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RAIDER'S BLOOD, VIOLENCE & RAGDOLL OVERHAUL GENERAL

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May 12th, 2016
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  1. RAIDER'S BLOOD, VIOLENCE & RAGDOLL OVERHAUL
  2. GENERAL MOD FEATURE LiST (TO BE UPDATED)
  3.  
  4.  
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  6. BLOOD/WOUNDS:
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  8. - Max wound limit raised from 25 to 200 (for both player and peds)
  9.  
  10. - Max range for wounds to appear increased - you can now see bullet wounds appear on sniped targets, etc
  11.  
  12. - Tear out your IV fluid and tell the ER staff to fuck off - hospitals no longer perform overnight reconstruction surgery on the player
  13.  
  14. - Peds will almost always continue splattering blood on the ground and nearby objects/peds/cars/players if their corpse is continuously mulched with bullets or whatever post-mortem
  15.  
  16. - Entire original 4K retexturing of almost every blood/wound texture in the game (pools, splatters, clothing soaks, bullet wounds, bruises, scrapes, scars, etc) all complete with proper bumpmapping etc for pseudo 3D wound modelling
  17.  
  18. - Blood spray/splatter/mist variety has been increased from only 9 types (1 set) to 36 (4 sets)
  19.  
  20. - It now takes a realistically-scaled time for a ped's clothing to soak through with blood after being shot (wounds start small then take ~45 seconds to soak over - most pictures are taken after clothing is fully soaked with blood)
  21.  
  22. - The amount of blood splatters on vehicles and the dynamic of which they appear has been reworked heavily for better brutal vehicular slaughter
  23.  
  24. - If using in combination with Roadkill .NET script peds will look the part after getting splattered by vehicles - missing faces, road-rashed skin, etc. 3 layers of vehicle damage types for victims: light, medium and heavy
  25.  
  26. - Blood and body wounds now appear from all melee sources as well now - no more squeeky clean head hammerings or curb stompings
  27.  
  28. - Much more blood will splash back onto the player character after excessive close-range ped mutilation
  29.  
  30. - Bloody footsteps will actually appear ingame when walking over a corpse and have a custom texture in place to ensure their gruesome visibility - curb stomps will even paint only the stomping foot over with blood (unless you slosh around in their brains for awhile)
  31.  
  32. - Entry/exit wounds and enhanced blood-geysering/misting effects when a ped is shot (inspired by Shaunr's enhanced bloodfx and Quentin Tarantino)
  33.  
  34. - Blood pools will trail at points
  35.  
  36. - If a corpse is moved after death while pooling blood a small dynamic liquid blood trail will drip behind the dead ped ala Postal 2
  37.  
  38. - If using in combination with Roadkill .NET script (included with all new versions) peds will look the part after getting splattered by vehicles - missing faces, road-rashed skin, etc. 3 layers of vehicle damage types for victims: light, medium and heavy
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  41. ENHANCED PAiN/RAGDOLL/EUPHORiA EFFECTS/REACTiONS:
  42. -------------------------------------------------
  43.  
  44. - Peds can now suffer 2 different types of seizures due to head trauma using the included meleeseizure.cs scripts-- your stereotypical convulsions may occur as well as stiffened fencing pose concussions (look it up)
  45.  
  46. - Health/armor has been revamped using the included InjuredMovement.dll script by yoits3030 - armor now acts more as a regenerative pain-threshold your character can build in cover until it runs out from taking damage and his precious green health bar is shown - when you armor runs out, your character will stagger and limp about in a punch-drunk like manner (but still be fully capable of using all of their weaponry, driving, fighting, etc) until he waits long enough in cover for his head to clear and he can move properly again: about 4 seconds of regen time. Check yoits3030's actual mod page or read the included documentation for a proper write-up
  47.  
  48. - Most bullets in real life pass through you like butter, not hit you with the force of a NFL linebacker - bullet force has been severely reduced on all non-DLC weaponry for a more realistic gunshot reaction from peds instead of throwing them back 1000 feet from even a .22 shot like default - this provides a much more cinematic (and horrifying) killing experience and you will certainly notice the difference between the weapon edits included and the DLC weaponry not included (for sake of easy install)
  49.  
