have just added a 0.5 multiplier so people don't go flying when I shoot them with my handgun :P
Been using this mod for over a year with no crashes or performance issues. Thank you for your hard work, idk why CDPR haven't officially incorporated this.
This has changed the immersion so much. The leg thing bothered me so damn much and with how often you're in combat I find myself checking out all the bodies after, some have slumped over walls and chairs with a much more realistic feel. Very enjoyable.
I really enjoy your "No Death Animations" Version, But was wondering if it would be Possible for you to Perhaps Make the NPC's / Ragdoll Faster once dead?
As they seem to sort of Slow Down as they fall to the Ground with the "No Death Animations"
Just came here to say you've done an absolutely wonderful job with this mod as it's been updated. Hoping you can still find more ways to tweak it, but even if you don't it's already made a huge impact on the game for me personally
This is absolutely one of my favourite mods for this game. It's wild how they removed so many ragdoll related features. Possibly because some of it was CPU heavy? No idea. The 'ragdolls slide more' is amazing too. Watching enemies tumble down the stairs is very satisfying now.
I love this mod, but dropping a carried enemy while crouching makes them often get stuck in a position where they look like they're trying to please themselves orally :x Any way to fix this...?
I was wondering, do you think you'll perhaps ever get round to making a Mod like this for the Witcher 3? I don't know if it's more achievable now with the tools from the Dev's but would be amazing to see you do a mod like this for Witcher 3.
I tried when the official modding tools came out, but I couldn't find the required parameters. There are ragdoll and rig files available, but at the time I checked, there was very little to tweak in them. I've been meaning to try again, as there may be a global physics file I missed.
I've also been studying how to extend this to other games, but animation graphs and physics parameters are rarely easy to access even with great modding tools, so it's been tough :D
I guess it's different with Witcher 3 as (I could be Wrong) Death Animations seem to play over Ragdolls. My biggest issue is that some of the Death Animations look great, but others look terrible haha.
Anyway I look forward to your Future work! thanks mate :)
502 comments
STATUS AS OF MAY 3rd 2024 - Apologies to all for my absence, I'm going through a rough patch at the moment and can't currently work on mods. I'll be back eventually. As far as I know, the mod still works, so double-check your install if it seems like it isn't. Thanks to everyone who takes the time to leave a comment confirming the mod is still working after Cyberpunk gets updated. I always appreciate it immensely :)
RAGDOLL PHYSICS OVERHAUL 2.0 BETA has now been released! Here's the video showcase. Feedback is very welcome!
Yeah, I'm working on improving variety in the details. My main point of research right now is finding out where I can configure the parameters that govern limb mass, joint strength, movement damping and stuff like that, because those are what really help with the nuances. The .rig files are very limited, they govern only flexibility, collision capsule sizes, and "body groups" for animation graphs (useable as masks that restrict an animation to playing only on certain limbs). But the .mesh files that should contain the remaining physics parameters are nowhere to be found, assuming it's a .mesh file at all (it should be either that or a .phys file). It's actually bizarre how the filebase, TweakDB and the decompiled scripts make so few references to ragdoll configurations. There are plenty of configurations for what triggers a ragdoll, but pretty much none for gravity, mass, etc.
I have ideas for some workarounds through humanoid.animgraph, but that is NOT an easy file to parse (WolvenKit doesn't let you see it as an actual graph yet, only as a collapsible list with over four thousand nodes) so that might take a while. I did figure out how to get rid of those annoying ragdoll twitches that happen right after death, causing the NPCs to clip into scenery. That happens because the physics colliders don't keep up with the bones during additive animations. Later on I'll add an optional file that disables those twitches, and I might actually be able to add active ragdoll to the game at some point if I can figure out the collision issues.
@replaceGlobal()
public static func CreateRagdollApplyImpulseEvent(worldPos: Vector4, imuplseVal: Vector4, influenceRadius: Float) -> ref<RagdollApplyImpulseEvent> {
let evt: ref<RagdollApplyImpulseEvent> = new RagdollApplyImpulseEvent();
evt.worldImpulsePos = worldPos;
evt.worldImpulseValue = imuplseVal * 0.5;
evt.influenceRadius = influenceRadius;
return evt;
}
This has changed the immersion so much. The leg thing bothered me so damn much and with how often you're in combat I find myself checking out all the bodies after, some have slumped over walls and chairs with a much more realistic feel. Very enjoyable.
I'm gonna check out more blood splatters next.
I really enjoy your "No Death Animations" Version, But was wondering if it would be Possible for you to Perhaps Make the NPC's / Ragdoll Faster once dead?
As they seem to sort of Slow Down as they fall to the Ground with the "No Death Animations"
Thanks mate and all the best! :)
Do you think is this compatible with Enable Finisher Ragdolls ?
I want to avoid any conflicts so if it's needed i just pick one mod.
Thank you
Any way to fix this...?
I was wondering, do you think you'll perhaps ever get round to making a Mod like this for the Witcher 3?
I don't know if it's more achievable now with the tools from the Dev's but would be amazing to see you do a mod like this for Witcher 3.
All the Best!
:)
I've also been studying how to extend this to other games, but animation graphs and physics parameters are rarely easy to access even with great modding tools, so it's been tough :D
I guess it's different with Witcher 3 as (I could be Wrong) Death Animations seem to play over Ragdolls.
My biggest issue is that some of the Death Animations look great, but others look terrible haha.
Anyway I look forward to your Future work!
thanks mate :)