620.435
2.259
620.435
2.259
GTA V was the most dissappointing when it came to Euphoria including games. RDR and Max Payne 3 were the best and IV didn't come much behind. What I've done is bring GTA V to the same level or close to what those two games represent of the Euphoria real-time ragdolls. Much work was involved to ensure best reactions GTA V Euphoria can do.
Don't forget to check my other realism experience mods!
Features:
-GTA IV car pushing is back! Peds no longer fall on the ground instantly when pushing with vehicle
-Targets will try to balance much longer if they're alive after shot
-Targets grab and hold where they're hurt and try to balance at the same time (Much like RDR), neck shots look extremely brutal 'cause of this when peds try to stop the bleeding with their hands
-Shooting someones leg now reproduces correct reaction from them, trying to balance but eventually collapsing if hurt enough
-Targets can enter a shock-state when shot in chest
-No more weird force shit when blasting someone up-close (Shotgun to face for example lifted target of the ground to create that "Hollywood" effect)
-Chance to drop on knees on death and stay there for a while
-Armed individuals will sometimes enter "last stand" and shoot you when balancing (Even with two handed weapons)
-Shooting in the gut can cause tension in the body to deal with the immense pain
-Headshots are usually insta-ragdoll but with a chance of leg twitching, body tension, grabbing the wound
-Better electrocuted effect, no more insta dropping and twitching but now targets will try to balance the muscle shock
-Running peds over look more natural as they don't auto-roll over the car
-Better bracing for impact reaction
-Melee now looks much better with this new "grab where it hurts"-reaction, stabbing especially
-Explosion make targets try and cover their heads from the blast, putting their hands above their head
-And pushing people is now more easier and their balance is better
-Probably a lot of shit I forgot, watch the video and pics and you see what I mean
Changelog 1.9.4:
-Euphoria stiffness set to absolute minimum
-Improved bumping with car, not overdone
-Gruesome hit and run physics
-Car grabbing will not trash your car now and is not intrusive so it is enabled for everyone
-Slowed tumbling down hill a bit
Changelog 1.9.3:
-Removed pedBounds file, balancer looks smooth without it now
-Headshot trauma reactions now happen only when target is lying on ground and legpedaling is a lot more subtle now
-Legshots have higher chance of knocking peds to the ground
-Reduced shot reaction time from 2.5 secs to 1 sec (Means that peds who are balanced will blend back into animation after 1 sec)
-2.ver available, no car grabbing and with car grabbing (peds try to grab any part of your car, no grab version still has door grab on)
Changelog 1.9.2:
-Removed Materials.dat, now using new parameter found in physicstask to modify friction
-Fixed headshots in "NO TRAUMA" ver. no more leg pedaling when shooting with automatic weapons
-Removed cheating forces when crashing with motorcycles resulting in much more realistic crashes
-Removed grabbing car panels, caused a lot of trouble and peds are not spiders
-Minor adjustments
Changelog 1.9.1b (2.ver):
-Added optional "NO TRAUMA" ver. without leg pedaling headtrauma effect due to requests, original chance for headtrauma are 30 percent for the first bullet, 100 percent for second
Changelog 1.9.1 (Hotfix):
-Accidentally uploaded my test files last time, these are the correct ones
with the new reactions, sorry for that...
-Materials.dat supports bullet penetration for thin metals, wood etc
-Watch new video!!
Changelog 1.9:
-*New file, Materials.Dat (More friction to peds)
-Re-Visited every reaction to ensure best experience for all
-Enabled IV style ped reaction when bumping with car, now they put their hands on the bonnet and try to step backwards,
it is a bit buggy sometimes because of GTA Vs clipping issues
-Wound grabbing while falling enabled
-Using now "drunk-style" balancing for reactions instead off staggerfall
-I can't still use video editor to show these new features so you'll have to try 'em yourself
Changelog 1.8:
-Did everything from beginning (I'm now using behaviours.xml to modify parametres instead of physicstasks, physicstasks filesize pretty much half of what it was)
-Better falling reaction to peds, more weighty (Body smack ftw)
-Better highfall reaction, no more that weird in-air animation
-Balancing adjusted to work with high and low weaponforces
-Melee'ing no longer instadrops peds, now they stumble around
-Bumping with car enabled, continued pushing will make peds try balance (If you stop pushing they might just ragdoll to the ground, no way to fix that for now. Keep pushing and they will balance till certain threshold)
-Unarmed peds will now balance better aswell, don't know what was up with that
-Explosion reactions redone
-Taser reactions redone
-Running over reactions redone
-Rolldownstairs fake forces removed
-R* editor won't let me make videos nomore dunno what's the problem
-A LOT of shit done, test yourself and report any bugs, kiitos ja kuulemiin, thanks!
