SourceMotion - Procedural Biomechanical Ragdoll System (PoC) Gold
5 304
63
5 304
63
SourceMotion is a layered procedural biomechanical reaction system inspired by the research of Oxford 2001 Torsten Reils and Colm Massey documents about Central Pattern Generators aka CPGs on evolving bipedal locomotion using physics based algorithms.
SourceMotion biases human like injury responses & balance recovery and failure states, and Multi-Entity Collision Resolution using procedural physics rather than predefined animations.
Features
Active Ragdoll Writhing
Surface Friction Logic
Dynamic CoM (Center over Mass)
Predictive Bracing
Procedural Recovery
Procedural Fire Reactions
Dynamic Damping System
Procedural Stumble & Trip Reactions
Procedural Limb Twitch Simulation
Stumble & Trip Interaction System
Dynamic IK
Procedural Arm & Leg IK
Multi-Entity Collision Resolution
Physics-Based Injury Reactions
Dynamic Impact Archetypes
Armor & Ballistic Response System
Firearm Handling Degradation from Injuries
-Gold Changelog-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Center over Mass (CoM) & Zero Momentum Point (ZMP) stability
Environmental Interactions & Awareness
Biomechanical Momentum Preservation
Dynamic self preservation
Warning
SourceMotionCore.asi requires a CPU supporting AVX2 or SSE4.2. Performance and compatibility may vary depending on CPU capabilities. If you experience crashes or stutters after locking the game to 150-155 FPS, remove SourceMotionCore.asi and use SourceMotion without it. High frame rates are unnecessary and may cause issues with the game's calculations and NMAgent/s pools
Hardware
Intel
Haswell Skylake, Kaby Lake, Coffee Lake, Comet Lake, Rocket Lake, Alder Lake, Raptor Lake, Arrow Lake, Lunar Lake, etc.
Haswell-EP/EX era and newer
AMD
Zen, Zen+, Zen 2, Zen 3, Zen 4, Zen 5, and newer
EPYC & Threadripper
Added
Added CPedMoveBlendMP3 (Not legacy, Adds locomotion predicted target direction and aim prediction and slope dampening and wall/obstacle probing and turning thresholds and heading intention and IK LOD thresholds)
Added CPedGeometryAnalyser (Connects cover geometry with whether direct line of sight can be forced)
Added CTaskShootDodge (Prediction, cover redirection and launch/bail)
Added CTaskSeekCover (Dynamic cover & repeatedly searching for usable inter cover positions. Makes the AI look like it is evaluating where to go not merely running to a predefined cover point)
Added CTaskSeekCoverSecondary (Restart/search behavior)
Improvements
Improved BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Improved natural-looking IK behavior
Improved elasticity and friction logic
Improved sliding
Improved relaxed behavior
Improved RageRagdoll
Improved torque based behavior
Improved steepslope reactions
Improved flinch task
Improved fallType
Improved animal ragdolls and mass
Improved friction
Improved transition timing
Improved overall stiffness
Improved balancing
Improved wound holding to be more accurately target the wound location
Improved locomotion
Improved rolling reactions on stairs and uneven surfaces
Improved momentum preservation
Improved headshot reactions
Improved hand behavior during ragdoll and stagger
Improved procedural firearm handling and posture
Improved ragdoll damping
Improved gravity
Improved scaling
Improved Zero Momentum Point
Improved writhing
Improved Euphoria inspired balancer logic and decision making
Improved highFall
Improved catchFall
Improved Vector3 values
Improved bracing (Adaptive dynamic bracing)
Improved self preservation
Improved overall physics and calculations
Improved running against bullet impulses
Improved procedural fire reactions
Improved dragging to safety arm IK and stiffness
Improved car bumping reactions
Improved fallOverWall (More natural and doesn't look as forced)
Improved cpain duration
Improved joint dampening
Improved RDS
Improved bailouts
Improved velocity
Improved injury responses
Improved water and rapid rivers reactions
Improved explosion reactions
Improved stayUpRight
Improved quadDeath
Improved shot_base
Improved interactions with props and collisions and the environment
Improved weapon force scaling (ScriptSide)
Improved force clamping (ScriptSide)
Improved phArticulatedBodyPart layout to improve memory usage cache coherency on multicore CPUs
Improved articulated (ART) components
Changed
Rewrote writhing
Rewrote iksolvers
Rewrote pediksettings
Rewrote SourceMotionCore
Fixed
Fixed pointGun errorthresholds
Fixed pointGun clavicle IK blend (99.05 percent IK driven before and now fully IK driven)
Fixed almost all IK is fixed now (Hopefully)
Fixed normalR, normalL, normalR2, normalL2, pos1, pos2, pos3, and pos4
Fixed maxWristAngle from value="1.50" to value="3.141593"
Fixed arm IK
Fixed CTaskNMControl animation
Fixed various parameter inconsistencies, deprecated values, syntax errors.