  50. - Peds killed while they're driving no longer spin out of control in seconds in unrealistic perfect U-turn circles - their swerve angles have been adjusted to go much more straight for more-realistic deaths behind the wheel - light up some cars on the highway and see for yourself
  51.  
  52. - Max ragdoll limit raised from 3 to 10 for proper body piling
  53.  
  54. - Peds will attempt to grab onto nearby objects and ledges (even cars) to try to stop themselves from falling - this was in IV but for some reason was turned off in vanilla V
  55.  
  56. - In the same sense the player can now use the rugby-tackle to dive at peds and grab hold of them to bring them to the ground with you
  57.  
  58. - Ped weight increased - they no longer weigh the same amount as a cat
  59.  
  60. - Melee now incorporates fluid ragdoll/euphoria transitions and reactions from punches - knockouts look as vicious as ever - use R on the keyboard/B on the controller for close combos and mouse click/right-trigger for heavy frantic swings
  61. NOTE: TREVOR'S PSYCHO MODE WiLL BUG OUT THE RAGDOLL REACTiONS DURiNG FiSTFiGHTS. DON'T USE IT EVER UNLESS YOU WANNA RESTART YOUR GAME CAUSE SHiT GETS GOOFY SOMETiMES IF YOU DO
  62.  
  63. - Melee animations have been reworked for better flow, no more awkward windups or pauses - every melee weapon type swings faster now as well
  64.  
  65. - Melee damage has been balanced after extensive testing - wear a helmet
  66.  
  67. - If a ped is injured from any source they will now stagger away frantically and in pain instead of running away like nothing happened as per usual - some peds if shot in the leg will now be fully incapacitated and no longer be able to walk even, forced to crawl instead (ground work by Drkz & littlechris31)
  68.  
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  70. EXPLOSiON/FiRE EDiTS:
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  72.  
  73. - Burnt bodies now have disgusting burn wounds as well as their usual black charring all over
  74.  
  75. - Reworked fire dynamic ensures you can light everything ablaze (even buildings) almost like Far Cry-- assuming you have enough molotovs
  76.  
  77. - Impact decals for various explosion types have been increased in size to make it look more like something actually got hit by a rocket
  78.  
  79. - Burn patches on the ground have also been increased in a similar manner
  80.  
  81. - Explosion visuals reworked to look far better than default by MTZ
  82.  
  83. - Fire hydrants will now fuck you or your car up if you drive over them
  84.  
  85. - Explosion shockwave sizes have been INCREASED, however shockwave damage has been DECREASED -- this means explosions are far more cinematic and will throw the player in a ragdoll-like state away from the blast instead of wasting him outright
  86.  
  87. - The RPG now requires a direct hit on a vehicle to blow it up, however the new fire that now follows explosions will ensure any nearby targets are burnt crispy assuming they stick around long enough
  88.  
  89. -------------
  90. WEAPON EDiTS:
  91. -------------
  92. - Light recoil has been applied to all non-DLC weaponry to give them all more of a kick - don't shoot like a moron and you'll be fine
  93.  
  94. - Weaponry now penetrates many more physical materials based loosely off real world physics calculations - bullets tear through people like a hot knife through butter; many different metal and wood materials stand even less of a chance
  95.  
  96. - The Heavy Sniper is no longer bitchmade and kills just about everything (including armored cops) in 1 shot like it should
  97.  
  98. - Most weapons (except snipers) now use visible tracer rounds
  99.  
  100. - Most weapons produce cinematic gun smoke and smoke trails from excessive firing
  101.  
  102. - The Assault Rifle is now held down by the hip ala Scarface or Rambo
  103.  
  104. - The baseball bat is now idly carried one-handed - all swinging/combat animations have been untouched
  105.  
  106. - All melee weapons and unarmed combat have been tweaked to ensure there's no awkward delays between moves or combos
  107.  
  108. - More punches and knife attacks have been added to the existing movesets for more variety between swings
  109.  
  110. - By default Franklin and Trevor now fire all pistols and the Micro SMG one-handed - use sneak mode while aiming to stabilize
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  115. LIST INCOMPLETE. DOWNLOAD MOD AND SEE THE REST FOR YOURSELF
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