KoreaBank's Euphoria (KBE) V1.7
2.987
33
2.987
33
Please install the mod manually.
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ Misc ]
( II )
[ My Thoughts About The Mod ]
( III )
[ Infos About Files ]
( IV )
[ Issues With Uploading ]
( V )
[ Requirements ]
( VI )
[ How To Install ]
( VII )
[ Features From The Mod ]
( VIII )
[ Changelogs ]
( IX )
[ Bugs And Glitches ]
( I )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ My Thoughts About The Mod ].
I Developed This mod changes reaction of being shot closest to: Max Payne 3. Balancing, brace styles look like GTA IV and RDR.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Issues With Uploading ].
None.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Open .OIV file and install.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Open .OIV file and install.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
Install file inside "weapons.meta-mp2023_01" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_01-dlc.rpf-common-data-ai
Replace with "weapon_tecpistol.meta".
Install file inside "weapons.meta-mp2023_02" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_02-dlc.rpf-common-data-ai
Replace with "weapon_battlerife.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Open .OIV file and install.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ Features From The Mod ].
Brings the Closest Euphoria from RDR, Max Payne 3 and GTA IV styles.
Improved balancing and shots. just a little "unrealistic".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Changelogs ].
[ Release ].
V1.7:
Improved almost everything for shot reactions as always. New death animations, which is staggerfall. Looks more like rdr1. Reduced flying distance when crashed with a bike. Now characters don't always fly into the spaces when hit. Headshots are way more better now, looks close to original gta5's headshot but with more balancing. Characters CAN balance when they are shot in the head, but their max steps are 3 to 5 so that won't stand out much. Fire reactions are now fixed and much greater. Using the message in behaviours.xml, i managed to make fire reactions better than any other version of my mod. Also there were some changes in the mod but I can't figure it out everything since it took very long to full edit and make it smooth enough to play normally in story mode. Please replace every file in [ weapons.meta ]. I changed them to fit in the mod more. I changed killshot force 0.8 to 1.5. Which means the guns do more force when characters take a last bullet to die. The higher force the gun has, the stronger the last bullet is. Shotguns are not the case tho, shotguns already have enough forces to make people fly away. If you want to see a big change, try Pistol .50. The last shot will most likely make characters fly in the air. Lastly, the dead peds will try to raise their arms up when dead, a feature that's similar with rdr1, gtaIV and MP3. Sorry for bad english, Thank You for downloading the mod and supporting me.
V1.6.1:
Fixed some things in behaviours.xml. Headshot reactions are much more better now, it looks smoother and more natural. Changed death styles. The previous versions use FallToKnees when died, now i changed it to StaggerFall which means, no weird stiffness glitches! Tho there are still FallToKnees command which i could not remove from this point. Leg shots are better now. It was kinda weird to see characters just raise their arm when they are shot in the legs, so i fixed it. It's a bit more smooth and maybe realistic. Shotgun reactions are improved, now they don't have any weird stiffnesses which were kinda looking bad. Fire reactions were kinda changed. Not really interesting but they can atleast stand, not just fall like in vanilla. V1.7 will be here very soon, so keep your patience. Btw I added OIV package installer so it should be very quick to update older versions to newer versions.
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
[ Fixed ]
Broken reaction when you catch on fire.
( V1.4 )
[ Fixed ]
Characters act weird if falling over cars when shot.
( V1.6.1 )
These issues should be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ Misc ]
( II )
[ My Thoughts About The Mod ]
( III )
[ Infos About Files ]
( IV )
[ Issues With Uploading ]
( V )
[ Requirements ]
( VI )
[ How To Install ]
( VII )
[ Features From The Mod ]
( VIII )
[ Changelogs ]
( IX )
[ Bugs And Glitches ]
( I )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ My Thoughts About The Mod ].
I Developed This mod changes reaction of being shot closest to: Max Payne 3. Balancing, brace styles look like GTA IV and RDR.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Issues With Uploading ].
None.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Open .OIV file and install.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Open .OIV file and install.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
Install file inside "weapons.meta-mp2023_01" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_01-dlc.rpf-common-data-ai
Replace with "weapon_tecpistol.meta".
