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Question: Realistic Ragdolls and Force


Saviorsrd

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Posted

This keeps popping up as "This is a requirement" or "You need to use this" as I poke around mod packs, tutorials, etc. on the web.  And. . . I'm confused.

 

I understand what it does in principle (Skyrim's default physics are straight out of a particularly silly cartoon a lot of times) and while I certainly appreciate it when I'm in the mood for something a little less . . . insane. . . it seems like there's a lot of hyperbole involved.

 

So, question.  Is "Realistic Ragdolls and Force" an actual, bona-fide requirement, or just really popular because it does something a lot of people appreciate?  I'm asking because the skeleton changes seem like they'd be counterproductive in a lot of cases, and I've had one instance where it interfered with HDT body physics.  Plus I'm thinking for my next install I'd actually like to go a little crazy with the people flying all over the place.

Posted

Good question. I'm sure one of the more experienced people here can answer it but I automatically just install it. Some of its files or all of its files get replaced by XPs skeleton, so, I don't know.

Posted

If Realistic Ragdolls is interfering with HDT PE, most likely is the case where you didn't let XPMSE overwriting its skeletons. 

 

I posted the same question in XPMSE thread a few days ago and the answer is "yes" if the author of the mod you want to use said it is a requirement, even if 80-90% of what it does is already displaced by XPMSE.

Posted

I've run profiles in my Mod Organizer that didn't have it installed at all, yet everything still worked. Even HDT jiggles and collision. Of course, if you're a Mod Organizer user (and everyone should be these days ;)) you don't have to let it overwrite anything at all. Just move it up/down in the left pane to get the effect you want or need.

Posted

Maybe this is why?

 

From the readme:  

 

ESP:
-Reduces the amount of force for ragdolls to realistic level with different force options to choose from
-Fixed glitch with lightning spell duration causing ragdolls to launch themselves when killed with any weapon
-Arrows will no longer push bodies far away when killed in stealth
-Realistic ragdoll reaction from melee hits. The higher the final hit damage the more force is applied.
-Magic no longer sends people flying 20 feet away
-Unrelenting Force Shout should still send ragdolls flying
 
Ragdolls:
-Less stiffness to overall limbs of ragdolls by increasing their bend and twist radius
-Weight increase for most ragdolls for realistic fall velocity
-Higher friction
-Fixes standing kneeing ragdolls for humanoids due to legs being overly stiff
-Back spine loosen up a bit
-Increase neck twist and bend radius
-Arms are now able to twist behind the back
 
 
But that being said I'm not 100% sure just how "required" it is.  You might be able to run the game without it, but modded skeletons may not work very well without the changes its .esp makes.    
Posted

My setup involves creating a blank "mod" directory in MO's Mod subdirectory to prevent conflicts with other profiles; after running FNIS, the generated stuff -- in scripts, tools, and meshes/actors -- are moved by opening the Overwrite mod first, then looking and selecting the blank mod, and selecting the three items in Overwrite then dragging them to that blank mod.

 

RRF is necessary in that NPCs don't fly out but crumple instead after being shot down. Or at least making cartwheels in the air after getting killed.

Posted

Last time I've tried running xpmse without rraf, I lost the ability to move the dead bodies around - not entirely, minds you, but they'd become extremely "heavy" and difficult to maneuver, dropping to the ground with every move of mine that was faster than tectonic.

Posted

Last time I've tried running xpmse without rraf, I lost the ability to move the dead bodies around - not entirely, minds you, but they'd become extremely "heavy" and difficult to maneuver, dropping to the ground with every move of mine that was faster than tectonic.

Yup, that's the only negative I've experienced when not using it. The heavy cadavers.

Posted

Right.  So basically "Give it a serious try and see what happens."  As I said, obviously the bodies will be hitting the floor...and the walls...and the ceilings...and everything else.  After an uber-realistic run, that's kind of what I was intending to go for next, so it'll likely be a few weeks.  I was just curious, really.

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