KoreaBank's Euphoria (KBE) V1.6
2,250
30
2,250
30
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ About Previous Versions ]
( II )
[ Misc ]
( III )
[ My Thoughts About The Mod ]
( IV )
[ Infos About Files ]
( V )
[ Issues With Uploading ]
( VI )
[ Requirements ]
( VII )
[ How To Install ]
( VIII )
[ Features From The Mod ]
( IX )
[ Changelogs ]
( X )
[ Bugs And Glitches ]
-------------------------------------------------------------------------------------------------------------------------
( I )
[ About Previous Versions ].
Make sure to install files inside weapons.meta folder.
Latest version always contain older versions too. So no need to download older versions.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ My Thoughts About The Mod ].
Hi, I Developed This mod Closest to Gta iv and Max Payne 3's euphoria.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Issues With Uploading ].
V1.7 is getting delayed because of crashing happens when i launch the game. Turns out it was just a one single thing that caused the game to crash. It's fixed now but it's after i tried to fix it by removing some features that those might cause crashes. I'll try to bring them back if i can. The new version will be here soon, and the V1.6 will be the last version that brings MP3 euphoria, the V1.7 will be close to the RDR reactions since i found out staggerfall is a useful message to do it.
OIV files got corrupted. They are gonna be able to use atleast in V2.0.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Features From The Mod ].
( V 1.6 ) Brings the Closest Euphoria from max payne 3 and gta IV style rolling.
( Since V 1.7 ) Brings the most closest euphoria style of RDR.
Improved balancing and shots. just a little bit "unnatural".
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Changelogs ].
[ Release ].
V1.7:
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
!THIS IS NOT A MAIN VERSION!
V1.4 Fixes and Improvements:
Just like the title of this version says, A lot of fixes are added compare to be the latest. I could not test very well since i was using my very-old-style laptop. Also added some messages inside "upperBodyflinch". which is called "dontBracehead", it should make characters lay their hands and arms on their heads like protecting themselves you know. Nothing changes about what they actually move, but their movements? i guess they are better. no shot reactions are changed. rolling behaviours are mostly changed in this version. And lastly, if the game does not launch correctly, or crashes. uninstall physicstasks.ymt and replace it with another. that should help. atleast from what i can see.
V1.4:
Added a bunch of GTA IV tasks that i confirmed working. base shot reactions are much looser and look like a mixed version of GTA IV and MP3. Fire reactions improved. Their reactions are more smoother than before. New headshot reaction, there isn't much difference but it fixes some issues that previous reactions had, and it's more looser. Added some tasks to "bodyrollup". Now ragdolls look like a little bit more balanced and GTA IV like. Max steps for every balancing and bracing tasks. decreased automatic weapons and snipers' bullet force for weapons.meta file. Falloverwall data changed, Now you will see them falling over the wall when you shoot them close to a wall they can fall over. Also fixed and improved much more but i forgot since it's been days and i was busy.
-------------------------------------------------------------------------------------------------------------------------
( X )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
Broken reaction when you catch on fire.
( V1.4 )
[ Can Be Fixed By Other Mods ]
Peds will play an animation that will instantly kills them with anything physical. You can download a mod that's called "Don't Writhe!" from gta5-mods.com.
These Issues May be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ About Previous Versions ]
( II )
[ Misc ]
( III )
[ My Thoughts About The Mod ]
( IV )
[ Infos About Files ]
( V )
[ Issues With Uploading ]
( VI )
[ Requirements ]
( VII )
[ How To Install ]
( VIII )
[ Features From The Mod ]
( IX )
[ Changelogs ]
( X )
[ Bugs And Glitches ]
-------------------------------------------------------------------------------------------------------------------------
( I )
[ About Previous Versions ].
Make sure to install files inside weapons.meta folder.
Latest version always contain older versions too. So no need to download older versions.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ My Thoughts About The Mod ].
Hi, I Developed This mod Closest to Gta iv and Max Payne 3's euphoria.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Issues With Uploading ].
V1.7 is getting delayed because of crashing happens when i launch the game. Turns out it was just a one single thing that caused the game to crash. It's fixed now but it's after i tried to fix it by removing some features that those might cause crashes. I'll try to bring them back if i can. The new version will be here soon, and the V1.6 will be the last version that brings MP3 euphoria, the V1.7 will be close to the RDR reactions since i found out staggerfall is a useful message to do it.
OIV files got corrupted. They are gonna be able to use atleast in V2.0.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Features From The Mod ].
( V 1.6 ) Brings the Closest Euphoria from max payne 3 and gta IV style rolling.
( Since V 1.7 ) Brings the most closest euphoria style of RDR.
Improved balancing and shots. just a little bit "unnatural".
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Changelogs ].
[ Release ].
V1.7:
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
!THIS IS NOT A MAIN VERSION!