Install file inside "weapons.meta-mp2023_02" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_02-dlc.rpf-common-data-ai
Replace with "weapon_battlerife.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Open .OIV file and install.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ Features From The Mod ].
Brings the Closest Euphoria from RDR, Max Payne 3 and GTA IV styles.
Improved balancing and shots. just a little "unrealistic".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Changelogs ].
[ Release ].
V1.7:
Improved almost everything for shot reactions as always. New death animations, which is staggerfall. Looks more like rdr1. Reduced flying distance when crashed with a bike. Now characters don't always fly into the spaces when hit. Headshots are way more better now, looks close to original gta5's headshot but with more balancing. Characters CAN balance when they are shot in the head, but their max steps are 3 to 5 so that won't stand out much. Fire reactions are now fixed and much greater. Using the message in behaviours.xml, i managed to make fire reactions better than any other version of my mod. Also there were some changes in the mod but I can't figure it out everything since it took very long to full edit and make it smooth enough to play normally in story mode. Please replace every file in [ weapons.meta ]. I changed them to fit in the mod more. I changed killshot force 0.8 to 1.5. Which means the guns do more force when characters take a last bullet to die. The higher force the gun has, the stronger the last bullet is. Shotguns are not the case tho, shotguns already have enough forces to make people fly away. If you want to see a big change, try Pistol .50. The last shot will most likely make characters fly in the air. Lastly, the dead peds will try to raise their arms up when dead, a feature that's similar with rdr1, gtaIV and MP3. Sorry for bad english, Thank You for downloading the mod and supporting me.
V1.6.1:
Fixed some things in behaviours.xml. Headshot reactions are much more better now, it looks smoother and more natural. Changed death styles. The previous versions use FallToKnees when died, now i changed it to StaggerFall which means, no weird stiffness glitches! Tho there are still FallToKnees command which i could not remove from this point. Leg shots are better now. It was kinda weird to see characters just raise their arm when they are shot in the legs, so i fixed it. It's a bit more smooth and maybe realistic. Shotgun reactions are improved, now they don't have any weird stiffnesses which were kinda looking bad. Fire reactions were kinda changed. Not really interesting but they can atleast stand, not just fall like in vanilla. V1.7 will be here very soon, so keep your patience. Btw I added OIV package installer so it should be very quick to update older versions to newer versions.
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
[ Fixed ]
Broken reaction when you catch on fire.
( V1.4 )
[ Fixed ]
Characters act weird if falling over cars when shot.
( V1.6.1 )
These issues should be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
Првпат Додадено: Јануари 11, 2023
Последно Ажурирање: Ноември 18, 2024
Последно Симнување: пред 1 ден
79 Коментари
More mods by KoreaBank:
Please install the mod manually.
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ Misc ]
( II )
[ My Thoughts About The Mod ]
( III )
[ Infos About Files ]
( IV )
[ Issues With Uploading ]
( V )
[ Requirements ]
( VI )
[ How To Install ]
( VII )
[ Features From The Mod ]
( VIII )
[ Changelogs ]
( IX )
[ Bugs And Glitches ]
( I )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ My Thoughts About The Mod ].
I Developed This mod changes reaction of being shot closest to: Max Payne 3. Balancing, brace styles look like GTA IV and RDR.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Issues With Uploading ].
None.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Open .OIV file and install.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Open .OIV file and install.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
Install file inside "weapons.meta-mp2023_01" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_01-dlc.rpf-common-data-ai
Replace with "weapon_tecpistol.meta".
Install file inside "weapons.meta-mp2023_02" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_02-dlc.rpf-common-data-ai
Replace with "weapon_battlerife.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Open .OIV file and install.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ Features From The Mod ].
Brings the Closest Euphoria from RDR, Max Payne 3 and GTA IV styles.
Improved balancing and shots. just a little "unrealistic".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Changelogs ].
[ Release ].
