The file Ragdolls for Oblivion v.1.1 is a modification for The Elder Scrolls IV: Oblivion, a(n) rpg game. Download for free.
File Type: Game Mod
File Size: 1.4 MB
Last Update: May 1, 2022
Downloads: 439
Last 7 days: 5
Problems with download? [email protected]

Ragdolls for Oblivion is a mod for The Elder Scrolls IV: Oblivion, created by MadAce.
Description:
A mod that overhauls all skeletons in game.
Something that this mod author wanted to do years ago, but along the way he [REDACTED].
After many months of blood, tears and sweat, it's finished. Mod author had to endure Bethesda's first venture into Havok API. Just take a look at the "Old" and "New" images in image section.
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Every single skeleton was autistically edited. Collisions were reshaped to fit models better, adjusted mass, friction, restitution, constraints were tweaked,
corpses no longer fall slowly.... Did you know Mountain lion's tail physics was so "dampy" that it acted as a parachute? Or that Troll's elbows an knees bent the wrong way? Now you know. Skeletons were also optimized by removing unnecessary stuff like double usage of constraints on same bones on Mud Crab skeleton. Why Bethesda?
Anyway, it's way too much to name everything that was changed. Maybe mod author will write more after he gets off his meds.
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There's also a script that changes the amount of force that's applied to actor depending on your skill and attribute level. It can be tweaked by editing Ragdoll.ini in config folder. Blades use Blade skill + Strength attribute for calculating force while Blunt weapons use Blunt skill + Strength attribute.
Bows are a bit different. They now use locational force, so instead of force always applying to the same "central mass", not arrows will push ragdoll depending where the hit landed. This also changes depending on arrow speed, so if you have mods that change the arrow speed, you can tweak the arrow force option in Ragdolls.ini. By default, it's tweaked to fit vanilla arrow speed.
?Oh, there'a an optional file with Wraith ragdoll. It changes the wraith death so instead using static animation, it'll now using actually physics. When final blow is dealt, wraith will dissipate as usually, but it's "cloth" will fall down slowly and will stay there. It's optional because it's not perfect and death replays each time game is loaded. No idea why.
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?About grabbing and dragging corpses..... yeah, no idea what was Bethesda thinking. It makes no sense and mod author didn't want to increase limb weight to ridiculous amount in order to make it easier for corpses to be dragged. In any case, best to grab torso area for easier grabbing.
Aaaand about coomer mods. Well, for that compatibility skeleton is needed. Mod author is not interested in doing one, but anyone is free to take NPC skeleton from this mod and use it to make a compatibility one.
INSTALLATION
xOBSE is required!
Use your favorite mod manager (for example Vortex.) for installing. No installation scripts were used, so it should be safe to use any mod manager.
UNINSTALLATION
Same as installation, but in reverse.
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