Changelog 1.7.6:
-Added .OIV install
Changelog 1.7.5:
-More Force to balance
-Less stiff reactions to rolling, balancing etc
-Took down grab strength even more
Changelog 1.7:
-Watch new vid!!
-Added on-ground injuries, shooting alive ped on ground will give reaction (Extremely brutal!)
-Better falling off ledge reaction
-Further improvements to being shot reactions, no more straight up standing when shot, now spine will bend when shot in gut
-Peds no longer try to block rolling reactions, now they roll in stairs and hills
-Better falling over fence
-Improved grabbing further, no superman forces anymore
-Using no longer torque based balancing, means no more twitchyness
Changelog 1.6.6:
-Lowered grab strength a bit
-Increased grab distance a bit
Changelog 1.6.5:
-Enabled grabbing cars, props, railings, surfaces etc
-Increased grabbing time + strength
-Fixed camera angle in PedBounds.xml
Changelog 1.6:
-Adjusted vehicle bailout even further, now part of main mod
-Adjusted running peds over
-Upped the amount of Euphoria characters from 3 to 10
-Upped the amount of Rage ragdolls from 3 to 10
-Small tweaks to balance
Changelog 1.5:
Watch video called "GTA V ERO 1.5-demo of combat and gta iv style bailing", it shows 1.5 in action and GTAIV style bailing
-Added new option for GTA IV styled vehicle bailing, more friction
-Adjusted balancing and reactions AGAIN... Now it is the smoothest it has ever been, starting to even feel remorse for taking some poor bastards life
-Fixed targets falling only on back and stomach, now stumbling to sides possible
-Ability to strip someone from their main weapon by shooting their trigger hand couple of times
-Realistic crash friction and inertia are now included in both options, because why would someone not want that?
-And finally I can't stress enough to use at least those weaponedits in recommended section to get the best out of this
Changelog 1.4:
-Added *pedbounds.xml* for better mass for peds and animals to enhance the falling effects, it also enables Euphoria for animals when pushing them, go shove those cows!!
It also removes "dies on ragdoll" flags for all animals
Changelog 1.3:
new feature *Realistic crashing friction and elasticity* completely optional but recommended for best reality, best used with increased deformation mod of sorts
-Removes that weird bouncy crashes from game, now cars stick more to each other when crashing, check video for clarification
-Also crashing friction multiplier set to 1.0 instead of 0.3 to have normal friction in crashes
Changelog 1.2:
-new file *behaviours.xml*
-If on fire and alive, target will try to balance and not fall, however will fall if moving fast
-Peds have even more better balance when pushed
-Removed cartoon'ish hand waving when falling backwards, will hold wound or fire weapon now
-Fixed targets being too tensed up when shot to spine
-Leg pedal effect increased on head trauma
-Lowered balancing time a bit (No more 100m dashes with arms in front like a zombie:D)
Changelog 1.1:
A LOT of adjustments
-Balancetime
-Falltype
-Woundholdtime
-Falling over fences
-Added twitching when shooting someone in the spine/ head
-Player will now try to balance/ drop on knees/ randomly fire when killed
-Pushing peds on foot much better more balance, not overdone anyway
-Targets now hold wounds when shot on ground
-Better reaction to melee
-Better reaction to being run over (Didn't find the modifier for balancing
when pushing with car, still under work)
Recommended mods for the best experience:
Gore'em up
Real'o weaponry
Anims for crawling Enable those crawling peds by installing only the stuff that go into x64c.rpf
Installation (Manual):
1. Open .OIV with rar/zip program and get the files
2. Create folder called naturalmotion to
GTAV/ update/ update.rpf/ common/data
and place behaviours.xml there
3. Copy Physicstasks.ymt to:
GTAV/ update/ update.rpf/ x64/ data/ tune
IF you still don't get these reactions to happen, install the Physicstasks.ymt to x64a.rpf/data/tune and
Behaviours.xml to common.rpf/data/naturalmotion/ so that the game definetely reads them
Uninstallation:
-Remove the file from tune folder
-Remove "naturalmotion" folder
As always post bugs, suggestions and tips here!
Don't forget to check my other realism experience mods!
