SR2-Style Ragdoll Physics + Enemy Health

One thing that I feel SR3 doesn't do well as SR2 is how your character doesn't ragdoll nearly as much as he does in SR2. In SR2 if you jumped out of your car at a moderate speed or fell from a survivable height, he'd ragdoll like crazy; in SR3, he does a boring rolling animation. In the case of a large fall, he now lands flat on his face in what feels like a canned animation rather than bouncing comically off the pavement.

Not only that, I turned on Pratfalls and jumped off my fully-upgraded Three Count casino, and the ragdoll wore off after a few seconds as my character returned to the base-jumping animation.

In addition, in regards to enemies, in SR2 when you hit a NPC with a melee weapon, they'd immediately ragdoll and would stay that way unless you let them up. In SR3, they have a flinch animation until you actually kill them. Also, it feels like they have way more health than they did in SR2, even on Casual difficulty.

Basically, I'm just wondering if it's possible to fix some values and make it more like SR2 in a way. I'm new to mods, so I don't know much, but it seems like it'd be an easy fix.
 
You'll need the "tweak_table.xtbl" for player ragdoll parameters, namely "Ragdoll_player_knockdown_time_ms". Setting it too high is rather uncomfortable gameplay-wise, though, and, by the way, will not prevent the game from respawning your character should he (or she, or it) get stuck in world geometry. There's also "Player_ragdoll_to_freefall_min_time_ms" which defines how long you can ragdoll through the air before assuming the base jumping animation.

Health pools for NPCs is in "spawn_info_rank.xtbl" - there is a specific "knockdown" health pool tag, that may or may not define how much health the character has to lose in order to ragdoll non-fatally. Just note that Saints and any other gang share the same "gang_grunt" ranks, so any changes to that will affect every faction.
 
Get Minimaul's Recursive Unpacker / Gibbed's tools and, optionally XTBL editor from "Tool Releases", unpack misc_tables.vpp_pc, find the relevant xtbl file in misc_tables and edit it either with XTBL editor or Notepad/its variations. It's pretty obvious what can be changed from the files themselves. "Instant ragdoll" flag DataSnake mentioned is in weapons.xtbl, if I'm not mistaken. Then save the file and drop it into your SRTT folder (where .exe files are).

They won't so much clash as override GoS changes, and only in case if you've actually installed mods that alter the same files (like panda falling physics alters "tweak_table" etc.). In this case you can build a loose GoS mod and use WinMerge to compare files and apply changes to the GoS version of the table.
 
okay, I wanna make sure I'm understanding how to do this. In regards to instant ragdoll, the only weapons in the weapons.xtbl file that have that flag (and are actually in the game) are the police and STAG riot shields and the stun gun. If I want any other melee weapon to instantly ragdoll, all I have to do is c&p "<Flag>instant ragdoll</Flag>" into that weapon's section, right?
 
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