V1.7:
Improved almost everything for shot reactions as always. New death animations, which is staggerfall. Looks more like rdr1. Reduced flying distance when crashed with a bike. Now characters don't always fly into the spaces when hit. Headshots are way more better now, looks close to original gta5's headshot but with more balancing. Characters CAN balance when they are shot in the head, but their max steps are 3 to 5 so that won't stand out much. Fire reactions are now fixed and much greater. Using the message in behaviours.xml, i managed to make fire reactions better than any other version of my mod. Also there were some changes in the mod but I can't figure it out everything since it took very long to full edit and make it smooth enough to play normally in story mode. Please replace every file in [ weapons.meta ]. I changed them to fit in the mod more. I changed killshot force 0.8 to 1.5. Which means the guns do more force when characters take a last bullet to die. The higher force the gun has, the stronger the last bullet is. Shotguns are not the case tho, shotguns already have enough forces to make people fly away. If you want to see a big change, try Pistol .50. The last shot will most likely make characters fly in the air. Lastly, the dead peds will try to raise their arms up when dead, a feature that's similar with rdr1, gtaIV and MP3. Sorry for bad english, Thank You for downloading the mod and supporting me.
V1.6.1:
Fixed some things in behaviours.xml. Headshot reactions are much more better now, it looks smoother and more natural. Changed death styles. The previous versions use FallToKnees when died, now i changed it to StaggerFall which means, no weird stiffness glitches! Tho there are still FallToKnees command which i could not remove from this point. Leg shots are better now. It was kinda weird to see characters just raise their arm when they are shot in the legs, so i fixed it. It's a bit more smooth and maybe realistic. Shotgun reactions are improved, now they don't have any weird stiffnesses which were kinda looking bad. Fire reactions were kinda changed. Not really interesting but they can atleast stand, not just fall like in vanilla. V1.7 will be here very soon, so keep your patience. Btw I added OIV package installer so it should be very quick to update older versions to newer versions.
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
[ Fixed ]
Broken reaction when you catch on fire.
( V1.4 )
[ Fixed ]
Characters act weird if falling over cars when shot.
( V1.6.1 )
These issues should be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ Misc ]
( II )
[ My Thoughts About The Mod ]
( III )
[ Infos About Files ]
( IV )
[ Issues With Uploading ]
( V )
[ Requirements ]
( VI )
[ How To Install ]
( VII )
[ Features From The Mod ]
( VIII )
[ Changelogs ]
( IX )
[ Bugs And Glitches ]
( I )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ My Thoughts About The Mod ].
I Developed This mod changes reaction of being shot closest to: Max Payne 3. Balancing, brace styles look like GTA IV and RDR.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
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( III )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
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( IV )
[ Issues With Uploading ].
None.
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( V )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
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( VI )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Open .OIV file and install.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
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[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Open .OIV file and install.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
Install file inside "weapons.meta-mp2023_01" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_01-dlc.rpf-common-data-ai
Replace with "weapon_tecpistol.meta".
Install file inside "weapons.meta-mp2023_02" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mp2023_02-dlc.rpf-common-data-ai
Replace with "weapon_battlerife.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
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[ Not Necessary ]
x64a.rpf.
Open .OIV file and install.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
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( VII )
[ Features From The Mod ].
Brings the Closest Euphoria from RDR, Max Payne 3 and GTA IV styles.
Improved balancing and shots. just a little "unrealistic".
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( VIII )
[ Changelogs ].
[ Release ].
V1.7:
Improved almost everything for shot reactions as always. New death animations, which is staggerfall. Looks more like rdr1. Reduced flying distance when crashed with a bike. Now characters don't always fly into the spaces when hit. Headshots are way more better now, looks close to original gta5's headshot but with more balancing. Characters CAN balance when they are shot in the head, but their max steps are 3 to 5 so that won't stand out much. Fire reactions are now fixed and much greater. Using the message in behaviours.xml, i managed to make fire reactions better than any other version of my mod. Also there were some changes in the mod but I can't figure it out everything since it took very long to full edit and make it smooth enough to play normally in story mode. Please replace every file in [ weapons.meta ]. I changed them to fit in the mod more. I changed killshot force 0.8 to 1.5. Which means the guns do more force when characters take a last bullet to die. The higher force the gun has, the stronger the last bullet is. Shotguns are not the case tho, shotguns already have enough forces to make people fly away. If you want to see a big change, try Pistol .50. The last shot will most likely make characters fly in the air. Lastly, the dead peds will try to raise their arms up when dead, a feature that's similar with rdr1, gtaIV and MP3. Sorry for bad english, Thank You for downloading the mod and supporting me.