Fixed jittering and flickering when ragdolling
Fixed random collapse after NPCs are shot
Fixed overly stiff spine
Fixed overly stiff deaths
Fixed NPCs running mindlessly into walls while attempting to seek cover
Fixed weird gravity after falling causing NPCs to get unnaturally pushed away
Fixed ART agent pool handling for NaturalMotion ragdolls and implementing proper agent allocation and reuse behaviors
Fixed ReserveLocalPlayerNmAgent (NMAgent leak where a NM Agent wouldn't transfer to the playerNmRsCBUDynamicBalancer*)m_cbuTaskManager->getTaskByID(...)
General QoL
IK LOD thresholds to maintain stability and performance
aligning to 64 bytes the CPU reads every joint in a single clock cycle vector, allowing 12+ (Max NPC pool for combat) of NPC ragdolls to compute more smoothly
Notes
CTaskNMDraggingToSafety IK is messed up (Kind of)
Please lock your frame rate to 150-155 as high frame rates are unnecessary and will almost always break the game's calculations. (E.G., game math and NM Agents/ART Pools breaking at 160+ FPS)
What is new?
Gold is operating at more than three times the peak speed of 0.7 Bank Update, and more than five times the peak speed of 0.6 Beta. Gold sustains the momentum, energy, velocity, and magnitude for much longer
What is left to do?
Non-AVX2/SSE4.2 version of SourceMotionCore.asi for older CPU support
balancerCollisionReactions. Tune the subroutines
New forceSolver testing behaviors
More precise Exag Mag and CPain parameters
Stagger Fall tuning
Dynamic Hands and Knees
Weapon impulse distribution
-Release Candidate 5 Changelog-
Focus
Inverse kinematics (IK)
Momentum
CoM (Center over Mass Stability)
Multi-Entity Collision Resolution
Environmental Interactions & Teetering
Balancing
Added
Added CTaskAnimatedHitByExplosion to cut on size (48KB Saved)
Added staggerFallData
Added balancerCollisionsData
Added stairsTransitionData
Added teeterPercentageData
Added CDeathZones (Improved NPCs reactions to dying/ragdolling on objects etc)
Added WoundedPedMgr
Added and tested fallOverWall behavior for ledges, walls, and similar obstacles
Added BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Added CTaskDeadbc (NPCs won't flop up and down when shot whilst being dead)
Improvements
Improved NPC reactions to impacts and movement
Improved IK behavior for better looking limb positioning and reactions
Improved behavior consistency across different situations
Improved dangling
Improved self preservation
Improved headshot reactions
Improved overall impulse and reactions
Improved falling and rolling
Improved teetering
Improved shotgun reactions
Improved vehicle bailouts
Improved water reactions
Improved fine tuned damping behavior for more stable and natural reactions
Improved momentum preservation
Improved locomotion
Improved Rapid Rivers and water reactions
Improved Minigun reactions
Improved sniper reactions
Improved melee reactions
Improved wound holding to more accurately target the wound location
Improved bullet impacts
Improved CoM (Center over Mass)
Improved dynamic balancing
Improved stagger
Improved DeathSuggestionHelper (Helps NPC react better when dying/ragdolling on objects etc)
Improved gravity and scaling
Improved biomechanics to animation blend transitions and vice versa
Improved environmental support and interaction behavior
Improved vehicle reactions
Improved writhing reactions
Improved firearm handling and reactions
Improved Multi-Entity Collision Resolution
Improved balancer collision detection and environmental reactions
Improved Electrocute and overall stunned reactions
Improved stayUpright to be more compatible with fallOverWall and overall smooth balancing
Improved falling and rolling reactions
Improved dangling reactions
Improved sitting down reactions
Improved pointGun IK blending (Full IK driven) and balancing angles
Improved overall shot and relax period
Improved crashOrLandCutOff
Improved collateral ragdolls and collateral caused reactions
Improved ThroughWindscreen reactions to look more natural
Changed
Changed most of CTaskRageRagdoll
Removed the get up animation after regaining balance or being shot
Removed highFall and catchFall from most shot reactions to produce more natural looking reactions
Fixed
Fixed overtsiffness when shooting an NPC standing near an vehicle door
Fixed memory leaks in the script
Fixed standing after headshot edge case
Fixed syntax
Fixed an issue where animation to ragdoll could push the NPC
Fixed limb looseness
General QoL
General code cleanup and performance
Notes
Release Candidate 5 (Last RC yayy)
This concludes on the release candidate phase and branch. Future updates will follow the Gold and Gold Patch (0.x.x)
Huge thank you to everyone for using and supporting SourceMotion. We couldn't have done it without you!
