Ballistic Balancer + Stunt/Stumble (Euphoria Mod) 5.0
12.581
146
12.581
146
NPCs will balance their best based on the push of the bullets, their health, and whether or not they're tripping over themselves or the environment.
Changelog
5.0 Keep shooting, even with vanilla weapon forces, or they'll recover. Still stunt fall but lessened somewhat. Removed limitation for fire and electricity. Headshots are instant ragdoll.
4.0 Biggest, mostly complete update to, er, date. Stumbling, balancing NPCs, reach for wound and injured behaviors (video #1) and pretty much almost 100% fall over wall when near the appropriate height (video #3). NPCs now stunt fall in the same way the player does, which has been overhauled to tumble as much as possible until the ground begins to level out (video #2).
3.0 No more standing when they're supposed to be dying.
2.0 Closed to finished again. May change headshots to full loose. Currently falling NPCs will go completely loose (as the majority of them are falling dead from a helicopter in my playthrough) as well as at the end of vehicle hits.
1.3 Added to the tunables section so that ALL NPCs have this ability.
1.2 After much research and a lot of testing (and some accidental crashing due to poor copy-paste strategy and screwing up the format), I made all the VANILLA tasks accessible within the ballistic functions of physicstasks. They balance as much as they can until they are injured enough to fall. I've watched them try to knee walk. Classes started back up so personally making a video has become hard to make time for (quick pistol video uploaded, potentially more to come but no ETA), but I honestly believe this is the best I could do using vanilla behaviour tasks without changing stayupright forces. I MIGHT look into modding it further, but this is, in my opinion, as close to this mod's final stage, if not THE final stage. Enjoy! And if someone wants to make a video in their spare time, I'd be appreciated (I'll eventually get around to it myself.) No longer changes anything to the behaviours.meta file
1.1 Tweaked the behaviours.meta file for more vanilla behaviors. Added values for falloverwall, created balanceindefinitely flags for nearly all bullets (while they're alive, I have no idea how to make them stay alive), as well as the ability to reach for lower extremities, head, and neck wounds in physicstasks. More arm and leg wound reactions, delayed leg weakening, and peds now have a far better balance threshold when shot from behind.
19-Dec-2016 - NEW VIDEO ADDED TO SHOW UPDATE (second video).
Installation:
1. Extract the zip file someplace memorable.
2. Using OpenIV, navigate to update/update.rpf/x64/data/tune, right click "physicstasks.ymt", and select "Copy to 'mods' folder".
3. Right-click your newly created files in your "mods" folder, and replace with the extracted from step #1.
Changelog
5.0 Keep shooting, even with vanilla weapon forces, or they'll recover. Still stunt fall but lessened somewhat. Removed limitation for fire and electricity. Headshots are instant ragdoll.
4.0 Biggest, mostly complete update to, er, date. Stumbling, balancing NPCs, reach for wound and injured behaviors (video #1) and pretty much almost 100% fall over wall when near the appropriate height (video #3). NPCs now stunt fall in the same way the player does, which has been overhauled to tumble as much as possible until the ground begins to level out (video #2).
3.0 No more standing when they're supposed to be dying.
2.0 Closed to finished again. May change headshots to full loose. Currently falling NPCs will go completely loose (as the majority of them are falling dead from a helicopter in my playthrough) as well as at the end of vehicle hits.
1.3 Added to the tunables section so that ALL NPCs have this ability.
1.2 After much research and a lot of testing (and some accidental crashing due to poor copy-paste strategy and screwing up the format), I made all the VANILLA tasks accessible within the ballistic functions of physicstasks. They balance as much as they can until they are injured enough to fall. I've watched them try to knee walk. Classes started back up so personally making a video has become hard to make time for (quick pistol video uploaded, potentially more to come but no ETA), but I honestly believe this is the best I could do using vanilla behaviour tasks without changing stayupright forces. I MIGHT look into modding it further, but this is, in my opinion, as close to this mod's final stage, if not THE final stage. Enjoy! And if someone wants to make a video in their spare time, I'd be appreciated (I'll eventually get around to it myself.) No longer changes anything to the behaviours.meta file
1.1 Tweaked the behaviours.meta file for more vanilla behaviors. Added values for falloverwall, created balanceindefinitely flags for nearly all bullets (while they're alive, I have no idea how to make them stay alive), as well as the ability to reach for lower extremities, head, and neck wounds in physicstasks. More arm and leg wound reactions, delayed leg weakening, and peds now have a far better balance threshold when shot from behind.