V1.6.1:
Fixed some things in behaviours.xml. Headshot reactions are much more better now, it looks smoother and more natural. Changed death styles. The previous versions use FallToKnees when died, now i changed it to StaggerFall which means, no weird stiffness glitches! Tho there are still FallToKnees command which i could not remove from this point. Leg shots are better now. It was kinda weird to see characters just raise their arm when they are shot in the legs, so i fixed it. It's a bit more smooth and maybe realistic. Shotgun reactions are improved, now they don't have any weird stiffnesses which were kinda looking bad. Fire reactions were kinda changed. Not really interesting but they can atleast stand, not just fall like in vanilla. V1.7 will be here very soon, so keep your patience. Btw I added OIV package installer so it should be very quick to update older versions to newer versions.
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
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( IX )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
[ Fixed ]
Broken reaction when you catch on fire.
( V1.4 )
[ Fixed ]
Characters act weird if falling over cars when shot.
( V1.6.1 )
These issues should be fixed soon.
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Првпат Додадено: Јануари 11, 2023
Последно Ажурирање: Ноември 18, 2024
Последно Симнување: пред 1 ден
@blorpis Did he ask to copy it, get told no then copy it anyway? lmao. i'll report
@blorpis I tried both, they both are different, even if he started doing his with yours as a base, it's different, you are modding the game, he is modding your mod, what's the problem? if you think is stealing, you're stealing rockstar property.
That's a dumb logic.
@thalilmythos compare it side to side he copied my shit word for word. the JumpRollFromRoadVehicle task is almost exactly the same with some differences in float values. Also, your point about me stealing from rockstar doesnt make sense because i am finding new shit out myself i didnt steal a template that was pre-existing.
@blorpis I understand you can take this seriously, what I'm trying to point out is, it really isn't, if he took your "JumpRollFromRoadVehicle task" and copy pasted it, there must still be other parts of his mod that he worked on himself, and if it's a MIX of 10 euphoria mods, so what? some times you guys forget this is for a VIDEOGAME a thing that is meant to be done to have FUN, all this "I own this mod, I own that mod" just takes the fun out of it, it's not that important.
@koreabank
You've received an explicit "no" and went ahead anyway. That's kind of a dick move, no?
@blorpis
I understand your concerns. Though, speaking as a mod developer, I have the opinion that sharing newly discovered information about the game is a good thing. In the end, it's just making modification of the game more accessible for everybody. If every discovery about parameters Rockstar put in the game was guarded my mod developers, there would not have been much modding at all.
As such, I think this can be left as-is for the moment, but @koreabank will receive a warning for doing this without permission.
@ikt I couldn't really check the site before i fix my pc since the cooler is broken. And i will apologize to him since i can acces with mobile phone.
@blorpis I just wanted to see what every good euphoria mods will do if they are all mixed, and your mods were one of them. I was pretty much new to modding, and i made a mistake which i stole parts of your mod. From now i'll see if i can make much more difference between yours.
@thalilmythos No need to protect me, i know it's just a mod but, i gotta admit the thing i did and i gotta be sorry about those. I'll be back as soon as i can.
@koreabank if you need help i can tell you some stuff that ive learned
@blorpis Sorry for late responding, But can you tell me how to make peds lay their arms and hands above theirs heads like rdr1? I think there is a way but i couldn't find it for myself.
@koreabank try using upper body flinch with "dontBraceHead" set to false
@blorpis Thanks, i'll try it when i can.
@blorpis Sorry to bother you, but do you see any wrong, or incorrect parameters and messages? Since it crashes my game and i couldn't find it out by myself.