Features:
-GTA IV car pushing is back! Peds no longer fall on the ground instantly when pushing with vehicle
-Targets will try to balance much longer if they're alive after shot
-Targets grab and hold where they're hurt and try to balance at the same time (Much like RDR), neck shots look extremely brutal 'cause of this when peds try to stop the bleeding with their hands
-Shooting someones leg now reproduces correct reaction from them, trying to balance but eventually collapsing if hurt enough
-Targets can enter a shock-state when shot in chest
-No more weird force shit when blasting someone up-close (Shotgun to face for example lifted target of the ground to create that "Hollywood" effect)
-Chance to drop on knees on death and stay there for a while
-Armed individuals will sometimes enter "last stand" and shoot you when balancing (Even with two handed weapons)
-Shooting in the gut can cause tension in the body to deal with the immense pain
-Headshots are usually insta-ragdoll but with a chance of leg twitching, body tension, grabbing the wound
-Better electrocuted effect, no more insta dropping and twitching but now targets will try to balance the muscle shock
-Running peds over look more natural as they don't auto-roll over the car
-Better bracing for impact reaction
-Melee now looks much better with this new "grab where it hurts"-reaction, stabbing especially
-Explosion make targets try and cover their heads from the blast, putting their hands above their head
-And pushing people is now more easier and their balance is better
-Probably a lot of shit I forgot, watch the video and pics and you see what I mean
Changelog 1.9.4:
-Euphoria stiffness set to absolute minimum
-Improved bumping with car, not overdone
-Gruesome hit and run physics
-Car grabbing will not trash your car now and is not intrusive so it is enabled for everyone
-Slowed tumbling down hill a bit
Changelog 1.9.3:
-Removed pedBounds file, balancer looks smooth without it now
-Headshot trauma reactions now happen only when target is lying on ground and legpedaling is a lot more subtle now
-Legshots have higher chance of knocking peds to the ground
-Reduced shot reaction time from 2.5 secs to 1 sec (Means that peds who are balanced will blend back into animation after 1 sec)
-2.ver available, no car grabbing and with car grabbing (peds try to grab any part of your car, no grab version still has door grab on)
Changelog 1.9.2:
-Removed Materials.dat, now using new parameter found in physicstask to modify friction
-Fixed headshots in "NO TRAUMA" ver. no more leg pedaling when shooting with automatic weapons
-Removed cheating forces when crashing with motorcycles resulting in much more realistic crashes
-Removed grabbing car panels, caused a lot of trouble and peds are not spiders
-Minor adjustments
Changelog 1.9.1b (2.ver):
-Added optional "NO TRAUMA" ver. without leg pedaling headtrauma effect due to requests, original chance for headtrauma are 30 percent for the first bullet, 100 percent for second
Changelog 1.9.1 (Hotfix):
-Accidentally uploaded my test files last time, these are the correct ones
with the new reactions, sorry for that...
-Materials.dat supports bullet penetration for thin metals, wood etc
-Watch new video!!
Changelog 1.9:
-*New file, Materials.Dat (More friction to peds)
-Re-Visited every reaction to ensure best experience for all
-Enabled IV style ped reaction when bumping with car, now they put their hands on the bonnet and try to step backwards,
it is a bit buggy sometimes because of GTA Vs clipping issues
-Wound grabbing while falling enabled
-Using now "drunk-style" balancing for reactions instead off staggerfall
-I can't still use video editor to show these new features so you'll have to try 'em yourself
Changelog 1.8:
-Did everything from beginning (I'm now using behaviours.xml to modify parametres instead of physicstasks, physicstasks filesize pretty much half of what it was)
-Better falling reaction to peds, more weighty (Body smack ftw)
-Better highfall reaction, no more that weird in-air animation
-Balancing adjusted to work with high and low weaponforces
-Melee'ing no longer instadrops peds, now they stumble around
-Bumping with car enabled, continued pushing will make peds try balance (If you stop pushing they might just ragdoll to the ground, no way to fix that for now. Keep pushing and they will balance till certain threshold)
-Unarmed peds will now balance better aswell, don't know what was up with that
-Explosion reactions redone
-Taser reactions redone
-Running over reactions redone
-Rolldownstairs fake forces removed
-R* editor won't let me make videos nomore dunno what's the problem
-A LOT of shit done, test yourself and report any bugs, kiitos ja kuulemiin, thanks!
Changelog 1.7.6:
-Added .OIV install
Changelog 1.7.5:
-More Force to balance
-Less stiff reactions to rolling, balancing etc
-Took down grab strength even more
Changelog 1.7:
-Watch new vid!!
-Added on-ground injuries, shooting alive ped on ground will give reaction (Extremely brutal!)