V1.4 Fixes and Improvements:
Just like the title of this version says, A lot of fixes are added compare to be the latest. I could not test very well since i was using my very-old-style laptop. Also added some messages inside "upperBodyflinch". which is called "dontBracehead", it should make characters lay their hands and arms on their heads like protecting themselves you know. Nothing changes about what they actually move, but their movements? i guess they are better. no shot reactions are changed. rolling behaviours are mostly changed in this version. And lastly, if the game does not launch correctly, or crashes. uninstall physicstasks.ymt and replace it with another. that should help. atleast from what i can see.
V1.4:
Added a bunch of GTA IV tasks that i confirmed working. base shot reactions are much looser and look like a mixed version of GTA IV and MP3. Fire reactions improved. Their reactions are more smoother than before. New headshot reaction, there isn't much difference but it fixes some issues that previous reactions had, and it's more looser. Added some tasks to "bodyrollup". Now ragdolls look like a little bit more balanced and GTA IV like. Max steps for every balancing and bracing tasks. decreased automatic weapons and snipers' bullet force for weapons.meta file. Falloverwall data changed, Now you will see them falling over the wall when you shoot them close to a wall they can fall over. Also fixed and improved much more but i forgot since it's been days and i was busy.
-------------------------------------------------------------------------------------------------------------------------
( X )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
Broken reaction when you catch on fire.
( V1.4 )
[ Can Be Fixed By Other Mods ]
Peds will play an animation that will instantly kills them with anything physical. You can download a mod that's called "Don't Writhe!" from gta5-mods.com.
These Issues May be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
First Uploaded: January 11, 2023
Last Updated: May 17, 2023
Last Downloaded: 1 day ago
72 Comments
More mods by KoreaBank:
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ About Previous Versions ]
( II )
[ Misc ]
( III )
[ My Thoughts About The Mod ]
( IV )
[ Infos About Files ]
( V )
[ Issues With Uploading ]
( VI )
[ Requirements ]
( VII )
[ How To Install ]
( VIII )
[ Features From The Mod ]
( IX )
[ Changelogs ]
( X )
[ Bugs And Glitches ]
-------------------------------------------------------------------------------------------------------------------------
( I )
[ About Previous Versions ].
Make sure to install files inside weapons.meta folder.
Latest version always contain older versions too. So no need to download older versions.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ My Thoughts About The Mod ].
Hi, I Developed This mod Closest to Gta iv and Max Payne 3's euphoria.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Issues With Uploading ].
V1.7 is getting delayed because of crashing happens when i launch the game. Turns out it was just a one single thing that caused the game to crash. It's fixed now but it's after i tried to fix it by removing some features that those might cause crashes. I'll try to bring them back if i can. The new version will be here soon, and the V1.6 will be the last version that brings MP3 euphoria, the V1.7 will be close to the RDR reactions since i found out staggerfall is a useful message to do it.
OIV files got corrupted. They are gonna be able to use atleast in V2.0.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Features From The Mod ].
( V 1.6 ) Brings the Closest Euphoria from max payne 3 and gta IV style rolling.
( Since V 1.7 ) Brings the most closest euphoria style of RDR.
Improved balancing and shots. just a little bit "unnatural".
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Changelogs ].
[ Release ].
V1.7:
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
!THIS IS NOT A MAIN VERSION!
V1.4 Fixes and Improvements:
Just like the title of this version says, A lot of fixes are added compare to be the latest. I could not test very well since i was using my very-old-style laptop. Also added some messages inside "upperBodyflinch". which is called "dontBracehead", it should make characters lay their hands and arms on their heads like protecting themselves you know. Nothing changes about what they actually move, but their movements? i guess they are better. no shot reactions are changed. rolling behaviours are mostly changed in this version. And lastly, if the game does not launch correctly, or crashes. uninstall physicstasks.ymt and replace it with another. that should help. atleast from what i can see.
V1.4:
Added a bunch of GTA IV tasks that i confirmed working. base shot reactions are much looser and look like a mixed version of GTA IV and MP3. Fire reactions improved. Their reactions are more smoother than before. New headshot reaction, there isn't much difference but it fixes some issues that previous reactions had, and it's more looser. Added some tasks to "bodyrollup". Now ragdolls look like a little bit more balanced and GTA IV like. Max steps for every balancing and bracing tasks. decreased automatic weapons and snipers' bullet force for weapons.meta file. Falloverwall data changed, Now you will see them falling over the wall when you shoot them close to a wall they can fall over. Also fixed and improved much more but i forgot since it's been days and i was busy.
-------------------------------------------------------------------------------------------------------------------------
( X )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
Broken reaction when you catch on fire.
( V1.4 )
[ Can Be Fixed By Other Mods ]
Peds will play an animation that will instantly kills them with anything physical. You can download a mod that's called "Don't Writhe!" from gta5-mods.com.