Here's "Shot_Base" which looks like the one causing it.
<Base>
<Id>Shot_Base</Id>
<Priority value="0" />
<Enabled value="true" />
<Messages>
<Item type="CNmMessage">
<Name>stayUpright</Name>
<Params>
<Item type="CNmParameterBool">
<Name>useForces</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>useTorques</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>velocityBased</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>torqueOnlyInAir</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>turnTowardsBullets</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceStrength</Name>
<Value value="3.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueStrength</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceDamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceFeetMult</Name>
<Value value="0.781000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceSpine3Share</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceLeanReduction</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceInAirShare</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceMin</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceMax</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceSaturationVel</Name>
<Value value="1.446400" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceThresholdVel</Name>
<Value value="0.305000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueDamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueSaturationVel</Name>
<Value value="1.703800" />
</Item>
<Item type="CNmParameterFloat">
<Name>supportPosition</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>noSupportForceMult</Name>
<Value value="1.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>setFallingReaction</Name>
<Params>
<Item type="CNmParameterBool">
<Name>callRDS</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>inhibitRollingTime</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>groundFriction</Name>
<Value value="1.0000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>frictionMin</Name>
<Value value="0.0000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>frictionMax</Name>
<Value value="9999.0000000" />
</Item>
<Item type="CNmParameterBool">
<Name>handsAndKnees</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>resistRolling</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>antiPropClav</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>antiPropWeak</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>changeFrictionTime</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterBool">
<Name>stopOnSlopes</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>comVelRDSThresh</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>stopManual</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>spineLean1Offset</Name>
<Value value="0.1" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>catchFall</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>torsoStiffness</Name>
<Value value="10.50" />
</Item>
<Item type="CNmParameterFloat">
<Name>legStiffness</Name>
<Value value="10.50" />
</Item>
<Item type="CNmParameterVector">
<Name>pos</Name>
<Value x="0.0" y="0.0" z="0.0" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsStiffness</Name>
<Value value="13.00" />
</Item>
<Item type="CNmParameterFloat">
<Name>zAxisSpinReduction</Name>
<Value value="1.0" />
</Item>
<Item type="CNmParameterFloat">
<Name>extraSit</Name>
<Value value="0.00" />
</Item>
<Item type="CNmParameterFloat">
<Name>backwardsMinArmOffset</Name>
<Value value="-0.25" />
</Item>
<Item type="CNmParameterFloat">
<Name>forwardMaxArmOffset</Name>
<Value value="0.45" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotConfigureArms</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>brace</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useArmsWindmill</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>reachForWoundWithGun</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>pointGun</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowLeftPistolRFW</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowRightPistolRFW</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>rfwWithPistol</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>rfwWithRifle</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLeg</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLowerLegReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredThighReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2Left</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2Right</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2OverrideStagger</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>fling2TimeBefore</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>fling2Time</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterInt">
<Name>releaseWound</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>reachFalling</Name>
<Value value="1" />
</Item>
<Item type="CNmParameterInt">
<Name>reachFallingWithOneHand</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>reachWithOneHand</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>reachOnFloor</Name>
<Value value="1" />
</Item>
<Item type="CNmParameterFloat">
<Name>alwaysReachTime</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>AWSpeedMult</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>AWRadiusMult</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>AWStiffnessAdd</Name>
<Value value="0.00000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotSnap</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snap</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>reachForWound</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>snapMag</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>snapDirectionRandomness</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterBool">
<Name>snapLeftLeg</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>snapRightLeg</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>snapNeck</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>unSnapInterval</Name>
<Value value="0.010000" />
</Item>
<Item type="CNmParameterBool">
<Name>snapLeftArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snapRightArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snapSpine</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snapPhasedLegs</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterInt">
<Name>snapHipType</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterBool">
<Name>snapUseBulletDir</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>unSnapRatio</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterBool">
<Name>snapUseTorques</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterResetMessage">
<Name>reset</Name>
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotShockSpin</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterInt">
<Name>addShockSpin</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterInt">