19-Dec-2016 - NEW VIDEO ADDED TO SHOW UPDATE (second video).
Installation:
1. Extract the zip file someplace memorable.
2. Using OpenIV, navigate to update/update.rpf/x64/data/tune, right click "physicstasks.ymt", and select "Copy to 'mods' folder".
3. Right-click your newly created files in your "mods" folder, and replace with the extracted from step #1.
First Uploaded: 17. dec 2016
Last Updated: 19. dec 2020
Last Downloaded: 2 dneva
64 Comments
More mods by r3g1t0dd:
NPCs will balance their best based on the push of the bullets, their health, and whether or not they're tripping over themselves or the environment.
Changelog
5.0 Keep shooting, even with vanilla weapon forces, or they'll recover. Still stunt fall but lessened somewhat. Removed limitation for fire and electricity. Headshots are instant ragdoll.
4.0 Biggest, mostly complete update to, er, date. Stumbling, balancing NPCs, reach for wound and injured behaviors (video #1) and pretty much almost 100% fall over wall when near the appropriate height (video #3). NPCs now stunt fall in the same way the player does, which has been overhauled to tumble as much as possible until the ground begins to level out (video #2).
3.0 No more standing when they're supposed to be dying.
2.0 Closed to finished again. May change headshots to full loose. Currently falling NPCs will go completely loose (as the majority of them are falling dead from a helicopter in my playthrough) as well as at the end of vehicle hits.
1.3 Added to the tunables section so that ALL NPCs have this ability.
1.2 After much research and a lot of testing (and some accidental crashing due to poor copy-paste strategy and screwing up the format), I made all the VANILLA tasks accessible within the ballistic functions of physicstasks. They balance as much as they can until they are injured enough to fall. I've watched them try to knee walk. Classes started back up so personally making a video has become hard to make time for (quick pistol video uploaded, potentially more to come but no ETA), but I honestly believe this is the best I could do using vanilla behaviour tasks without changing stayupright forces. I MIGHT look into modding it further, but this is, in my opinion, as close to this mod's final stage, if not THE final stage. Enjoy! And if someone wants to make a video in their spare time, I'd be appreciated (I'll eventually get around to it myself.) No longer changes anything to the behaviours.meta file
1.1 Tweaked the behaviours.meta file for more vanilla behaviors. Added values for falloverwall, created balanceindefinitely flags for nearly all bullets (while they're alive, I have no idea how to make them stay alive), as well as the ability to reach for lower extremities, head, and neck wounds in physicstasks. More arm and leg wound reactions, delayed leg weakening, and peds now have a far better balance threshold when shot from behind.
19-Dec-2016 - NEW VIDEO ADDED TO SHOW UPDATE (second video).
Installation:
1. Extract the zip file someplace memorable.
2. Using OpenIV, navigate to update/update.rpf/x64/data/tune, right click "physicstasks.ymt", and select "Copy to 'mods' folder".
3. Right-click your newly created files in your "mods" folder, and replace with the extracted from step #1.
Changelog
5.0 Keep shooting, even with vanilla weapon forces, or they'll recover. Still stunt fall but lessened somewhat. Removed limitation for fire and electricity. Headshots are instant ragdoll.
4.0 Biggest, mostly complete update to, er, date. Stumbling, balancing NPCs, reach for wound and injured behaviors (video #1) and pretty much almost 100% fall over wall when near the appropriate height (video #3). NPCs now stunt fall in the same way the player does, which has been overhauled to tumble as much as possible until the ground begins to level out (video #2).
3.0 No more standing when they're supposed to be dying.
2.0 Closed to finished again. May change headshots to full loose. Currently falling NPCs will go completely loose (as the majority of them are falling dead from a helicopter in my playthrough) as well as at the end of vehicle hits.
1.3 Added to the tunables section so that ALL NPCs have this ability.
1.2 After much research and a lot of testing (and some accidental crashing due to poor copy-paste strategy and screwing up the format), I made all the VANILLA tasks accessible within the ballistic functions of physicstasks. They balance as much as they can until they are injured enough to fall. I've watched them try to knee walk. Classes started back up so personally making a video has become hard to make time for (quick pistol video uploaded, potentially more to come but no ETA), but I honestly believe this is the best I could do using vanilla behaviour tasks without changing stayupright forces. I MIGHT look into modding it further, but this is, in my opinion, as close to this mod's final stage, if not THE final stage. Enjoy! And if someone wants to make a video in their spare time, I'd be appreciated (I'll eventually get around to it myself.) No longer changes anything to the behaviours.meta file
1.1 Tweaked the behaviours.meta file for more vanilla behaviors. Added values for falloverwall, created balanceindefinitely flags for nearly all bullets (while they're alive, I have no idea how to make them stay alive), as well as the ability to reach for lower extremities, head, and neck wounds in physicstasks. More arm and leg wound reactions, delayed leg weakening, and peds now have a far better balance threshold when shot from behind.