These Issues May be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
This Contains Infos About:
( I )
[ About Previous Versions ]
( II )
[ Misc ]
( III )
[ My Thoughts About The Mod ]
( IV )
[ Infos About Files ]
( V )
[ Issues With Uploading ]
( VI )
[ Requirements ]
( VII )
[ How To Install ]
( VIII )
[ Features From The Mod ]
( IX )
[ Changelogs ]
( X )
[ Bugs And Glitches ]
-------------------------------------------------------------------------------------------------------------------------
( I )
[ About Previous Versions ].
Make sure to install files inside weapons.meta folder.
Latest version always contain older versions too. So no need to download older versions.
-------------------------------------------------------------------------------------------------------------------------
( II )
[ Misc ].
Please do not upload this mod to another site Without permission.
-------------------------------------------------------------------------------------------------------------------------
( III )
[ My Thoughts About The Mod ].
Hi, I Developed This mod Closest to Gta iv and Max Payne 3's euphoria.
This Mod Modifies The Physics from the game. All versions have Different kind of variety, Latest version contains fixes and improvements. maybe some glitches. Worked on like 2 weeks for the first version. idk, but it was worth it. I got not much else to say. but This does look great.
-------------------------------------------------------------------------------------------------------------------------
( IV )
[ Infos About Files ].
physicstasks.ymt modifies the global euphoria physics. Needed if you wanna apply the mod.
Wilma_large.xml, Wilma.xml, Fred_large.xml and Fred.xml Modifies Certain bones and their angles. The mod May not work correctly if you don't install.
weapons.meta modifies the weapon forces and other stuff. The mod can work without it.
x64a.rpf physicstasks.ymt is for perfecting i guess. you can launch and play without it if you installed the first physicstasks.
-------------------------------------------------------------------------------------------------------------------------
( V )
[ Issues With Uploading ].
V1.7 is getting delayed because of crashing happens when i launch the game. Turns out it was just a one single thing that caused the game to crash. It's fixed now but it's after i tried to fix it by removing some features that those might cause crashes. I'll try to bring them back if i can. The new version will be here soon, and the V1.6 will be the last version that brings MP3 euphoria, the V1.7 will be close to the RDR reactions since i found out staggerfall is a useful message to do it.
OIV files got corrupted. They are gonna be able to use atleast in V2.0.
-------------------------------------------------------------------------------------------------------------------------
( VI )
[ Requirements ].
Requires OpenIV and "Mods" foler.
Download OpenIV from its official site.
Create one mods folder if you don't have.
-------------------------------------------------------------------------------------------------------------------------
( VII )
[ How To Install ].
[ Main File ]
physicstasks.ymt.
Choose a version to install and Install "physicstasks.ymt" into:
-OpenIV-Grand Theft Auto V-Mods-Update-Update.rpf-x64-data-tune
replace it with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
[ Required ]
wilma.xml, wilma_large.xml, fred.xml and fred_large.xml.
Install files inside "Naturalmotion" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-naturalmotion
Replace "wilma.xml, wilma_large.xml, fred.xml" and "fred_large.xml".
[ Required ]
weapons.meta.
Install files inside "weapons.meta-mp [ File name ]" into:
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-dlc_packs-mp [ File name ]-common-data-ai
Replace with "weapon [ File name ]".
Install file inside "weapons.meta-mpchristmas3" into:
-OpenIV-Grand Theft Auto V-Mods-update-x64-dlcpacks-mpchristmas3-dlc.rpf-common-data-ai
Replace with "weapon_pistolxm3.meta".
[ Required ]
Install file inside "weapons.meta" into:
-OpenIV-Grand Theft Auto V-Mods-common.rpf-data-ai
-OpenIV-Grand Theft Auto V-Mods-update-update.rpf-common-data-ai
Replace with "weapons.meta".
-------------------------------------------------------------------------------------------------------------------------
[ Not Necessary ]
x64a.rpf.
Install file inside "x64a.rpf" into:
-OpenIV-Grand Theft Auto V-Mods-x64.rpf-data-tune
Replace with "physicstasks.ymt".
-------------------------------------------------------------------------------------------------------------------------
( VIII )
[ Features From The Mod ].
( V 1.6 ) Brings the Closest Euphoria from max payne 3 and gta IV style rolling.
( Since V 1.7 ) Brings the most closest euphoria style of RDR.
Improved balancing and shots. just a little bit "unnatural".
-------------------------------------------------------------------------------------------------------------------------
( IX )
[ Changelogs ].
[ Release ].
V1.7:
V1.6:
Added many "stayUpright" messages which does what it says. for shot reactions and balancing reactions. But "fallOverWall" messages and some shot reactions will be, well. kinda suck. But it's time since i got a good another step to the MP3 euphoria. Some Changes to fallToKnees. Added melee weapons like i said previous changelog. Most importantly, I Just wanted to atleast change something because i forgot almost everything i changed in this version. I can't always make a "better version" because i don't, and can't do these stuff like every day. And I'm pretty much new for editing a file. Especially a physics file. So I need you guys to not be disappointed by getting worse version than previous one. I'm trying my best to make the good. Thanks for reading.