-Better falling off ledge reaction
-Further improvements to being shot reactions, no more straight up standing when shot, now spine will bend when shot in gut
-Peds no longer try to block rolling reactions, now they roll in stairs and hills
-Better falling over fence
-Improved grabbing further, no superman forces anymore
-Using no longer torque based balancing, means no more twitchyness
Changelog 1.6.6:
-Lowered grab strength a bit
-Increased grab distance a bit
Changelog 1.6.5:
-Enabled grabbing cars, props, railings, surfaces etc
-Increased grabbing time + strength
-Fixed camera angle in PedBounds.xml
Changelog 1.6:
-Adjusted vehicle bailout even further, now part of main mod
-Adjusted running peds over
-Upped the amount of Euphoria characters from 3 to 10
-Upped the amount of Rage ragdolls from 3 to 10
-Small tweaks to balance
Changelog 1.5:
Watch video called "GTA V ERO 1.5-demo of combat and gta iv style bailing", it shows 1.5 in action and GTAIV style bailing
-Added new option for GTA IV styled vehicle bailing, more friction
-Adjusted balancing and reactions AGAIN... Now it is the smoothest it has ever been, starting to even feel remorse for taking some poor bastards life
-Fixed targets falling only on back and stomach, now stumbling to sides possible
-Ability to strip someone from their main weapon by shooting their trigger hand couple of times
-Realistic crash friction and inertia are now included in both options, because why would someone not want that?
-And finally I can't stress enough to use at least those weaponedits in recommended section to get the best out of this
Changelog 1.4:
-Added *pedbounds.xml* for better mass for peds and animals to enhance the falling effects, it also enables Euphoria for animals when pushing them, go shove those cows!!
It also removes "dies on ragdoll" flags for all animals
Changelog 1.3:
new feature *Realistic crashing friction and elasticity* completely optional but recommended for best reality, best used with increased deformation mod of sorts
-Removes that weird bouncy crashes from game, now cars stick more to each other when crashing, check video for clarification
-Also crashing friction multiplier set to 1.0 instead of 0.3 to have normal friction in crashes
Changelog 1.2:
-new file *behaviours.xml*
-If on fire and alive, target will try to balance and not fall, however will fall if moving fast
-Peds have even more better balance when pushed
-Removed cartoon'ish hand waving when falling backwards, will hold wound or fire weapon now
-Fixed targets being too tensed up when shot to spine
-Leg pedal effect increased on head trauma
-Lowered balancing time a bit (No more 100m dashes with arms in front like a zombie:D)
Changelog 1.1:
A LOT of adjustments
-Balancetime
-Falltype
-Woundholdtime
-Falling over fences
-Added twitching when shooting someone in the spine/ head
-Player will now try to balance/ drop on knees/ randomly fire when killed
-Pushing peds on foot much better more balance, not overdone anyway
-Targets now hold wounds when shot on ground
-Better reaction to melee
-Better reaction to being run over (Didn't find the modifier for balancing
when pushing with car, still under work)
Recommended mods for the best experience:
Gore'em up
Real'o weaponry
Anims for crawling Enable those crawling peds by installing only the stuff that go into x64c.rpf
Installation (Manual):
1. Open .OIV with rar/zip program and get the files
2. Create folder called naturalmotion to
GTAV/ update/ update.rpf/ common/data
and place behaviours.xml there
3. Copy Physicstasks.ymt to:
GTAV/ update/ update.rpf/ x64/ data/ tune
IF you still don't get these reactions to happen, install the Physicstasks.ymt to x64a.rpf/data/tune and
Behaviours.xml to common.rpf/data/naturalmotion/ so that the game definetely reads them
Uninstallation:
-Remove the file from tune folder
-Remove "naturalmotion" folder
As always post bugs, suggestions and tips here!
Primul incarcat: 29 Februarie 2016
Ultimul incarcat: 25 Aprilie 2016
Last Downloaded: in urma cu 1 minut
1.549 Comentarii
GTA V was the most dissappointing when it came to Euphoria including games. RDR and Max Payne 3 were the best and IV didn't come much behind. What I've done is bring GTA V to the same level or close to what those two games represent of the Euphoria real-time ragdolls. Much work was involved to ensure best reactions GTA V Euphoria can do.
Don't forget to check my other realism experience mods!