-Release Candidate 4 Changelog-
Focus
Inverse kinematics (IK)
Momentum
Procedural ragdoll reactions
Added
Added a small Center over Mass impulse to level CoM out
Added CLookAtHistory tunables
Added DeathSuggestionHelper tunables
Added CPedIntelligence tunables
Added additional NaturalMotion recovery and collapse tuning
Added messaging bridge and parameter index (ScriptSide as a safety net)
Improvements
Improved headshot and neckshot reactions
Improved transitions between stagger, collapse, and ragdoll states
Improved automatic impulse behavior
Improved variation between individual shot reactions
Improved directional reactions to incoming bullet impacts
Improved CoM response during impact reactions
Improved upper and lower body relaxation periods
Improved gravity
Improved MaxUprightRatio behavior
Improved water and underwater reactions
Improved ThroughWindscreen gravity and scaling
Improved ragdoll dampening
Improved vehicle reactions
Improved pointGun behavior
Improved teeter controller
Improved stumbling and balance recovery
Improved gunshot reactions with more physically driven inspired by Euphoria inspired responses
Improved leg and body stiffness
Improved writhing for more natural and believable reactions
Improved wound holding and reaching
Improved bracing
Improved NPC suppression and combat reactions
Improved NPC responses to sustained incoming fire, near misses, damage, and nearby casualties for more reactive and less mechanically predictable combat behavior
Improved reaction blendout behavior
Improved locomotion
Improved rolling reaction uneven surfaces
Improved stepping with more Euphoria inspired balancer logic and decision making
Changed
Changed hit randomisation for more varied shot reactions
Changed reaction priorities to improve reaction state selection
Fixed
Fixed an issue where shooting an NPC underwater could cause the game to crash
Fixed musket reactions
Fixed secondary impact reactions
-Release Candidate 3 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Momentum
Environmental Interaction
Added
New dangle task
Improvements
Improved environmental support behaviour
Improved balance recovery
Improved momentum preservation after impacts
Improved procedural stumbling
Improved obstacle and surface interaction
Improved IK transitions
Improved procedural recovery consistency
Improved body reactions during collisions
Improved overall automatic firearm reactions
Improved pointGun hands collision and reworked holding angles
Improved procedural interaction logic
Improved animation to ragdoll blend transitions and vice versa (E.G. Smoother ragdoll transitions without any noticeable snapping)
Improved pointGun posture and balancing inspired by real-world tactical footage
Improved Center over Mass (CoM)
Improved wound holding to be more accurate
Improved teetering
Improved Zero Momentum Point
Changed
Rewrote SourceMotionCore script
Reworked procedural balance system
Reworked momentum handling
Reworked interaction behaviour with environmental geometry
Reduced unnatural body snapping
Fixed
Fixed multiple memory and NM agents leaks
Fixed various stability issues
Fixed multiple IK edge cases
Fixed velocity scaling and dampening issues that caused inconsistent impact reactions across Fixed different angles and gravity settings
General polish and bug fixes
-Release Candidate 2 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Ragdoll Quality
Added
Added procedural finger articulation across ragdoll and stagger states
Added improved weapon support handling for procedural aiming
Added more natural wound holding behavior
Added improved body stabilization during procedural movement
Improvements
Improved weapon and arm stability
Improved transition timing
Improved IK presets across multiple body indexes
Improved finger IK and articulation during ragdolls and stagger states allowing hands to dynamically adapt instead of remaining in static poses
Improved death-to-ragdoll blending
Improved stumbling behavior for more natural recovery
Improved wound holding reactions with smoother more believable body movement
Improved NPC vehicle impact reactions, resulting in behavior that more closely resembles 7th generation Euphoria
Improved stiffness blendout
Improved momentum preservation
Improved procedural balance and upper body control
Improved procedural hand placement during stagger and recovery
Improved ragdoll responsiveness after weapon impacts
Changed
Adjusted torso, neck, and head IK limits
Adjusted IK interpolation behavior for smoother reactions
