Demo This version adds liftable bodies to the mod. For the bodies that are liftable I chose the grab point to be both the left and right thigh (upper leg). I chose this grab point because it was the most universal point which worked with all the ragdolls. I wanted to make the grabpoint as universal as possible because it eliminates confusion, otherwise it would take away from the gameplay experience. I also chose this point because it usually eliminates too much of the body dragging on the ground as you try to lift them, and it also looks cool as they dangle around upside down. :P I also could not make multiple grabpoints because it messed with the physics/ragdolls too much for too many reasons to mention. Every ragdoll/skeleton was different as well, so some ragdolls could not be lifted because of too many glitches and graphical problems; such as morphing for example. Grab points for the chest/head simply do not work well either because they completely disrupt the ragdoll physics, and it is not so easy to find the chest of a deer for example, you have to really estimate between the neck and the hind area. :S
I made some creatures non-liftable simply because it wouldn't make any sense for a human being, or something of similar strength, to be able to lift them. For example, a human would not be able to lift a horse, and even when I allowed them to be liftable it looked incredibly goofy because they are just so much bigger than a playable character.
---------------------------------------- Liftable creatures and their grabpoints: ---------------------------------------- humans - thighs argonians - thighs khajit - thighs clannfear - thighs flameatronach - thighs goblin - thighs imp - thighs lich - thighs mudcrab - body/head ogre - thighs rat - thighs scamp - thighs sheep - thighs skeleton - thighs slaughterfish - tail/head spriggan - thighs troll - thighs xivilai - thighs zombie - thighs
----------------------- Non-liftable creatures: ----------------------- bear - not realistic boar - glitchy daedroth - not realistic deer - glitchy dog - glitchy frostatronach - not realistic horse - not realistic landdreugh - not realistic minotaur - not realistic mountainlion - glitchy spider daedra - not realistic stormatronach - not realistic/no need ghost - no need willothewisp - no need wraith - no need
First mod and is a release that essentially consists of two separate mods. The first mod consists of replacement skeletons for the original oblivion creatures and humans. These new skeletons tumble and freefall at a much more realistic velocity. They also do not generically slump as much resulting in ragdolls falling, flipping and tumbling in a greater variety of ways.
The second mod changes the minimum and maximum forces which act on a player after they are killed or knocked down by both swords, arrows, and magic. This results in less fly back and more realistic physics. For example, an arrow will not cause a human being to be lifted off their feet into the air, and a swipe of a sword will not toss a human body 5 feet high for many reasons, but especially because of leverage.
The second mod comes in three flavours and please only install one of them based on personal preference:
-= RealisticForceLow.esp =-
* Ragdolls will not be knocked off their feet, except in rare instances with magic/enchantments maybe. * Ragdolls will fall more casually after a strike and not be forced to the ground. * Ragdolls will not react as heavily based on direction of a strike, but it is obviously still relevent.
-= RealisticForceMedium.esp =-
* Ragdolls will sometimes be knocked slightly off their feet, but it still looks realistic. * Ragdolls will fall less casually after a strike and will be forced somewhat to the ground. * Ragdolls will react more based on direction of a strike and fall in that direction.
-= RealisticForceHigh.esp =-
* Force on Ragdolls is a little more exaggerated, but still less exaggerated than the original game.
These three .esp files should satisfy everyones personal taste, and are leaps better than the original game in certain areas. Again, they affect the force of arrows, magic, and hand-to-hand weapons.
This mod is extremely useful and makes Oblivion a LOT more realistic. This is a must have for everyone who has got Oblivion and wants to make it seem more real.
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