Features:
-GTA IV car pushing is back! Peds no longer fall on the ground instantly when pushing with vehicle
-Targets will try to balance much longer if they're alive after shot
-Targets grab and hold where they're hurt and try to balance at the same time (Much like RDR), neck shots look extremely brutal 'cause of this when peds try to stop the bleeding with their hands
-Shooting someones leg now reproduces correct reaction from them, trying to balance but eventually collapsing if hurt enough
-Targets can enter a shock-state when shot in chest
-No more weird force shit when blasting someone up-close (Shotgun to face for example lifted target of the ground to create that "Hollywood" effect)
-Chance to drop on knees on death and stay there for a while
-Armed individuals will sometimes enter "last stand" and shoot you when balancing (Even with two handed weapons)
-Shooting in the gut can cause tension in the body to deal with the immense pain
-Headshots are usually insta-ragdoll but with a chance of leg twitching, body tension, grabbing the wound
-Better electrocuted effect, no more insta dropping and twitching but now targets will try to balance the muscle shock
-Running peds over look more natural as they don't auto-roll over the car
-Better bracing for impact reaction
-Melee now looks much better with this new "grab where it hurts"-reaction, stabbing especially
-Explosion make targets try and cover their heads from the blast, putting their hands above their head
-And pushing people is now more easier and their balance is better
-Probably a lot of shit I forgot, watch the video and pics and you see what I mean
Changelog 1.9.4:
-Euphoria stiffness set to absolute minimum
-Improved bumping with car, not overdone
-Gruesome hit and run physics
-Car grabbing will not trash your car now and is not intrusive so it is enabled for everyone
-Slowed tumbling down hill a bit
Changelog 1.9.3:
-Removed pedBounds file, balancer looks smooth without it now
-Headshot trauma reactions now happen only when target is lying on ground and legpedaling is a lot more subtle now
-Legshots have higher chance of knocking peds to the ground
-Reduced shot reaction time from 2.5 secs to 1 sec (Means that peds who are balanced will blend back into animation after 1 sec)
-2.ver available, no car grabbing and with car grabbing (peds try to grab any part of your car, no grab version still has door grab on)
Changelog 1.9.2:
-Removed Materials.dat, now using new parameter found in physicstask to modify friction
-Fixed headshots in "NO TRAUMA" ver. no more leg pedaling when shooting with automatic weapons
-Removed cheating forces when crashing with motorcycles resulting in much more realistic crashes
-Removed grabbing car panels, caused a lot of trouble and peds are not spiders
-Minor adjustments
Changelog 1.9.1b (2.ver):
-Added optional "NO TRAUMA" ver. without leg pedaling headtrauma effect due to requests, original chance for headtrauma are 30 percent for the first bullet, 100 percent for second
Changelog 1.9.1 (Hotfix):
-Accidentally uploaded my test files last time, these are the correct ones
with the new reactions, sorry for that...
-Materials.dat supports bullet penetration for thin metals, wood etc
-Watch new video!!
Changelog 1.9:
-*New file, Materials.Dat (More friction to peds)
-Re-Visited every reaction to ensure best experience for all
-Enabled IV style ped reaction when bumping with car, now they put their hands on the bonnet and try to step backwards,
it is a bit buggy sometimes because of GTA Vs clipping issues
-Wound grabbing while falling enabled
-Using now "drunk-style" balancing for reactions instead off staggerfall
-I can't still use video editor to show these new features so you'll have to try 'em yourself
Changelog 1.8:
-Did everything from beginning (I'm now using behaviours.xml to modify parametres instead of physicstasks, physicstasks filesize pretty much half of what it was)
-Better falling reaction to peds, more weighty (Body smack ftw)
-Better highfall reaction, no more that weird in-air animation
-Balancing adjusted to work with high and low weaponforces
-Melee'ing no longer instadrops peds, now they stumble around
-Bumping with car enabled, continued pushing will make peds try balance (If you stop pushing they might just ragdoll to the ground, no way to fix that for now. Keep pushing and they will balance till certain threshold)
-Unarmed peds will now balance better aswell, don't know what was up with that
-Explosion reactions redone
-Taser reactions redone
-Running over reactions redone
-Rolldownstairs fake forces removed
-R* editor won't let me make videos nomore dunno what's the problem
-A LOT of shit done, test yourself and report any bugs, kiitos ja kuulemiin, thanks!
Changelog 1.7.6:
-Added .OIV install
Changelog 1.7.5:
-More Force to balance
-Less stiff reactions to rolling, balancing etc
-Took down grab strength even more
Changelog 1.7:
-Watch new vid!!
-Added on-ground injuries, shooting alive ped on ground will give reaction (Extremely brutal!)
-Better falling off ledge reaction
-Further improvements to being shot reactions, no more straight up standing when shot, now spine will bend when shot in gut
-Peds no longer try to block rolling reactions, now they roll in stairs and hills
-Better falling over fence
-Improved grabbing further, no superman forces anymore
-Using no longer torque based balancing, means no more twitchyness
Changelog 1.6.6:
-Lowered grab strength a bit
-Increased grab distance a bit
Changelog 1.6.5:
-Enabled grabbing cars, props, railings, surfaces etc
-Increased grabbing time + strength
-Fixed camera angle in PedBounds.xml
Changelog 1.6:
-Adjusted vehicle bailout even further, now part of main mod
-Adjusted running peds over
-Upped the amount of Euphoria characters from 3 to 10
-Upped the amount of Rage ragdolls from 3 to 10
-Small tweaks to balance
Changelog 1.5:
Watch video called "GTA V ERO 1.5-demo of combat and gta iv style bailing", it shows 1.5 in action and GTAIV style bailing
-Added new option for GTA IV styled vehicle bailing, more friction
-Adjusted balancing and reactions AGAIN... Now it is the smoothest it has ever been, starting to even feel remorse for taking some poor bastards life
-Fixed targets falling only on back and stomach, now stumbling to sides possible
-Ability to strip someone from their main weapon by shooting their trigger hand couple of times
-Realistic crash friction and inertia are now included in both options, because why would someone not want that?