V1.5:
Changed and improved a lot compare to be the latest one. FalloverWall messages are now with melee reactions. Shotgun reactions are now much more natural since i removed instant ragdolling when shot. Now you'll see them with more balancing. weapons.meta files have been changed, now you'll have more or less bullet force. almost every headshot forces are decreased to 100 or higher. I'll add melee weapons for the next update. Removed some unused, or useless things that i found. "upperbodyflinch" messages have been filled with more params and those are gonna change some reactions for bail outs, reaction on balance failing, and much more. Added a new file that's called "mpchristmas3" inside "[ Weapons.meta ]" folder which modifies the WM29 pistol that i did not add last time. Those are chooseable option when you install this mod, but you'll need it if you want to experience the true, smooth and satisfying ragdolls that i made. I did couple of things that i don't quite remember. Doesn't seem to be a big problem. Fixed lifting up force when you crash with your bike into anything physical. Previous had pretty much like GTAIV, but that was kinda weird to be honest. So i chose to change that down a little bit. Now you'll see more Okay reactions with your bikes. Added a new alternative rolling and bailing reaction which i turned the back bending down a little bit. Lastly, Removed Immersive Combat from [ Compatible Mods ] and its folder. Since i found my own way to control the bullet forces, i decided to remove it. And that was all from what i can remember. I was in a pretty much hurry since i did not upload for a quite long time. Anyway, nothing was really changed in this version but, whatever. Enjoy the new version. By the way, Thanks to Blorpis for helping me how to have rolling reactions like RDR1.
!THIS IS NOT A MAIN VERSION!
V1.4 Fixes and Improvements:
Just like the title of this version says, A lot of fixes are added compare to be the latest. I could not test very well since i was using my very-old-style laptop. Also added some messages inside "upperBodyflinch". which is called "dontBracehead", it should make characters lay their hands and arms on their heads like protecting themselves you know. Nothing changes about what they actually move, but their movements? i guess they are better. no shot reactions are changed. rolling behaviours are mostly changed in this version. And lastly, if the game does not launch correctly, or crashes. uninstall physicstasks.ymt and replace it with another. that should help. atleast from what i can see.
V1.4:
Added a bunch of GTA IV tasks that i confirmed working. base shot reactions are much looser and look like a mixed version of GTA IV and MP3. Fire reactions improved. Their reactions are more smoother than before. New headshot reaction, there isn't much difference but it fixes some issues that previous reactions had, and it's more looser. Added some tasks to "bodyrollup". Now ragdolls look like a little bit more balanced and GTA IV like. Max steps for every balancing and bracing tasks. decreased automatic weapons and snipers' bullet force for weapons.meta file. Falloverwall data changed, Now you will see them falling over the wall when you shoot them close to a wall they can fall over. Also fixed and improved much more but i forgot since it's been days and i was busy.
-------------------------------------------------------------------------------------------------------------------------
( X )
[ Bugs And Glitches ].
Peds will sometimes go through the floor and start to glitch when they are on the floor.
( Unfixable but rarely happens )
[ Fixed ]
Peds will still use pointgun even while they are dead sometimes.
( V1.3 )
[ Fixed ]
Peds will have weird reaction when you shoot their heads from behind or shoot their head while falling to knees.
( V1.4 )
Broken reaction when you catch on fire.
( V1.4 )
[ Can Be Fixed By Other Mods ]
Peds will play an animation that will instantly kills them with anything physical. You can download a mod that's called "Don't Writhe!" from gta5-mods.com.
These Issues May be fixed soon.
-------------------------------------------------------------------------------------------------------------------------
First Uploaded: January 11, 2023
Last Updated: May 17, 2023
Last Downloaded: 1 day ago
Things in life you can't avoid:
1. Death
2. Taxes
3. KoreaBank's Euphoria Updates
@Elwero True 💀.
@koreabank Loving the last version, there's one thing I think you still need to work on, and that's the headshot deaths, specially on the ground
Check it out, when you give a pedestrian who's belly up, a headshot on the ground, they lift their head like they are trying to do a crunch and failing, shot him again, the process repeats for a few seconds, I know is hard, but headshots make the human body go limp
check this one out: https://www.gta5-mods.com/weapons/ballistic-balancer
Yours is still better and more complete, but headshots in there, are how it should, try it in your game, you'll see what I mean my man
@thalilmythos Got it. gonna improve the headshots for next version neither.
Your installation instructions are a mess. Instead of putting not neccasary, tell us what changing the file would actually do and they seem full of "(something)". How do you expect people to know the directory if you don't even know yourself
@Speedy97 I literally put infos about what files do you install in ( Infos about files ). If you read correctly.
yo next time you copy my mod im reporting you, im not doing it rn cause the version you copied is almost a year old but keep that in mind.
