PAYDAY 2

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PAYDAY 2 > Modding > Topic Details
Zdann Jun 11, 2014 @ 3:46pm
[MOD] Ragdoll Collisions
Ragdolls (bodies) now collide with each other, so now you can make piles of them. Just look at this poor somewhat better demonstration:
http://steamcommunity.com/sharedfiles/filedetails/?id=270324848

Download[forums.lastbullet.net]

This may cause issues in stealth. If you're hosting, clients won't see the bodies piled up.
Last edited by Zdann; May 21, 2015 @ 5:54pm
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Showing 1-15 of 55 comments
Mambo Jun 11, 2014 @ 4:16pm 
Nice.
Quark Bent Jun 11, 2014 @ 11:18pm 
I am so testing this out right now. I'm sick of things clipping through each other in this game like some IDDQD stupid code.

Edit: No noticeable impact on performance after 2-3 hours of playing. Appears to work as intended.
Last edited by Quark Bent; Jun 12, 2014 @ 6:44am
NICE! I'm very much looking forward to this.
Dorian Jun 12, 2014 @ 5:09am 
Is this also support dynamic ragdoll after death? So it does react to things when already dead laying over the floor
Azure_Kyte Jun 12, 2014 @ 5:45am 
Originally posted by PLAYER 1:
Is this also support dynamic ragdoll after death? So it does react to things when already dead laying over the floor

It would make sense to have that as a separate mod to this. Having ragdoll that never sleeps would cause performance degradation as the numbers pile up.

A great mod, Zdann. This is awesome.
Zdann Jun 12, 2014 @ 7:58pm 
Version 2 of the mod has been released with scripting support, and I've added an uninstall mod. If you're updating from version 1, you must apply the uninstall mod first.
hirou Jun 16, 2014 @ 4:43am 
How does it affect the detection of bodies? Hypotetical situation: in vanilla game pile of bodies is covered by the barrier, with your mod it peeks above the barrier. Will the guards see and react to it?
FutaNaruto Jun 16, 2014 @ 11:39am 
Damn that's pretty impressive!
I'd give it a shot but I'm kind of having performance issues as is, so I'll pass for now :)
I am not a spy... Jun 16, 2014 @ 12:10pm 
Originally posted by hirou:
How does it affect the detection of bodies? Hypotetical situation: in vanilla game pile of bodies is covered by the barrier, with your mod it peeks above the barrier. Will the guards see and react to it?

If host is running this mod, then yes, they will be detected. This is why physics related mods have not been made public, they ultimately affect other people.
Zdann Jun 16, 2014 @ 3:18pm 
I'll admit that I didn't consider that this mod could affect stealth before releasing it, since I was more focused on how the game looked.
Of course, I still believe it's unlikely you'll make a huge pile of bodies that peeks above a barrier (only heist I can think of is GO Bank), so I doubt this mod will have too much of an impact on stealth.
Either way, it's too late to remove the mod.
I am not a spy... Jun 16, 2014 @ 3:28pm 
Originally posted by Zdann:
I'll admit that I didn't consider that this mod could affect stealth before releasing it, since I was more focused on how the game looked.
Of course, I still believe it's unlikely you'll make a huge pile of bodies that peeks above a barrier (only heist I can think of is GO Bank), so I doubt this mod will have too much of an impact on stealth.
Either way, it's too late to remove the mod.

It's never too late. If issues arise, then it would be best to remove it.
dTTb Jun 16, 2014 @ 5:58pm 
Or to type a proper disclaimer in both the mod files and the OP.
Seeing how it is something that sounds (and looks) bloody wicked, but would be dumb to just host (a stealth mission) with while not informing your crew.
I don't think simply removing it would be the correct choice however, PUGS are not the only games being played; there's offline, and there's tight crews, and ofcourse there's tons of loud only type of cats.
Zdann Jun 16, 2014 @ 6:11pm 
Added a disclaimer in the OP, don't think it's worth putting in the mod file since I'd have to repack the whole thing.
dTTb Jun 16, 2014 @ 6:21pm 
I didn't accidentally say 'a proper disclaimer'.. xD
How about something that really points out that the host when having it installed/active would have the true view (i.e. a pile of bodies up till way over the ledge), while others would not, and would see bodies neatly tucked away and assume all is well.
Ofcourse, taht already is how the game works, but this just adds another variable that random joiners would not even think could exist.
So bad idea for stealth PUGs (unless host informs everyone every time), great for extra realism in tight groups or solos.

Something like that ;)
Quark Bent Jun 16, 2014 @ 6:23pm 
Actually, I've got a bug to report.

Shieldbearer units seem to not fall down when getting killed. I've sat there shooting a dead shield not knowing he's dead. Happened twice so far since installing mod.

On the whole bodies piling up and ruining stealth, I understand the concern, but I don't actually think this mod is as potentially disruptive as given mention. I've hosted plenty of stealth missions since installing this mod and it's done nothing perceptible to disrupt the process.

There are a number of mitigating factors to this I believe:

- They tend to be spread out; even during a civvie-killfest-scorched-earth session, I rarely get so lucky that they all collapse in a heap on top of each other, even during assault where they can run around closer in clumps.

- They tend to just flop half-heartedly; I've actually tried to generate this a corpse-pile on release of this mod and really have had no success getting them to pile up more than two dead body heights on top of each other. In fact, the record for most amount of body collapsed on top of each other I get is a record held by cops, not stealth-kills.

To be clear, I've been TRYING with this mod to see if I can actually cause this problem and I haven't been able to produce any results. I thought about it on release and frankly, it's one of the reasons I've been testing the mod.

If it EVER happens, I will not hesitate to come forth with a report.
Last edited by Quark Bent; Jun 17, 2014 @ 8:07am
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PAYDAY 2 > Modding > Topic Details
Date Posted: Jun 11, 2014 @ 3:46pm
Posts: 55