-And finally I can't stress enough to use at least those weaponedits in recommended section to get the best out of this
Changelog 1.4:
-Added *pedbounds.xml* for better mass for peds and animals to enhance the falling effects, it also enables Euphoria for animals when pushing them, go shove those cows!!
It also removes "dies on ragdoll" flags for all animals
Changelog 1.3:
new feature *Realistic crashing friction and elasticity* completely optional but recommended for best reality, best used with increased deformation mod of sorts
-Removes that weird bouncy crashes from game, now cars stick more to each other when crashing, check video for clarification
-Also crashing friction multiplier set to 1.0 instead of 0.3 to have normal friction in crashes
Changelog 1.2:
-new file *behaviours.xml*
-If on fire and alive, target will try to balance and not fall, however will fall if moving fast
-Peds have even more better balance when pushed
-Removed cartoon'ish hand waving when falling backwards, will hold wound or fire weapon now
-Fixed targets being too tensed up when shot to spine
-Leg pedal effect increased on head trauma
-Lowered balancing time a bit (No more 100m dashes with arms in front like a zombie:D)
Changelog 1.1:
A LOT of adjustments
-Balancetime
-Falltype
-Woundholdtime
-Falling over fences
-Added twitching when shooting someone in the spine/ head
-Player will now try to balance/ drop on knees/ randomly fire when killed
-Pushing peds on foot much better more balance, not overdone anyway
-Targets now hold wounds when shot on ground
-Better reaction to melee
-Better reaction to being run over (Didn't find the modifier for balancing
when pushing with car, still under work)
Recommended mods for the best experience:
Gore'em up
Real'o weaponry
Anims for crawling Enable those crawling peds by installing only the stuff that go into x64c.rpf
Installation (Manual):
1. Open .OIV with rar/zip program and get the files
2. Create folder called naturalmotion to
GTAV/ update/ update.rpf/ common/data
and place behaviours.xml there
3. Copy Physicstasks.ymt to:
GTAV/ update/ update.rpf/ x64/ data/ tune
IF you still don't get these reactions to happen, install the Physicstasks.ymt to x64a.rpf/data/tune and
Behaviours.xml to common.rpf/data/naturalmotion/ so that the game definetely reads them
Uninstallation:
-Remove the file from tune folder
-Remove "naturalmotion" folder
As always post bugs, suggestions and tips here!
Don't forget to check my other realism experience mods!
Features:
-GTA IV car pushing is back! Peds no longer fall on the ground instantly when pushing with vehicle
-Targets will try to balance much longer if they're alive after shot
-Targets grab and hold where they're hurt and try to balance at the same time (Much like RDR), neck shots look extremely brutal 'cause of this when peds try to stop the bleeding with their hands
-Shooting someones leg now reproduces correct reaction from them, trying to balance but eventually collapsing if hurt enough
-Targets can enter a shock-state when shot in chest
-No more weird force shit when blasting someone up-close (Shotgun to face for example lifted target of the ground to create that "Hollywood" effect)
-Chance to drop on knees on death and stay there for a while
-Armed individuals will sometimes enter "last stand" and shoot you when balancing (Even with two handed weapons)
-Shooting in the gut can cause tension in the body to deal with the immense pain
-Headshots are usually insta-ragdoll but with a chance of leg twitching, body tension, grabbing the wound
-Better electrocuted effect, no more insta dropping and twitching but now targets will try to balance the muscle shock
-Running peds over look more natural as they don't auto-roll over the car
-Better bracing for impact reaction
-Melee now looks much better with this new "grab where it hurts"-reaction, stabbing especially
-Explosion make targets try and cover their heads from the blast, putting their hands above their head
-And pushing people is now more easier and their balance is better
-Probably a lot of shit I forgot, watch the video and pics and you see what I mean
Changelog 1.9.4:
-Euphoria stiffness set to absolute minimum
-Improved bumping with car, not overdone
-Gruesome hit and run physics
-Car grabbing will not trash your car now and is not intrusive so it is enabled for everyone
-Slowed tumbling down hill a bit
Changelog 1.9.3:
-Removed pedBounds file, balancer looks smooth without it now
-Headshot trauma reactions now happen only when target is lying on ground and legpedaling is a lot more subtle now
-Legshots have higher chance of knocking peds to the ground
-Reduced shot reaction time from 2.5 secs to 1 sec (Means that peds who are balanced will blend back into animation after 1 sec)
-2.ver available, no car grabbing and with car grabbing (peds try to grab any part of your car, no grab version still has door grab on)
Changelog 1.9.2:
-Removed Materials.dat, now using new parameter found in physicstask to modify friction
-Fixed headshots in "NO TRAUMA" ver. no more leg pedaling when shooting with automatic weapons
-Removed cheating forces when crashing with motorcycles resulting in much more realistic crashes
-Removed grabbing car panels, caused a lot of trouble and peds are not spiders
-Minor adjustments
Changelog 1.9.1b (2.ver):
-Added optional "NO TRAUMA" ver. without leg pedaling headtrauma effect due to requests, original chance for headtrauma are 30 percent for the first bullet, 100 percent for second
Changelog 1.9.1 (Hotfix):
-Accidentally uploaded my test files last time, these are the correct ones
with the new reactions, sorry for that...
