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  1. RAIDER'S BLOOD, VIOLENCE & RAGDOLL OVERHAUL
  2. GENERAL MOD FEATURE LiST (TO BE UPDATED)
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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)
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  10. - Max range for wounds to appear increased - you can now see bullet wounds appear on sniped targets, etc
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  12. - Tear out your IV fluid and tell the ER staff to fuck off - hospitals no longer perform overnight reconstruction surgery on the player
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  14. - Entire 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
  15.  
  16. - 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)
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  18. - Blood and body wounds will appear from most melee sources as well now - no more squeeky clean head hammerings
  19.  
  20. - Much more blood will splash back onto the player character after excessive close-range ped mutilation
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  22. - 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)
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  24. - Entry/exit wounds based on bullet caliber and enhanced blood-geysering effects when a ped is shot (inspired by Shaunr's enhanced bloodfx)
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  26. - Blood pools trail at points
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  28. - If a corpse is moved after death a small dynamic liquid blood trail will follow ala Postal 2
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  30. - If using in combination with Roadkill .NET script peds will look the part after getting splattered by vehicles - missing faces, road-rashed skin, etc
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  33. ENHANCED PAiN/RAGDOLL/EUPHORiA EFFECTS/REACTiONS:
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  35. - 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)
  36.  
  37. - Peds killed while driving no longer spin out in seconds in unrealistic perfect 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
  38.  
  39. - Max ragdoll limit raised from 3 to 10 for proper body piling
  40.  
  41. - 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
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  43. - 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
  44.  
  45. - Ped weight increased - they no longer weigh the same amount as a cat
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  47. - Unarmed 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
  48. 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
  49.  
  50. - Custom unarmed melee sound effects included to give fistfights a more satisfying crunch as well
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  52. - 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 (ground work by Drkz)
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  57. WEAPON EDiTS:
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  59. - Higher-caliber 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
  60.  
  61. - The Heavy Sniper is no longer bitchmade and kills just about everything (including armored cops) in 1 shot like it should
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  63. - Most weapons (except snipers) now use visible tracer rounds
  64.  
  65. - Most weapons produce cinematic gun smoke and smoke trails from excessive firing
  66.  
  67. - 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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  69. - 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
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  72. LIST INCOMPLETE. DOWNLOAD MOD AND SEE THE REST FOR YOURSELF
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