Refined body stiffness values across multiple behaviors
Rebalanced procedural motion tuning for more natural weight transfer
Fixed
Fixed an issue where NPCs could die after being lightly bumped by a vehicle
Fixed several transition inconsistencies between animation and ragdoll
Fixed multiple IK edge cases causing unnatural arm poses
Notes
Finger IK now dynamically adapts during ragdolls and stagger states instead of remaining in static poses
This update primarily focuses on procedural movement quality and overall stability
-Release Candidate Changelog-
Focus
Stability
Procedural firearm handling
Injury and reaction systems
Added
Release Candidate branch
Improvements
Improved procedural firearm handling and posture
Improved falling and bracing reactions
Improved ThroughWindscreen behavior
Improved ragdoll damping
Improved grab behavior
Improved active ragdoll writhing
Improved vehicle crash reactions and player ragdolls
Improved arm and leg IK
Improved Dynamic Center Over Mass calculations
Improved Dynamic Balance
Improved injury responses
Improved weak spot handling (head, neck, heart, abdomen, groin)
Improved low caliber projectile collateral damage
Improved firearm handling degradation caused from injuries and wounds
Improved procedural fire reactions
Added physics based momentum scaling according to character weight
Improved joint displacedment
Reworked
Reworked firearm support constraints
Reworked pointGun implementation across multiple behaviors
Reworked shot reaction tuning
Reworked armor interactions
Reworked NPC balancing while firing firearms
Reworked limb collision handling to reduce self clipping
Changed
Rewrote behaviours.xml from 395KB to 96KB (76 Percent Reduction)
-0.9 Bank Release-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Added
NPCs can now procedurally use their fingers during ragdoll and stagger states
Added dynamic kinetic impact staggering
Improvements
Improved disarming behavior
Improved momentum preservation
Improved stunned reactions
Improved headshot reactions
Improved weapon collision handling
Improved ragdoll to animation transitions
Improved grab parameter tuning
Improved NPC weapon awareness
Improved hand behavior during ragdoll states
Full C++ rewrite
Improved falling reactions
Improved stability during ragdoll and stagger
Improved arm and leg IK
Increased NM Agent and RAGE ragdoll pool limits from 10 to 12
Improved collateral damage (affected by bullet velocity, armor, and caliber etc.)
Fixed
Fixed various parameter inconsistencies
Fixed multiple interaction issues between existing parameters
Improved script architecture and stability
-0.8 Bank PreRelease Changelog-
Fixed priority issues.
DLL code cleanup and performance stability improvements
Improvements
Improved water reactions
Improved rolling reactions on stairs and uneven surfaces
Improved Active Biometrics to animation blend transitions smoothness and vice versa
Increased NM Agents & RageRagdolls pool from 7 to 10 for more active ragdolls during combat
Allowed for yaw and pitched ragdolling
Improved weapon collision detection NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds
zero reliance on legacy dependencies for better performance
Fixed
Fixed momentum preservation
Fixed secondary impact reactions
Fixed procedural pose blending for smoother transitions
Fixed impulse propagation
Added
Added environmental support seeking
Added additional stages to progressive instability
Added terrain aware locomotion
Added obstacle aware collision reactions
NPCs may now enter a stagger or loss of balance state before vehicle impact
-0.7 Bank Update Changelog-
Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added
Natural reflex responses
Internal bleeding system
Chance for wounded NPCs to cough blood after torso injuries
Dynamic IK for reflexes and deaths instead of prebaked animation
Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed
Helmets and hats now detach correctly after high impact headshots
Fixed NPCs occasionally teleporting under very specific circumstances
Fixed NPCs being overly soft or overly stiff when dead/injured
Improved performance by fixing FPS drops and general lag
Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL
Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Legal Notice
SourceMotion © V48 Productions 2026. All rights reserved.
Please do not redistribute, reupload, or modify and re-release SourceMotion without explicit written permission. All third-party trademarks, assets, and software referenced or utilized remain the property of their respective owners.
