Cineastic Euphoria Ragdoll Rework 1.0.6 Fixed

IMPORTANT!!!
You need Lennys Mod Loader to get this mod working!


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####-> Normal installation:
Just place the "CERR 1.06" folder into your "LML" folder.
After you did this, you are able to enable/disable the mod via "Lennys Mod Loader GUI".


#### Manual Installation (using the "replace" folder):
Place the "replace" folder from the "Manual Installation" folder to your "LML" folder. 
If you start the game next time, it will work with C.E.R.R.



####-> Ped Damage Overhaul:
This mod is to 100% compatible to PDO.
I recomment to use the following setting in the PedDamageOverhaul.ini (you need to set this manually):
EuphoriaModInstalled: 1
(This prevents PDO from interrupting ragdoll tasks from CERR.)



IMPORTANT INFORMATION!
This mod is using the physicstasks.ymt file.
Please be aware, that you can only use one mod which contains a modificated version of the physicstasks.ymt file at a time.
Please make sure, that there is no other mod which is using the phyiscstasks.ymt file, which could override CERR.


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V. 1.01

- Fixed an issue which made the NPCs stiff in a unwanted way (NPCs are now noticable less stiff)
- Burning NPCs now got a chance to stumble around while burning


V. 1.02

- Fixed an issue that causes NPCs to stumble infinite when bleeding. This was done by creating a complete new bleeding behaviour.
- Added diverse "shock spin" reactions. These have been adapted to each different type of weapon (pistol and bow untouched). These reactions are also present in RDR1 and providing a better hit feedback.


V. 1.03
- Fixed an issue which made NPCs standing for several seconds in balancing if you hit them in the back. Now they will stumble and fall.
- Added a "shot against wall" behavior where NPCs have the chance to stand a bit longer close to walls and behave more dramatic if you shoot them.
- Reworked the repeater reactions to make this kind of weapon more unique. It now feels a bit stronger and stands out more from the revolver and pistol.


V. 1.04
- Adjusted the Impulses.
- Implemented an Euphoria message which makes NPCs softer and more reactive to impacts.
- Adjusted the existing reactions for the new impulses and the new Euphoria message.
- Fixed an issue which causes sprinting NPCs to point the leg in a strange way when getting shot frontal.


V. 1.041 (Fix for 1.04) 
- Fixed an issue which causes NPCs to react and fall in an unnatural way. I strongly recommend to use this version instead of 1.04!


V. 1.042 
- Adjusted the Revolver and Bow reactions to make NPCs more stable. They now stumble more.


V. 1.043
- Reworked headshots by adding a wider range of varieties. You can still experience the RDR1 like headshot reactions but also a drop, shock, spin and so on.


V. 1.05
- Added some global settings to polish the motions.
- Adjusted and expanded parameters in general to reach some "spaghetti western" style ragdolls and gunshot reactions (like from "the good the bad and the ugly" or "a fist full dollars")
- Added an alternative version with "classic" headshot reactions for those of you who prefer the classic "less dramatic" headshots :)
- Reworked the shotgun reactions a bit to fit more to the "spaghetti western" style reactions.


V. 1.051
- Fixed an issue which made armed NPCs stiffer than originally wanted. Now they are just as agile as unarmed NPCs.


V. 1.052
- Increased the stability of NPCs significant without taking the agility away too much (which you experienced in 1.0.51).
- Created a painfull looking stumble motion which NPCs is often performing after beeing shot. This motion was inspired by classic western movies.
- Improved the existing leg shot reactions. Continuing shooting on the legs will result in varieties of behaviours. This could be a fall ,stumbling or a body turn. 
- Stumbling of NPCs can be affected by following shots.
- Thanks to the improved stabilisation, NPCs are now acting a bit more shocked and dramatic to shots -> like in you know it from classic western movies.
- Clean arm shots with the shotgun won't throw NPCs away. Also NPCs are standing/stumbling longer in an upright position when the arm was blown off by the shotgun.
- NPCs are much more stable if you shoot them with small firearms. The reactions are more dramatic and tensed. The forward folding of the upper body (if you shoot the torso) is removed completely (stomach shot reactions are still the same).  
- NPCs are still in an active ragdoll state for a short time when on the ground. If you shoot them on the ground within that time, NPCs will continue reacting to shots until you stop shooting.
- NPCs now randomly try to prevent the fall (after beeing shot) by using arms to push the upper body away from the ground.
- NPCs are reacting more with the environment. It could happen that a NPC decides to roll above small objects or grabbing a chair, table and so on.
- And more...

- Added two versions. A "Main" and a "Soft" version (the configuration of 1.0.52 supports this exception without getting broken or ending up in unwanted results).
- Both versions are based on v1.0.51
- The "Main" version has more stable NPCs which are reacting more "animated".
- The "Soft" version based on the "Main" version with a "softer" and more ragdoll like finish (which you know from 1.0.51).

It is up to your taste, which one you prefer :)

If you are using PDO:
- The final kill shot of NPCs which are in a Dyingstate (writhing on the ground) is causing a tensed/shocked body reaction.

Unfortunately it was not possible to provide an "Alternate Headshot" version because that would have messed up the whole configuration and destroy the end result...
But the changes in 1.0.52 are affecting as good as everything, headshots included. They are less dramatic now and fit more to the whole experience.

V. 1.0.71
- Reworked the way how forces and impulses are working to reach the original 1.0.6 feeling (which was imho not the same after the fix).
- The result is, that NPCs now stumble a bit more and are more agile and active.
- Added three versions. "Lighter Bodies", "Normal Bodies" and "Heavier Bodies". All three versions benefit from the force rework. Its up to your taste, which one you prefer! 
  The "Lighter Bodies" version potentially has a higher stumbling/balancing time of NPCs. 
  The "Heavier Bodies" version has the same stumbling time but the bodies of the NPCs feeling a bit heavier and weaker, so injured NPCs has a higher potential to fall down quicker. 
  The "Normal Bodies" version is a mix of both (weight and strength) and comes with agile NPCs with a good chance of stumbling in a appropriate amount.
- Increased the range of reaction variety by adding more custom behaviours and reactions for weapons and ammo. This includes HV ammo for pistols, revolvers, repeater, fire arrows and so on.
- Fire arrows will now set NPCs on fire including the writhing in flames sequence. The damage of the fire arrow was decreased from 101.0000 to 0.0001 to increase the burning time of NPCs.