<Name>randomizeShockSpinDirection</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterInt">
<Name>alwaysAddShockSpin</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinMin</Name>
<Value value="20.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinMax</Name>
<Value value="60.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinLiftForceMult</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinDecayMult</Name>
<Value value="4.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinScalePerComponent</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>antiSpinTime</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>antiSpinAmount</Name>
<Value value="0.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shot</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>neckDamping</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>kMult4Legs</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>BodyStiffness</Name>
<Value value="13.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>Looseness</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>LeanAmount</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>GrabTime</Name>
<Value value="2.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>UprightStiffness</Name>
<Value value="3.000000" />
</Item>
<Item type="CNmParameterInt">
<Name>MaxSteps</Name>
<Value value="100" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeToStopLeanL</Name>
<Value value="600.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeToStopLeanH</Name>
<Value value="1200.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>TimeBeforeReachForWoundL</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>TimeBeforeReachForWoundH</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>TimeBeforeCollapseWoundLeg</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTimeL</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTimeH</Name>
<Value value="1.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainMultiplierL</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainMultiplierH</Name>
<Value value="2.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTwistMultiplierL</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTwistMultiplierH</Name>
<Value value="1.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>RelaxPeriod_Injured</Name>
<Value value="1.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>RelaxPeriod_FatallyInjured</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterInt">
<Name>StablizeHandsAndNeck</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>MinTimeBeforeGunThreaten</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeBeforeGunThreaten</Name>
<Value value="500.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MinTimeBetweenFireGun</Name>
<Value value="100.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeBetweenFireGun</Name>
<Value value="500.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxBlindFireTimeL</Name>
<Value value="400.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxBlindFireTimeH</Name>
<Value value="1000.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>BlindFireProbability</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>grabHoldTime</Name>
<Value value="7.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spineDamping</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLeg</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLowerLegReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>bulletProofVest</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredThighReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>exagDuration</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minArmsLooseness</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minLegsLooseness</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>kMultOnLoose</Name>
<Value value="0.78900000" />
</Item>
<Item type="CNmParameterBool">
<Name>alwaysResetLooseness</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>loosenessAmount</Name>
<Value value="0.50000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spinePainRampUpTime</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spinePainRampDownTime</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsHoldTime</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsPoseTime</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsBlendMotion</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legLiftTime</Name>
<Value value="2.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legLiftStiffness</Name>
<Value value="9.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legLiftDamping</Name>
<Value value="0.51800000" />
</Item>
<Item type="CNmParameterFloat">
<Name>injuredArmReactTime</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>initialWeaknessZeroDuration</Name>
<Value value="0.02000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>InitialWeaknessRampDuration</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterBool">
<Name>useCatchFallOnDeath</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotHeadLook</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useHeadLook</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtWoundMinTimer</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtWoundMaxTimer</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtShooterMinTimer</Name>
<Value value="0.750000" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtShooterMaxTimer</Name>
<Value value="1.500000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>configureBalance</Name>
<Params>
<Item type="CNmParameterFloat">
<Name>legsApartRestep</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterBool">
<Name>taperKneeStrength</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepHeight</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legsTogetherRestep</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>balanceAbortThreshold</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterFloat">
<Name>predictionTime</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stableLinSpeedThresh</Name>
<Value value="0.450000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stableRotSpeedThresh</Name>
<Value value="0.650000" />
</Item>
<Item type="CNmParameterFloat">
<Name>predictionTimeVariance</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepClampScaleVariance</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepClampScale</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minKneeAngle</Name>
<Value value="-0.500000" />
</Item>
<Item type="CNmParameterInt">
<Name>fallType</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterFloat">
<Name>fallMult</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodydamping</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterBool">