Known Issues
Currently, no major known issues are present beyond standard RAGE engine limitations from the stock game (e.g., game math and NM agents breaking at 160+ FPS). Please lock your frame rate to 150-155, as high frame rates are unnecessary and will almost always break the game's calculations and NMAgents allocation.
Installation instructions are found in the rar
open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.asi into your GTA V Main Directory.
SourceMotion biases human like injury responses & balance recovery and failure states, and Multi-Entity Collision Resolution using procedural physics rather than predefined animations.
Features
Active Ragdoll Writhing
Surface Friction Logic
Dynamic CoM (Center over Mass)
Predictive Bracing
Procedural Recovery
Procedural Fire Reactions
Dynamic Damping System
Procedural Stumble & Trip Reactions
Procedural Limb Twitch Simulation
Stumble & Trip Interaction System
Dynamic IK
Procedural Arm & Leg IK
Multi-Entity Collision Resolution
Physics-Based Injury Reactions
Dynamic Impact Archetypes
Armor & Ballistic Response System
Firearm Handling Degradation from Injuries
-Gold Changelog-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Center over Mass (CoM) & Zero Momentum Point (ZMP) stability
Environmental Interactions & Awareness
Biomechanical Momentum Preservation
Dynamic self preservation
Warning
SourceMotionCore.asi requires a CPU supporting AVX2 or SSE4.2. Performance and compatibility may vary depending on CPU capabilities. If you experience crashes or stutters after locking the game to 150-155 FPS, remove SourceMotionCore.asi and use SourceMotion without it. High frame rates are unnecessary and may cause issues with the game's calculations and NMAgent/s pools
Hardware
Intel
Haswell Skylake, Kaby Lake, Coffee Lake, Comet Lake, Rocket Lake, Alder Lake, Raptor Lake, Arrow Lake, Lunar Lake, etc.
Haswell-EP/EX era and newer
AMD
Zen, Zen+, Zen 2, Zen 3, Zen 4, Zen 5, and newer
EPYC & Threadripper
Added
Added CPedMoveBlendMP3 (Not legacy, Adds locomotion predicted target direction and aim prediction and slope dampening and wall/obstacle probing and turning thresholds and heading intention and IK LOD thresholds)
Added CPedGeometryAnalyser (Connects cover geometry with whether direct line of sight can be forced)
Added CTaskShootDodge (Prediction, cover redirection and launch/bail)
Added CTaskSeekCover (Dynamic cover & repeatedly searching for usable inter cover positions. Makes the AI look like it is evaluating where to go not merely running to a predefined cover point)
Added CTaskSeekCoverSecondary (Restart/search behavior)
Improvements
Improved BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Improved natural-looking IK behavior
Improved elasticity and friction logic
Improved sliding
Improved relaxed behavior
Improved RageRagdoll
Improved torque based behavior
Improved steepslope reactions
Improved flinch task
Improved fallType
Improved animal ragdolls and mass
Improved friction
Improved transition timing
Improved overall stiffness
Improved balancing
Improved wound holding to be more accurately target the wound location
Improved locomotion
Improved rolling reactions on stairs and uneven surfaces
Improved momentum preservation
Improved headshot reactions
Improved hand behavior during ragdoll and stagger
Improved procedural firearm handling and posture
Improved ragdoll damping
Improved gravity
Improved scaling
Improved Zero Momentum Point
Improved writhing
Improved Euphoria inspired balancer logic and decision making
Improved highFall
Improved catchFall
Improved Vector3 values
Improved bracing (Adaptive dynamic bracing)
Improved self preservation
Improved overall physics and calculations
Improved running against bullet impulses
Improved procedural fire reactions
Improved dragging to safety arm IK and stiffness
Improved car bumping reactions
Improved fallOverWall (More natural and doesn't look as forced)
Improved cpain duration
Improved joint dampening
Improved RDS
Improved bailouts
Improved velocity
Improved injury responses
Improved water and rapid rivers reactions
Improved explosion reactions
Improved stayUpRight
Improved quadDeath
Improved shot_base
Improved interactions with props and collisions and the environment
Improved weapon force scaling (ScriptSide)
Improved force clamping (ScriptSide)
Improved phArticulatedBodyPart layout to improve memory usage cache coherency on multicore CPUs
Improved articulated (ART) components
Changed
Rewrote writhing
Rewrote iksolvers
Rewrote pediksettings
Rewrote SourceMotionCore
Fixed
Fixed pointGun errorthresholds
Fixed pointGun clavicle IK blend (99.05 percent IK driven before and now fully IK driven)
Fixed almost all IK is fixed now (Hopefully)
Fixed normalR, normalL, normalR2, normalL2, pos1, pos2, pos3, and pos4
Fixed maxWristAngle from value="1.50" to value="3.141593"
Fixed arm IK
Fixed CTaskNMControl animation
Fixed various parameter inconsistencies, deprecated values, syntax errors.