@blorpis Did he ask to copy it, get told no then copy it anyway? lmao. i'll report
@blorpis I tried both, they both are different, even if he started doing his with yours as a base, it's different, you are modding the game, he is modding your mod, what's the problem? if you think is stealing, you're stealing rockstar property.
That's a dumb logic.
@thalilmythos compare it side to side he copied my shit word for word. the JumpRollFromRoadVehicle task is almost exactly the same with some differences in float values. Also, your point about me stealing from rockstar doesnt make sense because i am finding new shit out myself i didnt steal a template that was pre-existing.
@blorpis I understand you can take this seriously, what I'm trying to point out is, it really isn't, if he took your "JumpRollFromRoadVehicle task" and copy pasted it, there must still be other parts of his mod that he worked on himself, and if it's a MIX of 10 euphoria mods, so what? some times you guys forget this is for a VIDEOGAME a thing that is meant to be done to have FUN, all this "I own this mod, I own that mod" just takes the fun out of it, it's not that important.
@koreabank
You've received an explicit "no" and went ahead anyway. That's kind of a dick move, no?
@blorpis
I understand your concerns. Though, speaking as a mod developer, I have the opinion that sharing newly discovered information about the game is a good thing. In the end, it's just making modification of the game more accessible for everybody. If every discovery about parameters Rockstar put in the game was guarded my mod developers, there would not have been much modding at all.
As such, I think this can be left as-is for the moment, but @koreabank will receive a warning for doing this without permission.
@ikt I couldn't really check the site before i fix my pc since the cooler is broken. And i will apologize to him since i can acces with mobile phone.
@blorpis I just wanted to see what every good euphoria mods will do if they are all mixed, and your mods were one of them. I was pretty much new to modding, and i made a mistake which i stole parts of your mod. From now i'll see if i can make much more difference between yours.
@thalilmythos No need to protect me, i know it's just a mod but, i gotta admit the thing i did and i gotta be sorry about those. I'll be back as soon as i can.
@koreabank if you need help i can tell you some stuff that ive learned
@blorpis Sorry for late responding, But can you tell me how to make peds lay their arms and hands above theirs heads like rdr1? I think there is a way but i couldn't find it for myself.
@koreabank try using upper body flinch with "dontBraceHead" set to false
@blorpis Thanks, i'll try it when i can.
@blorpis Sorry to bother you, but do you see any wrong, or incorrect parameters and messages? Since it crashes my game and i couldn't find it out by myself.
Here's "Shot_Base" which looks like the one causing it.
<Base>
<Id>Shot_Base</Id>
<Priority value="0" />
<Enabled value="true" />
<Messages>
<Item type="CNmMessage">
<Name>stayUpright</Name>
<Params>
<Item type="CNmParameterBool">
<Name>useForces</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>useTorques</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>velocityBased</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>torqueOnlyInAir</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>turnTowardsBullets</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceStrength</Name>
<Value value="3.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueStrength</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceDamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceFeetMult</Name>
<Value value="0.781000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceSpine3Share</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceLeanReduction</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceInAirShare</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceMin</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceMax</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceSaturationVel</Name>
<Value value="1.446400" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceThresholdVel</Name>
<Value value="0.305000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueDamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueSaturationVel</Name>
<Value value="1.703800" />
</Item>
<Item type="CNmParameterFloat">
<Name>supportPosition</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>noSupportForceMult</Name>
<Value value="1.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>setFallingReaction</Name>
<Params>
<Item type="CNmParameterBool">
<Name>callRDS</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>inhibitRollingTime</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>groundFriction</Name>
<Value value="1.0000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>frictionMin</Name>
<Value value="0.0000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>frictionMax</Name>
<Value value="9999.0000000" />
</Item>
<Item type="CNmParameterBool">
<Name>handsAndKnees</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>resistRolling</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>antiPropClav</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>antiPropWeak</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>changeFrictionTime</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterBool">
<Name>stopOnSlopes</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>comVelRDSThresh</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>stopManual</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>spineLean1Offset</Name>
<Value value="0.1" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>catchFall</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>torsoStiffness</Name>
<Value value="10.50" />
</Item>
<Item type="CNmParameterFloat">
<Name>legStiffness</Name>
<Value value="10.50" />
</Item>
<Item type="CNmParameterVector">
<Name>pos</Name>
<Value x="0.0" y="0.0" z="0.0" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsStiffness</Name>
<Value value="13.00" />
</Item>
<Item type="CNmParameterFloat">
<Name>zAxisSpinReduction</Name>
<Value value="1.0" />
</Item>
<Item type="CNmParameterFloat">
<Name>extraSit</Name>
<Value value="0.00" />
</Item>
<Item type="CNmParameterFloat">
<Name>backwardsMinArmOffset</Name>
<Value value="-0.25" />
</Item>
<Item type="CNmParameterFloat">
<Name>forwardMaxArmOffset</Name>
<Value value="0.45" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotConfigureArms</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>brace</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useArmsWindmill</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>reachForWoundWithGun</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>pointGun</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowLeftPistolRFW</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowRightPistolRFW</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>rfwWithPistol</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>rfwWithRifle</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLeg</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLowerLegReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredThighReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2Left</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2Right</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fling2OverrideStagger</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>fling2TimeBefore</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>fling2Time</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterInt">
