大家好!来看看我最新的Euphoria模组,叫做A.R.E.P(AnymYo’s Reworked Euphoria Physics)链接:https://www.nexusmods.com/reddeadredemption2/mods/4718
序言
这个模组带回了一些电影感和多样化的Euphoria布娃娃射击反应,而R*认为这些没必要实现,因为他们觉得Euphoria引擎是一个“花费更多时间和金钱且玩家不会注意到”的功能……这种态度真的很可悲,而且在各方面都是完全错误的!如今YouTubers成功制作关于2010年发布的游戏的布娃娃展示视频,这本身就说明了问题……当大多数人谈论Euphoria驱动游戏中的真实感时,他们中的大多数实际上指的是“真实”的动作。这正是Rockstar Games在GTA4、《荒野大镖客:救赎》(2010)和《马克思·佩恩3》中所追求的。它并非那种NPC被射击后立即毫无生气地倒地的“真实”,而是NPC做出的动作对于游戏所处的每个类型来说都非常真实、可信且具有电影感。自GTA5以来,这个功能就消失了。
电影感Euphoria布娃娃重制(C.E.R.R)
这个模组的灵感来自2010年伟大且“常青”的《荒野大镖客:救赎》……不幸的是,仅仅通过观看视频和玩游戏很难重现RDR1的这种出色射击体验,这就是为什么我开始研究Euphoria的行为和参数,以创造出可能朝着“正确方向”发展并达到R*以前Euphoria布娃娃物理标准的东西……
这个模组为你带来新的、多样化的 gunshot反应,针对每种武器和弹药类型(左轮手枪、手枪、霰弹枪、弓箭等)——NPC被射击时的反应会因武器、弹药和命中区域而异!我还为某些射击行为实现了一系列随机变化。
重要提示:需要Lenny’s Mod Loader!为了让这个模组正常运行,请确保这是你游戏中同时运行的唯一Euphoria模组。另外,如果你使用“replace”文件夹,请确保游戏中没有加载来自其他Euphoria模组的其他文件。
这个模组使用3个必要的主文件:
- physicstasks.ymt
- weapons.ymt
- explosion.ymt
请确保没有其他模组使用这些文件中的任何一个,否则C.E.R.R将无法正常工作。
一些功能:
- 反应灵感来自原版《荒野大镖客:救赎》(2010)和经典西部电影
- 所有修改过的Euphoria任务都从头重建以匹配动作
- 所有自己创建的反应都包含那些经典且看起来“鲜活”的真实Euphoria特征,就像GTA5发布前那样
- NPC对射击的反应时间更长,不会立即倒下
- 不同的命中区域有明显的反应(腿、脖子、头、胃、手臂、躯干)
- 几乎每种武器及其弹药类型都有自己的反应(普通弹药、速射弹药、分裂点弹药、不同的箭、霰弹、火焰弹药)
- 当你用火焰箭射击NPC时,他们会在火焰中扭动,而不是简单倒下
- NPC在地上保持活跃,更像活着的样子
- 降低的刚度以创造更“流畅”的动作,以匹配人们从GTA4、RDR1和MP3中熟知的“令人满意”的感觉
- 还有更多!
欢迎在评论/评论区发表你的反馈😉 希望你喜欢这个模组!
特别感谢SyntheticOutlaw,他给了我进入这类模组制作的良好开端!
请参阅Installation.txt获取安装说明!
这个模组100%兼容《荒野大镖客:离线模式》!