Fixed jittering and flickering when ragdolling
Fixed random collapse after NPCs are shot
Fixed overly stiff spine
Fixed overly stiff deaths
Fixed NPCs running mindlessly into walls while attempting to seek cover
Fixed weird gravity after falling causing NPCs to get unnaturally pushed away
Fixed ART agent pool handling for NaturalMotion ragdolls and implementing proper agent allocation and reuse behaviors
Fixed ReserveLocalPlayerNmAgent (NMAgent leak where a NM Agent wouldn't transfer to the playerNmRsCBUDynamicBalancer*)m_cbuTaskManager->getTaskByID(...)
General QoL
IK LOD thresholds to maintain stability and performance
aligning to 64 bytes the CPU reads every joint in a single clock cycle vector, allowing 12+ (Max NPC pool for combat) of NPC ragdolls to compute more smoothly
Notes
CTaskNMDraggingToSafety IK is messed up (Kind of)
Please lock your frame rate to 150-155 as high frame rates are unnecessary and will almost always break the game's calculations. (E.G., game math and NM Agents/ART Pools breaking at 160+ FPS)
What is new?
Gold is operating at more than three times the peak speed of 0.7 Bank Update, and more than five times the peak speed of 0.6 Beta. Gold sustains the momentum, energy, velocity, and magnitude for much longer
What is left to do?
Non-AVX2/SSE4.2 version of SourceMotionCore.asi for older CPU support
balancerCollisionReactions. Tune the subroutines
New forceSolver testing behaviors
More precise Exag Mag and CPain parameters
Stagger Fall tuning
Dynamic Hands and Knees
Weapon impulse distribution
-Release Candidate 5 Changelog-
Focus
Inverse kinematics (IK)
Momentum
CoM (Center over Mass Stability)
Multi-Entity Collision Resolution
Environmental Interactions & Teetering
Balancing
Added
Added CTaskAnimatedHitByExplosion to cut on size (48KB Saved)
Added staggerFallData
Added balancerCollisionsData
Added stairsTransitionData
Added teeterPercentageData
Added CDeathZones (Improved NPCs reactions to dying/ragdolling on objects etc)
Added WoundedPedMgr
Added and tested fallOverWall behavior for ledges, walls, and similar obstacles
Added BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Added CTaskDeadbc (NPCs won't flop up and down when shot whilst being dead)
Improvements
Improved NPC reactions to impacts and movement
Improved IK behavior for better looking limb positioning and reactions
Improved behavior consistency across different situations
Improved dangling
Improved self preservation
Improved headshot reactions
Improved overall impulse and reactions
Improved falling and rolling
Improved teetering
Improved shotgun reactions
Improved vehicle bailouts
Improved water reactions
Improved fine tuned damping behavior for more stable and natural reactions
Improved momentum preservation
Improved locomotion
Improved Rapid Rivers and water reactions
Improved Minigun reactions
Improved sniper reactions
Improved melee reactions
Improved wound holding to more accurately target the wound location
Improved bullet impacts
Improved CoM (Center over Mass)
Improved dynamic balancing
Improved stagger
Improved DeathSuggestionHelper (Helps NPC react better when dying/ragdolling on objects etc)
Improved gravity and scaling
Improved biomechanics to animation blend transitions and vice versa
Improved environmental support and interaction behavior
Improved vehicle reactions
Improved writhing reactions
Improved firearm handling and reactions
Improved Multi-Entity Collision Resolution
Improved balancer collision detection and environmental reactions
Improved Electrocute and overall stunned reactions
Improved stayUpright to be more compatible with fallOverWall and overall smooth balancing
Improved falling and rolling reactions
Improved dangling reactions
Improved sitting down reactions
Improved pointGun IK blending (Full IK driven) and balancing angles
Improved overall shot and relax period
Improved crashOrLandCutOff
Improved collateral ragdolls and collateral caused reactions
Improved ThroughWindscreen reactions to look more natural
Changed
Changed most of CTaskRageRagdoll
Removed the get up animation after regaining balance or being shot
Removed highFall and catchFall from most shot reactions to produce more natural looking reactions
Fixed
Fixed overtsiffness when shooting an NPC standing near an vehicle door
Fixed memory leaks in the script
Fixed standing after headshot edge case
Fixed syntax
Fixed an issue where animation to ragdoll could push the NPC
Fixed limb looseness
General QoL
General code cleanup and performance
Notes
Release Candidate 5 (Last RC yayy)
This concludes on the release candidate phase and branch. Future updates will follow the Gold and Gold Patch (0.x.x)
Huge thank you to everyone for using and supporting SourceMotion. We couldn't have done it without you!
