ACE2's "Drop Weapon" feature was removed in version 1.5 because it occasionally caused crashes in my playthroughs and other users had problems with their allies dropping weapons.
Crippling the right arm still causes some people to drop weapons because it's a feature in the vanilla game. Also the guy in the picture is dabbing.
(A message to those who want to use the DANCING RAGDOLLS version)
For the love of God, if you use Compatibility Skeleton, use the VANILLA WEIGHTS version before you complain that dead bodies are flying around. It's not my fault NVCS is weighted drastically differently. If enemies STILL fly around, then MadAce's Ragdolls mod is having an effect on your explosions, making them way too powerful (there are explosive force settings in the MCM).
USE THIS WITH DRAMATIC STAGGERING AND FETAL POSITION SKELETON FOR MORE BRUTAL DEATH REACTIONS!
You can do whatever you want. All I'm saying is that Compatibility Skeleton is known to make the ragdoll very lightweight, such that it is prone to flying away when you use Dancing Ragdolls. Dancing Ragdolls works by deploying little invisible explosions to nudge characters around and make them squirm while ragdoll.
The good news is, you have options. You can either use the Compatibility Skeleton that has the vanilla weights, or you can use the NVCS-compatible version of the Fetal Position Skeleton mod. Either works.
unfortunately, i still seem to be getting the "flung ragdolls" issue, both with the vanilla-weighted NVCS as well as the NVCS-compatible version of the fetal skeleton mod. disabling nvcs does not seem to fix the issue. i don't have any other mods affecting ragdolls besides madace's ragdolls, uninstalling that *does* reduce the issue, however corpses still twitch and occasionally blast off into space. any idea for a fix?
still doesn't seem to be working - maybe i'm missing something? i have the latest version of xnvse, and i'm running ACE 2 dancing ragdolls build 2.8, fetal position skeleton 2.1, dramatic staggering 1.6, ragdolls 5.3.9 with the default mcm settings, and no NVCS whatsover. getting npcs blasting off into space like mad >~<
It's got to be some stupid incompatibility. And after taking a cursory look at MadAce's file system, I can confirm that he also has his own version of the skeleton.nif, which is probably very lightweight compared to mine. My guess is that Ragdolls is overriding Fetal Position Skeleton. You need to give Fetal Position Skeleton priority. If that doesn't work, maybe there's a Stewie's Tweaks setting or other quality-of-life mod that changes the weight of ragdolls on the engine level.
i have fetal position skeleton loading last, but i'll go ahead and give things a test without ragdolls when i get home today and give you an update. also keeping an eye out myself for any weight-related settings. thanks for checking in and being so helpful psychor, i've been a huuge fan of your mods since the *original* awesome crippling effects, and stuff like brutal staggering and dramatic inertia have a permanent place in my load order <33
for the love of god using vanilla weights on Compat Skeleton also tried NVCS-compatible version of the Fetal Position Skeleton . lo is correct. ragdolls with dancing ragdolls version still fly all over the place. disabling this fixes it. ill revisit this at a later time. hopefully things get ironed out
Does anyone know how this interacts with Live dismemberment? I know LD has some issues in the past where enemies would lose a limb, get up then paly the losing limb animation.
I'm going to be releasing a mod on New Year's Day called "Mortal Player." You won't go ragdoll, but getting damaged will cause you to stagger and take a huge amount of limb damage. I always have it enabled when I play. I could be convinced to release it earlier though. But yeah, Mortal Player and CQC are coming out very soon. CQC is coming out New Year's Day.
Just a question, lets say on head crippled 50% chance on going limp is it only on the cripple proc or overtime they would go limp, then again and again overtime?
In the description [Crippled Head]: 50% chance of going limp Does that mean on crippled head the one time 50% chance or is it overtime while the head is crippled
I love the scope of your mods man. I don't suppose you plan to do an all-in-one package at some point? I feel like most of your mods fit together anyway so it'd be a little more efficient to have a package of them. Love the work!
Cool idea but probably not. For one, updating an all-in-one mod would be a bitch. If I make one change to Fetal Position Skeleton or ACE2, now I gotta update the big mod. Secondly, the whole idea behind my mods is that they are simple, modular, but have a big impact on gameplay. Third, if someone reports a bug in the all-in-one mod, I will have no idea which sub-mod is causing the issue.
Thanks for enjoying my mods though! I may come out with some mods packaged together, or some mods with multiple functionalities. Like Project Agility will include landing-on-the-ground animations, diving, and NPC diving too.
So I downloaded the Dancing Ragdolls version of this mod alongside Awesome Staggering and Fetal Position Skeleton while playing through Honest Hearts.
Between these three mods, something happens that causes the male tribal NPCs to sprout these huge...protrusions? II don't know how to explain it better. See this screenie. Any ideas?
206 comments
Crippling the right arm still causes some people to drop weapons because it's a feature in the vanilla game. Also the guy in the picture is dabbing.
For the love of God, if you use Compatibility Skeleton, use the VANILLA WEIGHTS version before you complain that dead bodies are flying around. It's not my fault NVCS is weighted drastically differently. If enemies STILL fly around, then MadAce's Ragdolls mod is having an effect on your explosions, making them way too powerful (there are explosive force settings in the MCM).
USE THIS WITH DRAMATIC STAGGERING AND FETAL POSITION SKELETON FOR MORE BRUTAL DEATH REACTIONS!
You can do whatever you want. All I'm saying is that Compatibility Skeleton is known to make the ragdoll very lightweight, such that it is prone to flying away when you use Dancing Ragdolls. Dancing Ragdolls works by deploying little invisible explosions to nudge characters around and make them squirm while ragdoll.
The good news is, you have options. You can either use the Compatibility Skeleton that has the vanilla weights, or you can use the NVCS-compatible version of the Fetal Position Skeleton mod. Either works.
It's got to be some stupid incompatibility. And after taking a cursory look at MadAce's file system, I can confirm that he also has his own version of the skeleton.nif, which is probably very lightweight compared to mine. My guess is that Ragdolls is overriding Fetal Position Skeleton. You need to give Fetal Position Skeleton priority. If that doesn't work, maybe there's a Stewie's Tweaks setting or other quality-of-life mod that changes the weight of ragdolls on the engine level.
Does that mean on crippled head the one time 50% chance or is it overtime while the head is crippled
Thanks for enjoying my mods though! I may come out with some mods packaged together, or some mods with multiple functionalities. Like Project Agility will include landing-on-the-ground animations, diving, and NPC diving too.
Between these three mods, something happens that causes the male tribal NPCs to sprout these huge...protrusions? II don't know how to explain it better. See this screenie. Any ideas?
EDIT:
NVM. Fixed it. Its not this mod.