这个模组也100%兼容PDO!(前往.ini文件并设置“EuphoriaModInstalled = 1”)
如果你想让也使用weapons.ymt文件的其他模组兼容,你需要将其他模组的weapon.ymt中的所有更改合并到C.E.R.R的weapons.ymt文件中。C.E.R.R的weapons.ymt文件中有很多与Euphoria相关的更改,因此使用这个文件作为基础工作量更少。
每个包含更改的部分都用包含“C.E.R.R REDONE”的注释标记。我还使用包含“CERR”(字母之间没有点,以便于查找)的注释标记了所有明确的更改。我只在“Cattleman Revolver Single”武器部分这样做了,但这是所有其他武器部分的重复模式。只需在所有其他武器部分保留“Cattleman Revolver Single”部分中标记的所有值,以正确保持C.E.R.R的调整。
只需下载Notepad++并下载“Compare”和“XML Tools”插件。使用这些插件,你可以按“ALT+0”折叠所有部分。这使得跟踪事情更容易。
所有更改仅在以下位置进行:
<CWeaponInfoBlob> -> <Infos> -> <Item type=”CAmmoInfo”> 和 <Item type=”CWeaponInfo”>
通过使用比较功能,你可以比较两个文件以查看差异和需要接管的内容。完成后,只需将其他模组的更改复制到C.E.R.R的weapons.ymt文件中。
我也热烈欢迎任何创作者让他们的模组与C.E.R.R兼容!
玩得开心!
版本更新内容
Version 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. Version 1.0.52 - 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 v1.0.51 to the archive for those of you who prefer less stumbly and more ragdoll like reactions. - 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 ? Version 1.0.8 - - No changes in the euphoria configuration file (physicstasks.ymt). 2 Versions, HB (Heavier Bodies) and NB (Normal Bodies). - - Both versions (NB and HB) are quite cineastic. NB has a higher chance of more stumbling, HB has a higher chance of falling down faster after being shot. - - Overhauled almost each playable weapon in weapons.ymt related to euphoria settings (there are much more than I thought). - - Linked and combined up to 3 basic euphoria behaviours to weapons and ammo types. Even the same types of different basic weapons are different to each other now (for example Flacos, Grangers and Johns cattleman revolver). - - Adjusted all physics related parameters from the weapons. Int file to precisely match the existing euphoria configuration from physicstasks. Int (NB and HB) and to prevent immersion breaking behaviours like exaggerated spinning of the NPC. - - The adjustment also increases the fluidness of the motions to reach more satisfying shot reactions (of cause this is a matter of taste). - - Added new limb shot reactions to certain weapons partly. If you use the bow to shoot NPCs with a normal arrow in the head, there's a good chance that NPCs try to grab the arrow. Improved arrows noticeably reduces the chance of that behaviour, but are a bit more powerful. - - By using 2 different handguns and/or ammo types, it's possible to apply 2 different Ragdoll behaviours to the same NPC. This can cause really cineastic and unique moments. - - Knives and tomahawks are now causing 2 different behaviours. - - Adjusted the impulse force and the "force fall off" range of shotguns. These now can cause a blast/knock back to the NPCs body or hurt the NPC to make it fall down quick depending on the range and Hitzone. The slug ammo reaction now is more like a strong single bullet reaction. - - M1899, LeMan revolver and Evans repeater are untouched. (It seems like the files get corrupted when I try to unhash them. Any help to unhash those files without making them corrupt is welcome!) - - Cleaned up all comments in the weapons. Int file. Now each section with CERR changes are marked clearly. I also marked which parameters exactly are used for C.E.R.R in one weapon section (cattleman revolver single) as an example (this is a repeating pattern in all other weapon sections as well). - - I also wrote some instructions at the end of the weapons.ymt file in case that you want to merge the mod with other mods which may also use the weapons.ymt file to make them compatible to C.E.R.R 1.08. Version 1.0.6 - - Merged the "Main" and the "Soft" version from 1.052 to provide a stable, reactive and diversified NPC behaviour with authentic motions, thanks to the significant reduced stiffness. This is affecting almost everything. - - Improved leg shots. The range of random behaviours which can accur is whider now. - - Stumbling is now more appropriate to the complete experience. Not too much, not too less. NPCs can also drop, or go to the knees or roll. This depends on a range of condidions to prevent repetetive behaviour pattern. - - Reworked Headshots a bit to reduce a too "dramatic" reaction (taking serveral steps backwards). The number of (small and weak) steps is now reduced to a random value between 0 and 3 (for staggerfall). - - The motions of the NPCs are a bit more "stumbly bumbly" now, which Imho goes a bit more in the RDR1 direction.
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