19-Dec-2016 - NEW VIDEO ADDED TO SHOW UPDATE (second video).
Installation:
1. Extract the zip file someplace memorable.
2. Using OpenIV, navigate to update/update.rpf/x64/data/tune, right click "physicstasks.ymt", and select "Copy to 'mods' folder".
3. Right-click your newly created files in your "mods" folder, and replace with the extracted from step #1.
First Uploaded: 17. dec 2016
Last Updated: 19. dec 2020
Last Downloaded: 2 dneva
I tried many physical mods, but Ballistic Balancer is most comfortable and realistic, really. It's better than Euphoria 1.9.4. Thanks for great work, author.
try this: https://gta5-mods.com/misc/ultimate-anatomically-realistic-ragdoll
@voncarl93 It's kind of shitty to advertise your mod using someone else's mod comment section.
@Joe Gillian It´s only a recomendation, i dont ear anything doing this but... sorry anyways xd
@voncarl93 It's all good man! For all it's worth, I've been using pretty much all of your mods, you're doing a great job!
I'm tired using other euphoria physics, everytime i shoot ped heads they still stand up even though they're dead and act like "eh, what has happened?" and after 10 second they fall.
Glad this mod has fixed it :D . Now the game return to immersion~
Can anyone tell me if this mod affects the player in the same way as the npc's? Thanks!
Hey @r3g1t0dd, I just got your mod installed, so I'm not going to review it just yet, but I saw you talking about making it so dead drivers have a lead foot. That was one of the few things I liked about Redux, but no matter how many files I dug in to or forums I asked, I was never able to figure out how to recreate it. Could you post the file with those settings? Or just clue me in on how to do it myself please? I really miss the mayhem.
@HellOnWheels357 vehicleaitasks.ymt, this is how my dead driver task looks
<Item type="CTaskVehicleDeadDriver__Tunables">
<Name>CTaskVehicleDeadDriver</Name>
<SwerveTime value="999.000000" />
<SteerAngleControl>SAC_Randomize</SteerAngleControl>
<MinSteerAngle value="-0.00000" />
<MaxSteerAngle value="0.00000" />
<ThrottleControl>TC_Randomize</ThrottleControl>
<MinThrottle value="100.00000" />
<MaxThrottle value="100.000000" />
<BrakeControl>BC_Randomize</BrakeControl>
<MinBrake value="0.000000" />
<MaxBrake value="0.000000" />
</Item>
I really appreciate it @r3g1t0dd. Thank you.
I have had some more time to test your mod and I really like it. The only thing that keeps it from being a full 5 stars is the force of the bullets. When peds are shot, the bullet impacts push them pretty hard. I was hoping that would not be the case, especially considering the "No push death" mod you made previously. I'm assuming that the pushing is a side effect of one of the features in this mod? As in, editing one part of the file to achieve a certain desired result ended up causing the bullets to have a lot of force behind them.
Regardless, great job dude! This is a fantastic mod. I just wish the impacts were a little more realistic.
How are you editing the vehicleaitasks.ymt file? OpenIV says it's an invalid file type and the only two converters I have found aren't working for me because they have been discontinued.
If the .ymt editing process is a little too much to explain @r3g1t0dd, could you make your custom vehicleaitasks.ymt file available for download instead? I have installed a few mods to make GTA V perfect for my tastes, and I'm almost finished. That modification is the only thing missing.
@HellOnWheels357 nope, not my mod, it's the vanilla impulse forces in the game
why cant i push peds?
are you ever going to update this mod? because i love this mode and i wish that it had updated to this day
@Pinchamadre yep
damn this mod is fire, the ragdolls are so soft and the creator updating the mod for 4 years, the work you've put up on this mod is incredible!
Sweet!
@r3g1t0dd i can use this mod with E.R.O euphoria mod at the same time?It Change other thinks? i want all of E.R.O but this ballistic balancer
but according to your experiences which is more realistic? This mod or Bass Dragon's Euphoria Ragdoll
This euphoria mod is just amazing, i have been using it for a while now and i love it, its very comfortable and smooth, ill give it 5 stars