<Name>releaseWound</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>reachFalling</Name>
<Value value="1" />
</Item>
<Item type="CNmParameterInt">
<Name>reachFallingWithOneHand</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>reachWithOneHand</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>reachOnFloor</Name>
<Value value="1" />
</Item>
<Item type="CNmParameterFloat">
<Name>alwaysReachTime</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>AWSpeedMult</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>AWRadiusMult</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>AWStiffnessAdd</Name>
<Value value="0.00000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotSnap</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snap</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>reachForWound</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>snapMag</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>snapDirectionRandomness</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterBool">
<Name>snapLeftLeg</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>snapRightLeg</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>snapNeck</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>unSnapInterval</Name>
<Value value="0.010000" />
</Item>
<Item type="CNmParameterBool">
<Name>snapLeftArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snapRightArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snapSpine</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>snapPhasedLegs</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterInt">
<Name>snapHipType</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterBool">
<Name>snapUseBulletDir</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>unSnapRatio</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterBool">
<Name>snapUseTorques</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterResetMessage">
<Name>reset</Name>
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotShockSpin</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterInt">
<Name>addShockSpin</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterInt">
<Name>randomizeShockSpinDirection</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterInt">
<Name>alwaysAddShockSpin</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinMin</Name>
<Value value="20.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinMax</Name>
<Value value="60.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinLiftForceMult</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinDecayMult</Name>
<Value value="4.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>shockSpinScalePerComponent</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>antiSpinTime</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>antiSpinAmount</Name>
<Value value="0.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shot</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>neckDamping</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>kMult4Legs</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>BodyStiffness</Name>
<Value value="13.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>Looseness</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>LeanAmount</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>GrabTime</Name>
<Value value="2.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>UprightStiffness</Name>
<Value value="3.000000" />
</Item>
<Item type="CNmParameterInt">
<Name>MaxSteps</Name>
<Value value="100" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeToStopLeanL</Name>
<Value value="600.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeToStopLeanH</Name>
<Value value="1200.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>TimeBeforeReachForWoundL</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>TimeBeforeReachForWoundH</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>TimeBeforeCollapseWoundLeg</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTimeL</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTimeH</Name>
<Value value="1.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainMultiplierL</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainMultiplierH</Name>
<Value value="2.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTwistMultiplierL</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>SpinePainTwistMultiplierH</Name>
<Value value="1.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>RelaxPeriod_Injured</Name>
<Value value="1.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>RelaxPeriod_FatallyInjured</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterInt">
<Name>StablizeHandsAndNeck</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>MinTimeBeforeGunThreaten</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeBeforeGunThreaten</Name>
<Value value="500.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MinTimeBetweenFireGun</Name>
<Value value="100.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxTimeBetweenFireGun</Name>
<Value value="500.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxBlindFireTimeL</Name>
<Value value="400.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>MaxBlindFireTimeH</Name>
<Value value="1000.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>BlindFireProbability</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>grabHoldTime</Name>
<Value value="7.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spineDamping</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLeg</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredLowerLegReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredArm</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>bulletProofVest</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>allowInjuredThighReach</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>exagDuration</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minArmsLooseness</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minLegsLooseness</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>kMultOnLoose</Name>
<Value value="0.78900000" />
</Item>
<Item type="CNmParameterBool">
<Name>alwaysResetLooseness</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>loosenessAmount</Name>
<Value value="0.50000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spinePainRampUpTime</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spinePainRampDownTime</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsHoldTime</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsPoseTime</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsBlendMotion</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legLiftTime</Name>
<Value value="2.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legLiftStiffness</Name>
<Value value="9.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legLiftDamping</Name>
<Value value="0.51800000" />
</Item>
<Item type="CNmParameterFloat">
<Name>injuredArmReactTime</Name>
<Value value="0.10000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>initialWeaknessZeroDuration</Name>
<Value value="0.02000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>InitialWeaknessRampDuration</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterBool">
<Name>useCatchFallOnDeath</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotHeadLook</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useHeadLook</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtWoundMinTimer</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtWoundMaxTimer</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtShooterMinTimer</Name>
<Value value="0.750000" />
</Item>
