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The Elder Scrolls IV: Oblivion Downloads > Modifications > Gameplay Tweaks:
Realistic Ragdolls and Force (1.0v)
Filename: realistic_ragdolls_and_force.zip


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212.8 KB
1.0v
46 2
2132
06-01-2006
Modifications > Gameplay Tweaks


Average User Rating: 9.1
Number of Votes: 7
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Realistic Ragdolls and Force (1.0v) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
This reworks Oblivion's original skeletons for humans and creatures. There are three different mods in this bundle whcih all change the same settings but at different levels.
Info -
-= 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.

Demo




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Realistic Ragdolls and Force (1.0v) - File Download Options  

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Realistic Ragdolls and Force (1.0v) - Readme  
Readme File:
============================================
The Elder Scrolls IV: Oblivion ====
====
Realistic Ragdolls and Force v1.0 ====
By: 46&2 ====
============================================

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


============================================
1. 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.


============================================
2. 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.


============================================
3. 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.


============================================
4. 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.


============================================
5. 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.


============================================
6. 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.


============================================
7. 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.

- 46&2


Realistic Ragdolls and Force (1.0v) - 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: 6 | Last comment: 06-24-2006 at 09:46

 #1 - 06-01-2006 at 22:56
MasterofOblivion
From: (WA)
Joined: February 20th, 2006
Posts: 501
I found this made the game a LOT more realistic. I don't think this will work with the 'Flying Deaths mod' though

 #2 - 06-01-2006 at 23:11
DarkAngelWingX
From: (Malmö)
Joined: May 28th, 2006
Posts: 23
You got that right, it makes the game much more realistic.
Well, maybe not that much, but at least a bit. Great job=)

 #3 - 06-02-2006 at 11:21
SavageJedi
Joined: December 8th, 2002
Posts: 43
Does this affect the speed of falling if they go off a cliff? Also, does it make the bodies harder to move with the grab hand?

 #4 - 06-02-2006 at 13:03
Drk_Emblem
From:
Joined: August 21st, 2005
Posts: 125
falling speed is affected so if a ragdoll is launched, it doesn't mysteriously fall really slow. die really high and you'll realistically freefall and SPLAT!

 #5 - 06-03-2006 at 16:48
soad667
From: (Alex/polis)
Joined: November 12th, 2004
Posts: 440
nice one...
i love these small additions or fixes,whatever... smile

 #6 - 06-24-2006 at 09:46
Drk_Emblem
From:
Joined: August 21st, 2005
Posts: 125
this will work with the flying deaths mod. you just can't use the esp files that this one comes with.



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