-Materials.dat supports bullet penetration for thin metals, wood etc
-Watch new video!!
Changelog 1.9:
-*New file, Materials.Dat (More friction to peds)
-Re-Visited every reaction to ensure best experience for all
-Enabled IV style ped reaction when bumping with car, now they put their hands on the bonnet and try to step backwards,
it is a bit buggy sometimes because of GTA Vs clipping issues
-Wound grabbing while falling enabled
-Using now "drunk-style" balancing for reactions instead off staggerfall
-I can't still use video editor to show these new features so you'll have to try 'em yourself
Changelog 1.8:
-Did everything from beginning (I'm now using behaviours.xml to modify parametres instead of physicstasks, physicstasks filesize pretty much half of what it was)
-Better falling reaction to peds, more weighty (Body smack ftw)
-Better highfall reaction, no more that weird in-air animation
-Balancing adjusted to work with high and low weaponforces
-Melee'ing no longer instadrops peds, now they stumble around
-Bumping with car enabled, continued pushing will make peds try balance (If you stop pushing they might just ragdoll to the ground, no way to fix that for now. Keep pushing and they will balance till certain threshold)
-Unarmed peds will now balance better aswell, don't know what was up with that
-Explosion reactions redone
-Taser reactions redone
-Running over reactions redone
-Rolldownstairs fake forces removed
-R* editor won't let me make videos nomore dunno what's the problem
-A LOT of shit done, test yourself and report any bugs, kiitos ja kuulemiin, thanks!
Changelog 1.7.6:
-Added .OIV install
Changelog 1.7.5:
-More Force to balance
-Less stiff reactions to rolling, balancing etc
-Took down grab strength even more
Changelog 1.7:
-Watch new vid!!
-Added on-ground injuries, shooting alive ped on ground will give reaction (Extremely brutal!)
-Better falling off ledge reaction
-Further improvements to being shot reactions, no more straight up standing when shot, now spine will bend when shot in gut
-Peds no longer try to block rolling reactions, now they roll in stairs and hills
-Better falling over fence
-Improved grabbing further, no superman forces anymore
-Using no longer torque based balancing, means no more twitchyness
Changelog 1.6.6:
-Lowered grab strength a bit
-Increased grab distance a bit
Changelog 1.6.5:
-Enabled grabbing cars, props, railings, surfaces etc
-Increased grabbing time + strength
-Fixed camera angle in PedBounds.xml
Changelog 1.6:
-Adjusted vehicle bailout even further, now part of main mod
-Adjusted running peds over
-Upped the amount of Euphoria characters from 3 to 10
-Upped the amount of Rage ragdolls from 3 to 10
-Small tweaks to balance
Changelog 1.5:
Watch video called "GTA V ERO 1.5-demo of combat and gta iv style bailing", it shows 1.5 in action and GTAIV style bailing
-Added new option for GTA IV styled vehicle bailing, more friction
-Adjusted balancing and reactions AGAIN... Now it is the smoothest it has ever been, starting to even feel remorse for taking some poor bastards life
-Fixed targets falling only on back and stomach, now stumbling to sides possible
-Ability to strip someone from their main weapon by shooting their trigger hand couple of times
-Realistic crash friction and inertia are now included in both options, because why would someone not want that?
-And finally I can't stress enough to use at least those weaponedits in recommended section to get the best out of this
Changelog 1.4:
-Added *pedbounds.xml* for better mass for peds and animals to enhance the falling effects, it also enables Euphoria for animals when pushing them, go shove those cows!!