<Item type="CNmParameterFloat">
<Name>HeadLookAtShooterMaxTimer</Name>
<Value value="1.500000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>configureBalance</Name>
<Params>
<Item type="CNmParameterFloat">
<Name>legsApartRestep</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterBool">
<Name>taperKneeStrength</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepHeight</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legsTogetherRestep</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>balanceAbortThreshold</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterFloat">
<Name>predictionTime</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stableLinSpeedThresh</Name>
<Value value="0.450000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stableRotSpeedThresh</Name>
<Value value="0.650000" />
</Item>
<Item type="CNmParameterFloat">
<Name>predictionTimeVariance</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepClampScaleVariance</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepClampScale</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minKneeAngle</Name>
<Value value="-0.500000" />
</Item>
<Item type="CNmParameterInt">
<Name>fallType</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterFloat">
<Name>fallMult</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodydamping</Name>
<Value value="0.700000" />
</Item>
<Item type="CNmParameterBool">
<Name>avoidLeg</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>airborneStep</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>flatterSwingFeet</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>flatterStaticFeet</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>stepIfInSupport</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>alwaysStepWithFarthest</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>useComDirTurnVelThresh</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAgainstVelocity</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpHeightEnd</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterBool">
<Name>leanDirApplyAsForce</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAmountScaleWhenRunning</Name>
<Value value="1.50000000" />
</Item>
<Item type="CNmParameterInt">
<Name>additionalLeanTimeWhenRunning</Name>
<Value value="1000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backwardsLeanCutoff</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpRampDuration</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxBalanceTime</Name>
<Value value="1000.000000" />
</Item>
<Item type="CNmParameterInt">
<Name>maxSteps</Name>
<Value value="100" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanToAbort</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>legStiffness</Name>
<Value value="16.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backwardsLeanCutoff</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterBool">
<Name>balanceIndefinitely</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>leftLegSwingDamping</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>rightLegSwingDamping</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpHeight</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterBool">
<Name>fallReduceGravityCompensation</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>rampHipPitchOnFail</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepDecisionThreshold</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>standUp</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>abortThresholdEnd</Name>
<Value value="0.60000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>giveUpRampDuration</Name>
<Value value="-1.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>bodyrelax</Name>
<Params>
<Item type="CNmParameterFloat">
<Name>relaxation</Name>
<Value value="200.0" />
</Item>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>bodyBalance</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useBodyTurn</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>useHeadLook</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>headLookAtVelProb</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodydamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>spineStiffness</Name>
<Value value="9.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepClampScale</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterBool">
<Name>armsOutOnPush</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>shoulder</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterVector">
<Name>angVelMultiplier</Name>
<Value x="4.000000" y="1.000000" z="4.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>elbow</Name>
<Value value="1.750000" />
</Item>
<Item type="CNmParameterFloat">
<Name>somersaultAngle</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sideSomersaultAngle</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsOutOnPushMultiplier</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>armsOutMinLean2</Name>
<Value value="-9.900000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnOffProb</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turn2VelProb</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnAwayProb</Name>
<Value value="0.150000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnLeftProb</Name>
<Value value="0.125000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turnRightProb</Name>
<Value value="0.125000" />
</Item>
<Item type="CNmParameterFloat">
<Name>turn2TargetProb</Name>
<Value value="0.200000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>smartFall</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>forceHeadAvoid</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>forwardRoll</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodydamping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodyStiffness</Name>
<Value value="16.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>leanInDirection</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAmount</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterInt">
<Name>maxTimeToStopLeanL</Name>
<Value value="400" />
</Item>
<Item type="CNmParameterInt">
<Name>maxTimeToStopLeanH</Name>
<Value value="800" />
</Item>
<Item type="CNmParameterBool">
<Name>leanDirApplyAsForce</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>leanAmountScaleWhenRunning</Name>
<Value value="1.50000000" />
</Item>
<Item type="CNmParameterInt">
<Name>AdditionalLeanTimeWhenRunning</Name>
<Value value="800" />
</Item>
<Item type="CNmParameterResetMessage">
<Name>reset</Name>
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>balancerCollisionsReaction</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fallOverWallDrape</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>fallOverHighWalls</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>footFrictionMultStart</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>footFrictionMultRate</Name>
<Value value="3.250000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backFrictionMultStart</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>backFrictionMultRate</Name>
<Value value="0.400000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactLegStiffReduction</Name>
<Value value="4.048000" />
</Item>
<Item type="CNmParameterFloat">
<Name>slumpLegStiffReduction</Name>
<Value value="2.032000" />
</Item>
<Item type="CNmParameterFloat">
<Name>slumpLegStiffRate</Name>
<Value value="10.250000" />
</Item>
<Item type="CNmParameterFloat">
<Name>glanceSpinMag</Name>
<Value value="50.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>glanceSpinDecayMult</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>glanceSpinTime</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stable2SlumpTime</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterInt">