-Release Candidate 4 Changelog-
Focus
Inverse kinematics (IK)
Momentum
Procedural ragdoll reactions
Added
Added a small Center over Mass impulse to level CoM out
Added CLookAtHistory tunables
Added DeathSuggestionHelper tunables
Added CPedIntelligence tunables
Added additional NaturalMotion recovery and collapse tuning
Added messaging bridge and parameter index (ScriptSide as a safety net)
Improvements
Improved headshot and neckshot reactions
Improved transitions between stagger, collapse, and ragdoll states
Improved automatic impulse behavior
Improved variation between individual shot reactions
Improved directional reactions to incoming bullet impacts
Improved CoM response during impact reactions
Improved upper and lower body relaxation periods
Improved gravity
Improved MaxUprightRatio behavior
Improved water and underwater reactions
Improved ThroughWindscreen gravity and scaling
Improved ragdoll dampening
Improved vehicle reactions
Improved pointGun behavior
Improved teeter controller
Improved stumbling and balance recovery
Improved gunshot reactions with more physically driven inspired by Euphoria inspired responses
Improved leg and body stiffness
Improved writhing for more natural and believable reactions
Improved wound holding and reaching
Improved bracing
Improved NPC suppression and combat reactions
Improved NPC responses to sustained incoming fire, near misses, damage, and nearby casualties for more reactive and less mechanically predictable combat behavior
Improved reaction blendout behavior
Improved locomotion
Improved rolling reaction uneven surfaces
Improved stepping with more Euphoria inspired balancer logic and decision making
Changed
Changed hit randomisation for more varied shot reactions
Changed reaction priorities to improve reaction state selection
Fixed
Fixed an issue where shooting an NPC underwater could cause the game to crash
Fixed musket reactions
Fixed secondary impact reactions
-Release Candidate 3 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Momentum
Environmental Interaction
Added
New dangle task
Improvements
Improved environmental support behaviour
Improved balance recovery
Improved momentum preservation after impacts
Improved procedural stumbling
Improved obstacle and surface interaction
Improved IK transitions
Improved procedural recovery consistency
Improved body reactions during collisions
Improved overall automatic firearm reactions
Improved pointGun hands collision and reworked holding angles
Improved procedural interaction logic
Improved animation to ragdoll blend transitions and vice versa (E.G. Smoother ragdoll transitions without any noticeable snapping)
Improved pointGun posture and balancing inspired by real-world tactical footage
Improved Center over Mass (CoM)
Improved wound holding to be more accurate
Improved teetering
Improved Zero Momentum Point
Changed
Rewrote SourceMotionCore script
Reworked procedural balance system
Reworked momentum handling
Reworked interaction behaviour with environmental geometry
Reduced unnatural body snapping
Fixed
Fixed multiple memory and NM agents leaks
Fixed various stability issues
Fixed multiple IK edge cases
Fixed velocity scaling and dampening issues that caused inconsistent impact reactions across Fixed different angles and gravity settings
General polish and bug fixes
-Release Candidate 2 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Ragdoll Quality
Added
Added procedural finger articulation across ragdoll and stagger states
Added improved weapon support handling for procedural aiming
Added more natural wound holding behavior
Added improved body stabilization during procedural movement
Improvements
Improved weapon and arm stability
Improved transition timing
Improved IK presets across multiple body indexes
Improved finger IK and articulation during ragdolls and stagger states allowing hands to dynamically adapt instead of remaining in static poses
Improved death-to-ragdoll blending
Improved stumbling behavior for more natural recovery
Improved wound holding reactions with smoother more believable body movement
Improved NPC vehicle impact reactions, resulting in behavior that more closely resembles 7th generation Euphoria
Improved stiffness blendout
Improved momentum preservation
Improved procedural balance and upper body control
Improved procedural hand placement during stagger and recovery
Improved ragdoll responsiveness after weapon impacts
Changed
Adjusted torso, neck, and head IK limits
Adjusted IK interpolation behavior for smoother reactions
Refined body stiffness values across multiple behaviors