<Name>avoidLeg</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>airborneStep</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>flatterSwingFeet</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>flatterStaticFeet</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>stepIfInSupport</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>alwaysStepWithFarthest</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>useComDirTurnVelThresh</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAgainstVelocity</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpHeightEnd</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterBool">
<Name>leanDirApplyAsForce</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAmountScaleWhenRunning</Name>
<Value value="1.50000000" />
</Item>
<Item type="CNmParameterInt">
<Name>additionalLeanTimeWhenRunning</Name>
<Value value="1000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backwardsLeanCutoff</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpRampDuration</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxBalanceTime</Name>
<Value value="1000.000000" />
</Item>
<Item type="CNmParameterInt">
<Name>maxSteps</Name>
<Value value="100" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanToAbort</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legStiffness</Name>
<Value value="16.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backwardsLeanCutoff</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterBool">
<Name>balanceIndefinitely</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>leftLegSwingDamping</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>rightLegSwingDamping</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpHeight</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterBool">
<Name>fallReduceGravityCompensation</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>rampHipPitchOnFail</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepDecisionThreshold</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>standUp</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>abortThresholdEnd</Name>
<Value value="0.60000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpRampDuration</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>bodyrelax</Name>
<Params>
<Item type="CNmParameterFloat">
<Name>relaxation</Name>
<Value value="200.0" />
</Item>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>bodyBalance</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useBodyTurn</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useHeadLook</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>headLookAtVelProb</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodydamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spineStiffness</Name>
<Value value="9.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepClampScale</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterBool">
<Name>armsOutOnPush</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>shoulder</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterVector">
<Name>angVelMultiplier</Name>
<Value x="4.000000" y="1.000000" z="4.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>elbow</Name>
<Value value="1.750000" />
</Item>
<Item type="CNmParameterFloat">
<Name>somersaultAngle</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sideSomersaultAngle</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsOutOnPushMultiplier</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsOutMinLean2</Name>
<Value value="-9.900000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnOffProb</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turn2VelProb</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnAwayProb</Name>
<Value value="0.150000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnLeftProb</Name>
<Value value="0.125000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnRightProb</Name>
<Value value="0.125000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turn2TargetProb</Name>
<Value value="0.200000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>smartFall</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>forceHeadAvoid</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>forwardRoll</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodydamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodyStiffness</Name>
<Value value="16.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>leanInDirection</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAmount</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterInt">
<Name>maxTimeToStopLeanL</Name>
<Value value="400" />
</Item>
<Item type="CNmParameterInt">
<Name>maxTimeToStopLeanH</Name>
<Value value="800" />
</Item>
<Item type="CNmParameterBool">
<Name>leanDirApplyAsForce</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAmountScaleWhenRunning</Name>
<Value value="1.50000000" />
</Item>
<Item type="CNmParameterInt">
<Name>AdditionalLeanTimeWhenRunning</Name>
<Value value="800" />
</Item>
<Item type="CNmParameterResetMessage">
<Name>reset</Name>
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>balancerCollisionsReaction</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fallOverWallDrape</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fallOverHighWalls</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>footFrictionMultStart</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>footFrictionMultRate</Name>
<Value value="3.250000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backFrictionMultStart</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backFrictionMultRate</Name>
<Value value="0.400000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactLegStiffReduction</Name>
<Value value="4.048000" />
</Item>
<Item type="CNmParameterFloat">
<Name>slumpLegStiffReduction</Name>
<Value value="2.032000" />
</Item>
<Item type="CNmParameterFloat">
<Name>slumpLegStiffRate</Name>
<Value value="10.250000" />
</Item>
<Item type="CNmParameterFloat">
<Name>glanceSpinMag</Name>
<Value value="50.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>glanceSpinDecayMult</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>glanceSpinTime</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stable2SlumpTime</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterInt">
<Name>slumpMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>ignoreColWithIndex</Name>
<Value value="-2" />
</Item>
<Item type="CNmParameterInt">
<Name>numStepsTillSlump</Name>
<Value value="4" />
</Item>
<Item type="CNmParameterFloat">
<Name>reactTime</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>exclusionZone</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactExagTime</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactLoosenessAmount</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactWeaknessZeroDuration</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactWeaknessRampDuration</Name>
<Value value="0.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>fallOverWall</Name>
<Params>
<Item type="CNmParameterBool">