<Name>slumpMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>ignoreColWithIndex</Name>
<Value value="-2" />
</Item>
<Item type="CNmParameterInt">
<Name>numStepsTillSlump</Name>
<Value value="4" />
</Item>
<Item type="CNmParameterFloat">
<Name>reactTime</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>exclusionZone</Name>
<Value value="0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactExagTime</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactLoosenessAmount</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactWeaknessZeroDuration</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impactWeaknessRampDuration</Name>
<Value value="0.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>fallOverWall</Name>
<Params>
<Item type="CNmParameterBool">
<Name>moveLegs</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>moveArms</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>bendSpine</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodyStiffness</Name>
<Value value="9.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>damping</Name>
<Value value="0.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxForceDist</Name>
<Value value="0.800000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxDistanceFromPelToHitPoint</Name>
<Value value="0.250000" />
</Item>
<Item type="CNmParameterFloat">
<Name>stepExclusionZone</Name>
<Value value="0.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minLegHeight</Name>
<Value value="0.400000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxTwist</Name>
<Value value="3.141593" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceAngleAbort</Name>
<Value value="-0.200000" />
</Item>
<Item type="CNmParameterFloat">
<Name>angleDirWithWallNormal</Name>
<Value value="180.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>leaningAngleThreshold</Name>
<Value value="180.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxAngVel</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>maxWallHeight</Name>
<Value value="-3.500000" />
</Item>
<Item type="CNmParameterFloat">
<Name>distanceToSendSuccessMessage</Name>
<Value value="-1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>reachDistanceFromHitPoint</Name>
<Value value="0.350000" />
</Item>
<Item type="CNmParameterFloat">
<Name>minReachDistanceFromHitPoint</Name>
<Value value="0.100000" />
</Item>
<Item type="CNmParameterFloat">
<Name>angleTotallyBack</Name>
<Value value="15.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>rollingPotential</Name>
<Value value="0.300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>rollingBackThr</Name>
<Value value="0.600000" />
</Item>
<Item type="CNmParameterFloat">
<Name>forceTimeOut</Name>
<Value value="1.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>magOfForce</Name>
<Value value="0.650000" />
</Item>
<Item type="CNmParameterFloat">
<Name>bodyTwist</Name>
<Value value="0.540000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotFromBehind</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>shotFromBehind</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbPeriod</Name>
<Value value="0.20000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbSpineAmount</Name>
<Value value="4.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbNeckAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbHipAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbKneeAmount</Name>
<Value value="0.05000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbForceBalancePeriod</Name>
<Value value="0.30000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbArmsOnset</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbKneesOnset</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sfbNoiseGain</Name>
<Value value="0.00000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>configureBullets</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>impulseSpreadOverParts</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>impulseLeakageStrengthScaled</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulsePeriod</Name>
<Value value="0.05000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseDelay</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseReductionPerShot</Name>
<Value value="2.60000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseRecoveryPerTick</Name>
<Value value="1.50000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseMinimumStrength</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseTorqueScale</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterInt">
<Name>torqueMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>torqueSpinMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterInt">
<Name>torqueFilterMode</Name>
<Value value="0" />
</Item>
<Item type="CNmParameterBool">
<Name>torqueAlwaysSpine3</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueDelay</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torquePeriod</Name>
<Value value="0.12000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueGain</Name>
<Value value="4.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueCutoff</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>torqueReductionPerTick</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>liftGain</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>counterImpulseDelay</Name>
<Value value="0.03300000" />
</Item>
<Item type="CNmParameterFloat">
<Name>counterImpulseMagnitude</Name>
<Value value="0.50000000" />
</Item>
<Item type="CNmParameterBool">
<Name>counterAfterMagnitudeReached</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterBool">
<Name>doCounterImpulse</Name>
<Value value="false" />
</Item>
<Item type="CNmParameterFloat">
<Name>counterImpulseToHips</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirMultiplier</Name>
<Value value="0.50000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirMultiplierStart</Name>
<Value value="50.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirMax</Name>
<Value value="50.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>impulseAirApplyAbove</Name>
<Value value="100.00000000" />
</Item>
<Item type="CNmParameterBool">
<Name>impulseAirOn</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterBool">
<Name>loosenessFix</Name>
<Value value="true" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>shotInGuts</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigSpineAmount</Name>
<Value value="2.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigNeckAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigHipAmount</Name>
<Value value="1.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigKneeAmount</Name>
<Value value="0.05000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigPeriod</Name>
<Value value="2.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigForceBalancePeriod</Name>
<Value value="0.00000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>sigKneesOnset</Name>
<Value value="0.00000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
<Item type="CNmMessage">
<Name>activePose</Name>
<Params>
<Item type="CNmParameterBool">
<Name>start</Name>
<Value value="true" />
</Item>
<Item type="CNmParameterActivePoseAnimGroup">
<Name>ANIM_GROUP_DAM_KO_PED</Name>
</Item>
<Item type="CNmParameterActivePoseAnimId">
<Name>ANIM_KO_COLLAPSE</Name>
</Item>
<Item type="CNmParameterFloat">
<Name>setStiffnessBodyStiffness</Name>
<Value value="12.000000" />
</Item>
<Item type="CNmParameterFloat">
<Name>setStiffnessDamping</Name>
<Value value="1.000000" />
</Item>
</Params>
<ForceNewMessage value="false" />
<TaskMessage value="false" />
</Item>
</Messages>
</Base>