The Elder Scrolls IV: Oblivion Realistic Ragdolls and Force v2.0

File uploaded by VGPRObot on June 15, 2006 at 01:33 PM

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File Size: 544.00 KB (557056 bytes)

File Type: Mods  (browse all)

File Name: realistic_ragdolls_and_force_v2.zip

Downloads: 224 total

File Description

This mod changes the internal skeleton for a majority of the characters in the game, changing how they react to in-game physics.

File Instructions

============================================
The Elder Scrolls IV: Oblivion ====
====
Realistic Ragdolls and Force v2.0 ====
By: 46&2 ====
============================================

1. Update Changes
2. Mod Description
3. Installation Instructions
4. Possible Conflicts
5. Important Notes
6. Future Releases
7. Special Thanks
8. Copyright Information


============================================
1. Update Changes: ====
============================================

-= v2.0 =-

This version changes all the existing versions skeletons. It also adds nine
new skeletons, which now covers all the
humanoids and creatures in the game. I realized that the rate at which gravity
pulls a body part to the earth is a
separate entity than the rate at which each body part rotates/moves. Using
this new found information I was able to
completely change how ragdolls act. Ragdolls will still be pulled to earth at
the same rate, but their body parts will
not flail wildly and will rotate/move in a realistic manner. I also changed
the friction of body parts of all the ragdolls
to somewhat match the shape of them. Generally though, the friction has
increased so ragdolls should now tumble more and
also not slide as far, as if they were lubed up with oil going down an icy
hill. :P

I am also still trying to pursue how to get liftable/throwable bodies working.
But, it might not be possible without
completely damaging the ragdolls. :S So we'll have to see what is possible.
:)

-= v1.1 =-

This version includes fixes for the skeletons that represent the deer, frost
atronach, and goblin. Ideally these
creatures should fall a little more realistically now, or at least not have a
specific body part fall at a strange rate
in relation to the rest of the body.


============================================
2. Mod Description: ====
============================================

This is my first mod and is a release that essentially consists of two separate
mods.
The first mod consists of replacement skeletons for the original oblivion
creatures and humans.
These new skeletons tumble and freefall at a much more realistic velocity.
They also do not
generically slump as much resulting in ragdolls falling, flipping and tumbling
in a greater variety of ways.

The second mod changes the minimum and maximum forces which act on a player
after they are killed or knocked
down by both swords, arrows, and magic. This results in less fly back and more
realistic physics. For example,
an arrow will not cause a human being to be lifted off their feet into the air,
and
a swipe of a sword will not toss a human body 5 feet high for many reasons, but
especially because of
leverage.

The second mod comes in three flavours and please only install one of them
based on personal preference:

-= RealisticForceLow.esp =-

* Ragdolls will not be knocked off their feet, except in rare instances with
magic/enchantments maybe.
* Ragdolls will fall more casually after a strike and not be forced to the
ground.
* Ragdolls will not react as heavily based on direction of a strike, but it is
obviously still relevent.

-= RealisticForceMedium.esp =-

* Ragdolls will sometimes be knocked slightly off their feet, but it still
looks realistic.
* Ragdolls will fall less casually after a strike and will be forced somewhat
to the ground.
* Ragdolls will react more based on direction of a strike and fall in that
direction.

-= RealisticForceHigh.esp =-

* Force on Ragdolls is a little more exaggerated, but still less exaggerated
than the original game.


These three .esp files should satisfy everyones personal taste, and are leaps
better than the original game
in certain areas. Again, they affect the force of arrows, magic, and
hand-to-hand weapons.


============================================
3. Installation Instructions: ====
============================================

To install the mod, simply extract the zip archive to your Oblivion folder and
overwrite
any files it asks. Please note that if you have any other mods that replace
the default skeletons
in your 'Data/meshes/characters' or 'Data/meshes/creatures' folders, then these
will conflict with
this mod. So, only one set of skeletons can be used at one time. Please only
install one of the three
included .esp files based on personal preference and activate it or use a
program like Oblivion Mod Manager.


============================================
4. Possible Conflicts: ====
============================================

As mentioned earlier, make sure you check the folders which will be overwritten
to see if any
important skeletons will be deleted. For those who are concerned with keeping
skeletons which
adjust the moveability of bodies, I will be expanding upon this mod to include
that in the future.
As far as I know, the .esp files do not conflict with any mods, but use a
program such as Oblivion
Mod Manager to make sure.


============================================
5. Important Notes: ====
============================================

Due to the Oblivion game engine, a drop in Frames Per Second (lag/slowdown)
will result in things
moving slower regardless of any mod. This mod aims at adjusting physics of
characters and creatures
to reasonable speeds when the game is running properly. But, when extreme lag
occurs physics will
move slower regardless, but not nearly as slow as the original release of the
game.

-= fMaxTime =-

If you've changed the fMaxTime variable in your oblivion.ini file, then you
should probably change it back
to the default (0.0167). For reasons concerning the mod, and the fact that
this variable is really undecided
on what it does and it has a multitude of problems. I personally cannot tell
whether it does much of anything
at all, besides cause strange issues when the value is set too high.


============================================
6. Future Releases: ====
============================================

As mentioned earlier, I will try to include skeletons which are easy to pickup
and toss
as well as falling at a reasonable rate. Also, I will continue to fine tune
the mod where needed
and fix any errors I may have made. I also want to offer multiple instances of
the mod to offer
a variety between less realistic physics and more realistic physics. Maybe
even increase the speed at which
a body falls a tiny bit more for people who want that as well. And maybe play
with friction as well to solve
bodies sliding too much when going down inclines.


============================================
7. Special Thanks: ====
============================================

Special thanks to Darknel from the Oblivion Construction Set Forums for talking
about the Havok
Physics and getting me started in the right direction.


============================================
8. Copyright Information: ====
============================================

I don't feel like I even need to mention this, but if you make modifications to
this mod or change
anything and release it, please give credit where it is due.

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