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The Elder Scrolls IV: Oblivion Downloads > Modifications > Gameplay Tweaks:
Realistic Ragdolls and Force (3.0v)
Filename: 3v_realistic_ragdolls_and_force.zip

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Modifications > Gameplay Tweaks

Average User Rating: 9.2
Number of Votes: 20
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3 Other Files by 46 2:
- Realistic Physics and Force Package (1.0v)
- Realistic Ragdolls and Force (2.0v)
- Realistic Ragdolls and Force (1.0v)

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Realistic Ragdolls and Force (3.0v) - File Description  

This version adds liftable bodies to the mod. For the bodies that are liftable I chose the grab point to be both the
left and right thigh (upper leg). I chose this grab point because it was the most universal point which worked with all
the ragdolls. I wanted to make the grabpoint as universal as possible because it eliminates confusion, otherwise it
would take away from the gameplay experience. I also chose this point because it usually eliminates too much of the body
dragging on the ground as you try to lift them, and it also looks cool as they dangle around upside down. stick out tongue I also could
not make multiple grabpoints because it messed with the physics/ragdolls too much for too many reasons to mention. Every
ragdoll/skeleton was different as well, so some ragdolls could not be lifted because of too many glitches and graphical
problems; such as morphing for example. Grab points for the chest/head simply do not work well either because they
completely disrupt the ragdoll physics, and it is not so easy to find the chest of a deer for example, you have to
really estimate between the neck and the hind area. :S

I made some creatures non-liftable simply because it wouldn't make any sense for a human being, or something of similar
strength, to be able to lift them. For example, a human would not be able to lift a horse, and even when I allowed them
to be liftable it looked incredibly goofy because they are just so much bigger than a playable character.

Liftable creatures and their grabpoints:
humans - thighs
argonians - thighs
khajit - thighs
clannfear - thighs
flameatronach - thighs
goblin - thighs
imp - thighs
lich - thighs
mudcrab - body/head
ogre - thighs
rat - thighs
scamp - thighs
sheep - thighs
skeleton - thighs
slaughterfish - tail/head
spriggan - thighs
troll - thighs
xivilai - thighs
zombie - thighs

Non-liftable creatures:
bear - not realistic
boar - glitchy
daedroth - not realistic
deer - glitchy
dog - glitchy
frostatronach - not realistic
horse - not realistic
landdreugh - not realistic
minotaur - not realistic
mountainlion - glitchy
spider daedra - not realistic
stormatronach - not realistic/no need
ghost - no need
willothewisp - no need
wraith - no need

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

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.

This mod is extremely useful and makes Oblivion a LOT more realistic. This is a must have for everyone who has got Oblivion and wants to make it seem more real.

Realistic Ragdolls and Force (3.0v) - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download Realistic Ragdolls and Force!

Realistic Ragdolls and Force (3.0v) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 11 | Last comment: 04-10-2008 at 16:24

 #1 - 06-18-2006 at 20:45
From: (San Diego, California)
Joined: September 7th, 2005
Posts: 27
Love these mods man keep up the good work big grin

 #2 - 06-23-2006 at 12:43
Joined: October 29th, 2005
Posts: 232
Perfect now things wont be flying ridiculously into the air.

 #3 - 06-24-2006 at 09:45
Joined: August 21st, 2005
Posts: 125
I liked V1 better

 #4 - 08-05-2006 at 22:12
Joined: May 6th, 2006
Posts: 9
how do you throw them?

 #5 - help - 01-15-2007 at 10:37
Joined: January 15th, 2007
Posts: 8
how do u even drag or lift the body can some 1 help please this seem like a good mod but i don know how to use it

 #6 - Won't Work - 03-10-2007 at 12:19
From: (Eskilstuna)
Joined: April 22nd, 2006
Posts: 71
I put the files inside the data folder in the oblivion folder but it doesn't show when i press Data files when i start the game...please help

 #7 - great add-on thanks - 04-08-2007 at 13:16
Joined: August 10th, 2004
Posts: 165
i enjoy adding the real-high esp on top of the billion mods i have, no conflicts, clean simple install, great turnout, thanks! 10/10

 #8 - Ummm........... - 08-07-2007 at 04:38
Joined: June 17th, 2007
Posts: 41
#5, Z is the button for dragging, or in this case lifting.Devil!

 #9 - 09-08-2007 at 18:18
From: (Evansville, Indiana)
Joined: May 6th, 2007
Posts: 51
finaly. the ragdoll in this game arn't very good. the havoc engine doesn't seem to like the ragdolls very much. this makes it a little better though.

 #10 - Help - 02-23-2008 at 07:03
Joined: March 8th, 2005
Posts: 46
Help i know how to drag but it doesnt seem to work ive tried all of them at different times and its still not working, its still the same as before help

 #11 - Humanoid ragdoll not functioning - 04-10-2008 at 16:24
From: (Duluth GA)
Joined: May 8th, 2004
Posts: 116
The ragdoll and physics properties of all of the other creatures listed as "changed" function as they should, except for the humanoid characters (Imperials, Orcs, Dunmer, etc.). I have yet to sermise as to why this is happening. If anyone (or the author) could provide some useful insight, it would be much appreciated.
The thing is, this mod worked prior to my clean install of the game (my textures didn't want to cooperate with the game's renderer any longer), and now it only works in part.

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