It also removes "dies on ragdoll" flags for all animals
Changelog 1.3:
new feature *Realistic crashing friction and elasticity* completely optional but recommended for best reality, best used with increased deformation mod of sorts
-Removes that weird bouncy crashes from game, now cars stick more to each other when crashing, check video for clarification
-Also crashing friction multiplier set to 1.0 instead of 0.3 to have normal friction in crashes
Changelog 1.2:
-new file *behaviours.xml*
-If on fire and alive, target will try to balance and not fall, however will fall if moving fast
-Peds have even more better balance when pushed
-Removed cartoon'ish hand waving when falling backwards, will hold wound or fire weapon now
-Fixed targets being too tensed up when shot to spine
-Leg pedal effect increased on head trauma
-Lowered balancing time a bit (No more 100m dashes with arms in front like a zombie:D)
Changelog 1.1:
A LOT of adjustments
-Balancetime
-Falltype
-Woundholdtime
-Falling over fences
-Added twitching when shooting someone in the spine/ head
-Player will now try to balance/ drop on knees/ randomly fire when killed
-Pushing peds on foot much better more balance, not overdone anyway
-Targets now hold wounds when shot on ground
-Better reaction to melee
-Better reaction to being run over (Didn't find the modifier for balancing
when pushing with car, still under work)
Recommended mods for the best experience:
Gore'em up
Real'o weaponry
Anims for crawling Enable those crawling peds by installing only the stuff that go into x64c.rpf
Installation (Manual):
1. Open .OIV with rar/zip program and get the files
2. Create folder called naturalmotion to
GTAV/ update/ update.rpf/ common/data
and place behaviours.xml there
3. Copy Physicstasks.ymt to:
GTAV/ update/ update.rpf/ x64/ data/ tune
IF you still don't get these reactions to happen, install the Physicstasks.ymt to x64a.rpf/data/tune and
Behaviours.xml to common.rpf/data/naturalmotion/ so that the game definetely reads them
Uninstallation:
-Remove the file from tune folder
-Remove "naturalmotion" folder
As always post bugs, suggestions and tips here!
Primul incarcat: 29 Februarie 2016
Ultimul incarcat: 25 Aprilie 2016
Last Downloaded: in urma cu 1 minut
Bro u said in the notes to remove PedBounds.xml
now my game crashes.Can you please help?
@Mahendra2301 yo can you send me the xml?
how do I uninstall this? Overall an amazing mod but I want to try others
@5TimeFinessa yea when first learning to mod GTA you quickly realize these modders dont give fuck about their work. other games modders update when the game does. this mf game some of the best and highest rated mods havent been touched in 6 gd years! its crazy. only thing i can say. mods you think work dont and mods you dont think will. take ppl saying "broken" with a grain of salt. weirdest game i ever modded
@TwoBucks I said the same thing to myself, out of all games I've ever modded this shit here is the worst. Just a few scripts mods can cause fps drops and also causes texture loss then you gotta watch out for mod authors because they will put extra shit in their oiv's not saying a word about it in their descriptions replacing things you don't want to replace, and some oiv's will just leave blank files after installing sometimes, and it's nothing that tells you what crashes your game so if something mess your game up, and you don't have any idea you'll have to remod the game again from scratch. I really was at my wits end, so I just left this game alone.
@5TimeFinessa fuck oiv files lol. accept for franklin shoe pack. ive gotten really good at backing up files. neber ever been a concern before gta. i just wish i knew why? why is this modding community so different? is it just bc the complexity of modding this game? i get it honestly but it sucks bc theres some great mods thats are shit. really coulda been an all time mod classic like skyrim and fo4.
Man even after all these years still such impressive results, cant decide between this or bass dragons
@5TimeFinessa You can use pool manager to figure out what is crashing the game if it is related to the gameconfig. Also always read the assembly.xml inside the .oiv package. Make a backup of the mods folder and keep a backup of the originals just in case.
Nice!
Such a nice mod.
Is there a way to uninstall the mod?
@Brunito_AMM yea i need help too
How do I get the file into update.rpf?? I'm an idiot and have no idea how to. I can't open it with WinRar.
you use a thing called openiv
doesnt look like gta 4,same distance,just a different movement :/
everytime i try to start gta 5, it says that the game is corrupted
when i shoot npcs only the second bullet will hurt them and they die so its basically a one shot i think this mod causes it any fixes?
@Gaelsan2008 same but its when they shoot me more than once i insta die
could be a conflict with the pickups mod
@assplayer1 so i was messing with my mods today i had forgotten about this the mod named realistic weapon play is what causes npcs to die instantly when shot in head if you still want a complete weapon overhaul mod i recommend immersive combat