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@Think_Tank good point ill do that, idk when though
@Daiv17 i'm probably gonna release the files when i update my ragdoll mod
@Daiv17 the files are the fred.xml and wilma.xml files located in either mods\common.rpf\data\naturalmotion or mods\update\update.rpf\common\data\naturalmotion
be careful when editing joint limits as they are in radians. lowering muscle stiffness and damping will make the ragdoll more floppy although i wouldnt lower muscle damping. first limit is rotation around X second limit is rotation around Z and twist limit is rotation around Y
@Daiv17 another file does that, but i guess this would make limbs floppier on collisions. dw though im working on a mod that does exactly what you're describing + other presets that make the ragdoll stiffness/constraints like rdr2, gta 4, etc.
@RelicFTW its meant to work in conjunction with ragdoll mods theres no need to uninstall wero
@woohoowi I've been focusing more on stuntman type falls cause imo they look better and have more variation than gta 4 type falling. before i wouldnt use gta 5/rdr2 style falling cause of the stiffness and damping (joint friction) parameters apply to both the falling, the brace, and the roll (you want a low stiffness to high damping ratio for the roll, but this doesn't mesh well with the arm windmilling/legpedalling and causes the movement to look sluggish and unrealistic in a bad way.) Thankfully I've found a way around this so the falling looks really good in my most recent version so expect a blend between gta 5 falling and my own custom rolling/avoidance/selfpreservation.
@kevinkivi sure but thats a very niche scenario
@koreabank try using upper body flinch with "dontBraceHead" set to false
this file will not overwrite any ragdoll mods
@koreabank if you need help i can tell you some stuff that ive learned