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!
A while ago you helped me to tweak your ragdoll mode a bit more (to add more neck flexibility). A few weeks ago I got back to NC and tweaked a bit more with it and I am quite pleased with my results. See some examples here: https://imgur.com/a/palregenis-alternative-ragdoll-physics-overhaul-igkvv8F. Maybe a short video showcase will come soon.
My overall goal was to give more flexibility to the neck, hands, legs and foot, so the bodies produce a more limp-like impression - without introducing too many anomalies. I found that my new params combined with your experimental Lower Ragdoll Friction mod work very well - with only one compromise: when laying facing the ground the head can stuck a bit under the body occasionally or looking forward. :D But for me these rare artifacts are not a dealbreaker, and you or others may find this version worth to use.
I do not plan to publish it as a separate mod as the main credit is yours - not only for making this really cool mod as a base to my version but because you also helped me to use WolvenKit properly. But if you have some time, give it a try and maybe it can be an alternative / optional file for this mod.
BTW, here are my changes on top of your base mod (pls do not mind my pseudo-English mental notes on what the params are for :D ):
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...?
Probably not as CDPR seemingly did not create a separate animation for crouch-dropping bodies. So they just enter ragdoll mode in the pose they are on your shoulder, from a low height and gravity makes them have fun with themselves. That is my 2 cents.
Fantastic mod! Is anyone else though having issues with melee? Im using the no death animation addon in order to finally get the "beat somebody so hard, they get yeeted"-effect. For example gorilla fists work fine as you would expect them to, and they ragdoll away nicely. But with bats and hammers it doesnt work, with the katana it doesnt always work, they still get their death animation. Additionally, when I block bullets and kill someone with it, they too get the death animation, but it plays only half way through and then they collapse...
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"
509 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!
A while ago you helped me to tweak your ragdoll mode a bit more (to add more neck flexibility). A few weeks ago I got back to NC and tweaked a bit more with it and I am quite pleased with my results. See some examples here: https://imgur.com/a/palregenis-alternative-ragdoll-physics-overhaul-igkvv8F. Maybe a short video showcase will come soon.
My overall goal was to give more flexibility to the neck, hands, legs and foot, so the bodies produce a more limp-like impression - without introducing too many anomalies. I found that my new params combined with your experimental Lower Ragdoll Friction mod work very well - with only one compromise: when laying facing the ground the head can stuck a bit under the body occasionally or looking forward. :D But for me these rare artifacts are not a dealbreaker, and you or others may find this version worth to use.
I do not plan to publish it as a separate mod as the main credit is yours - not only for making this really cool mod as a base to my version but because you also helped me to use WolvenKit properly. But if you have some time, give it a try and maybe it can be an alternative / optional file for this mod.
BTW, here are my changes on top of your base mod (pls do not mind my pseudo-English mental notes on what the params are for :D ):
LeftUpLeg -> LeftLeg
spread SwingAnglesZ 69, -48
RightUpLeg -> RightLeg
spread SwingAnglesZ -48, 69
Neck1 -> Head
lean SwingAnglesY -50, 50
nod SwingAnglesZ -45, 75
turn TwistAngles -90, 90 (not working, swap did not help)
LeftFoot -> LeftToeBase
nod SwingAnglesZ -5, 25
lean SwingAnglesZ -10, 10
RightFoot -> RightToeBase
nod SwingAnglesZ -5, 25
lean SwingAnglesZ -10, 10
LeftHand -> LeftHandMiddle2
wave SwingAnglesY -30, 80
nod SwingAnglesZ -8, 30
twist TwistAngles -45, 45
RightHand -> RightHandMiddle2
wave SwingAnglesY -30, 80
nod SwingAnglesZ -8, 30
twist TwistAngles -45, 45
Cheers Choom!
Any way to fix this...?
Is anyone else though having issues with melee? Im using the no death animation addon in order to finally get the "beat somebody so hard, they get yeeted"-effect. For example gorilla fists work fine as you would expect them to, and they ragdoll away nicely. But with bats and hammers it doesnt work, with the katana it doesnt always work, they still get their death animation. Additionally, when I block bullets and kill someone with it, they too get the death animation, but it plays only half way through and then they collapse...
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! :)