Ragdoll Physics - More realistic ragdoll death physics and corpse collisions
Removed idle animations when NPCs die, added ragdoll physics and corpse collision when in the air or on land, and changed applied physics to be closer to 9.81 m/s².
Screenshots 5 screenshots
About this mod Machine translation
Prerequisite: Automatic Workshop, Far Harbor, Nuclear World DLC
Removed idle animations when NPCs die, added ragdoll physics and corpse collision when in the air or on land, and changed applied physics to be closer to 9.81 m/s².
This mod changes two basic NPC attributes:
[1] Death animation, by default the game adds animation to NPCs upon death. This in turn will send most NPCs (models) far into the sky. By removing animations and replacing them with ragdoll physics, NPCs no longer "fly away". There are still some NPCs acting weird, but it's much better now. Any NPC has a skeleton NIF, an attached model, which contains weight and physics data. As long as these are not changed, we have to contend with the default, vanilla physics. It's great, but not a complete balance or overhaul.
[2] Corpse collision, corpse collision is turned off by default. Player char cannot push or walk over corpses, player char will jump over corpses as if there were no corpses. This mod now applies collision to corpses just like any other object.
In short, this module covers logging of the following object classes:
- collision layer,
- game settings and
- Idle animation.
IMPORTANT NOTE: This mod is technically a patched version or super combo of the mod below in the reference section. However, there are changes and modified values everywhere.
Collision layer
L_CHARCONTROLLER - character controller
- Added: L_BIPED [COLL: 00088769
- Added: L_DEADBIP [COLL: 00088781]
L_DEADBIP - We need this to differentiate between keyframes + dynamic bipeds
- Added: L_CHARCONTROLLER [COLL:0008877F]
Game Settings
fDeathForceDamageMax=2.5000
fDeathForceDamageMin=0.5000
fDeathForceForceMax=2.5000
fDeathForceForceMin=0.5000
fDeathForceRangedDamageMax=2.5000
fDeathForceRangedDamageMin=0.5000
fDeathForceRangedForceMax=2.5000
fDeathForceRangedForceMin=0.5000
fDeathForceSpellImpactMult=0.5000
fExplosijavascript-event-stripped0.5000
fExplosijavascript-event-stripped0.5000
fZKeyMaxForce=500.0000
fZKeyMaxForceWeightHigh=5000.0000
Idle animation
Any death animations have been swapped, for example the animation event "DeathAnim" is now "ragdoll". This will force the game to correctly use ragdoll physics and the above game settings.
Death animation swap:
- die
- Death animation
- Death animation running
- Death animation
- Death animation falls backwards
- Death animation hit position
- Death anime melee
-Death anime rotary machine gun
- Death animation moves forward
- Death animation shotgun discharging
- Death animation synth
- Death backflip
- Death back/forward
- Death left/right
- Death runs forward
- hitReactionStart
Still, as long as someone doesn't change the weight and physical stats of each skeleton model, the NIF ragdolls will probably behave strangely.
Copyright | References | Special Thanks
- KiCHo666's corpse collision
- Moogletron's corpse collision
- DogeBot's corpse collision
- Realistic death physics for mm137
- dDefinder’s realistic ragdoll force
- More realistic pain train knockdowns BY Midnight Wolf
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.