<Name>moveLegs</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>moveArms</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>bendSpine</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodyStiffness</Name>
<Value value="9.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>damping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxForceDist</Name>
<Value value="0.800000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxDistanceFromPelToHitPoint</Name>
<Value value="0.250000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepExclusionZone</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minLegHeight</Name>
<Value value="0.400000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxTwist</Name>
<Value value="3.141593" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceAngleAbort</Name>
<Value value="-0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>angleDirWithWallNormal</Name>
<Value value="180.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>leaningAngleThreshold</Name>
<Value value="180.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxAngVel</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxWallHeight</Name>
<Value value="-3.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>distanceToSendSuccessMessage</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>reachDistanceFromHitPoint</Name>
<Value value="0.350000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minReachDistanceFromHitPoint</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>angleTotallyBack</Name>
<Value value="15.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>rollingPotential</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>rollingBackThr</Name>
<Value value="0.600000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceTimeOut</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>magOfForce</Name>
<Value value="0.650000" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodyTwist</Name>
<Value value="0.540000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotFromBehind</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>shotFromBehind</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbPeriod</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbSpineAmount</Name>
<Value value="4.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbNeckAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbHipAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbKneeAmount</Name>
<Value value="0.05000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbForceBalancePeriod</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbArmsOnset</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbKneesOnset</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbNoiseGain</Name>
<Value value="0.00000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>configureBullets</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>impulseSpreadOverParts</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>impulseLeakageStrengthScaled</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulsePeriod</Name>
<Value value="0.05000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseDelay</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseReductionPerShot</Name>
<Value value="2.60000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseRecoveryPerTick</Name>
<Value value="1.50000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseMinimumStrength</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseTorqueScale</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterInt">
<Name>torqueMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>torqueSpinMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>torqueFilterMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterBool">
<Name>torqueAlwaysSpine3</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueDelay</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torquePeriod</Name>
<Value value="0.12000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueGain</Name>
<Value value="4.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueCutoff</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueReductionPerTick</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>liftGain</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>counterImpulseDelay</Name>
<Value value="0.03300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>counterImpulseMagnitude</Name>
<Value value="0.50000000" />
</Item>
<Item type="CNmParameterBool">
<Name>counterAfterMagnitudeReached</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>doCounterImpulse</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>counterImpulseToHips</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirMultiplier</Name>
<Value value="0.50000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirMultiplierStart</Name>
<Value value="50.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirMax</Name>
<Value value="50.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirApplyAbove</Name>
<Value value="100.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>impulseAirOn</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>loosenessFix</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotInGuts</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigSpineAmount</Name>
<Value value="2.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigNeckAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigHipAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigKneeAmount</Name>
<Value value="0.05000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigPeriod</Name>
<Value value="2.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigForceBalancePeriod</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigKneesOnset</Name>
<Value value="0.00000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>activePose</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterActivePoseAnimGroup">
<Name>ANIM_GROUP_DAM_KO_PED</Name>
</Item>
<Item type="CNmParameterActivePoseAnimId">
<Name>ANIM_KO_COLLAPSE</Name>
</Item>
<Item type="CNmParameterFloat">
<Name>setStiffnessBodyStiffness</Name>
<Value value="12.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>setStiffnessDamping</Name>
<Value value="1.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
</Messages>
</Base>
1.6.1 Will be here soon. Just gotta fix some unintended bugs, and make some improvements from 1.6.
*IMPORTANT*: 1.7 is delayed since the file was too buggy to fix or use. So I decided to keep it until I eventually try to fix the whole thing.
how do i uninstall this mod? i have a compatability issue with realistic blood V 4k edition
can anyone tell me how to uninstall this mod? i have a conflict with another mod
@J Jay the .zip file contains Backup files inside it. Try to find it.
I was quite enjoying this but then I rammed a Sanchez and the guy blasted off like Team Rocket, how would I go about toning that down a little bit?
@ollyolly Lol, sorry about that. I'll try to turn that down a bit in the next update.
@ollyolly It's a feature not a bug