Rebalanced procedural motion tuning for more natural weight transfer
Fixed
Fixed an issue where NPCs could die after being lightly bumped by a vehicle
Fixed several transition inconsistencies between animation and ragdoll
Fixed multiple IK edge cases causing unnatural arm poses
Notes
Finger IK now dynamically adapts during ragdolls and stagger states instead of remaining in static poses
This update primarily focuses on procedural movement quality and overall stability
-Release Candidate Changelog-
Focus
Stability
Procedural firearm handling
Injury and reaction systems
Added
Release Candidate branch
Improvements
Improved procedural firearm handling and posture
Improved falling and bracing reactions
Improved ThroughWindscreen behavior
Improved ragdoll damping
Improved grab behavior
Improved active ragdoll writhing
Improved vehicle crash reactions and player ragdolls
Improved arm and leg IK
Improved Dynamic Center Over Mass calculations
Improved Dynamic Balance
Improved injury responses
Improved weak spot handling (head, neck, heart, abdomen, groin)
Improved low caliber projectile collateral damage
Improved firearm handling degradation caused from injuries and wounds
Improved procedural fire reactions
Added physics based momentum scaling according to character weight
Improved joint displacedment
Reworked
Reworked firearm support constraints
Reworked pointGun implementation across multiple behaviors
Reworked shot reaction tuning
Reworked armor interactions
Reworked NPC balancing while firing firearms
Reworked limb collision handling to reduce self clipping
Changed
Rewrote behaviours.xml from 395KB to 96KB (76 Percent Reduction)
-0.9 Bank Release-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Added
NPCs can now procedurally use their fingers during ragdoll and stagger states
Added dynamic kinetic impact staggering
Improvements
Improved disarming behavior
Improved momentum preservation
Improved stunned reactions
Improved headshot reactions
Improved weapon collision handling
Improved ragdoll to animation transitions
Improved grab parameter tuning
Improved NPC weapon awareness
Improved hand behavior during ragdoll states
Full C++ rewrite
Improved falling reactions
Improved stability during ragdoll and stagger
Improved arm and leg IK
Increased NM Agent and RAGE ragdoll pool limits from 10 to 12
Improved collateral damage (affected by bullet velocity, armor, and caliber etc.)
Fixed
Fixed various parameter inconsistencies
Fixed multiple interaction issues between existing parameters
Improved script architecture and stability
-0.8 Bank PreRelease Changelog-
Fixed priority issues.
DLL code cleanup and performance stability improvements
Improvements
Improved water reactions
Improved rolling reactions on stairs and uneven surfaces
Improved Active Biometrics to animation blend transitions smoothness and vice versa
Increased NM Agents & RageRagdolls pool from 7 to 10 for more active ragdolls during combat
Allowed for yaw and pitched ragdolling
Improved weapon collision detection NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds
zero reliance on legacy dependencies for better performance
Fixed
Fixed momentum preservation
Fixed secondary impact reactions
Fixed procedural pose blending for smoother transitions
Fixed impulse propagation
Added
Added environmental support seeking
Added additional stages to progressive instability
Added terrain aware locomotion
Added obstacle aware collision reactions
NPCs may now enter a stagger or loss of balance state before vehicle impact
-0.7 Bank Update Changelog-
Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added
Natural reflex responses
Internal bleeding system
Chance for wounded NPCs to cough blood after torso injuries
Dynamic IK for reflexes and deaths instead of prebaked animation
Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed
Helmets and hats now detach correctly after high impact headshots
Fixed NPCs occasionally teleporting under very specific circumstances
Fixed NPCs being overly soft or overly stiff when dead/injured
Improved performance by fixing FPS drops and general lag
Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL
Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Legal Notice
SourceMotion © V48 Productions 2026. All rights reserved.
Please do not redistribute, reupload, or modify and re-release SourceMotion without explicit written permission. All third-party trademarks, assets, and software referenced or utilized remain the property of their respective owners.
Known Issues
Currently, no major known issues are present beyond standard RAGE engine limitations from the stock game (e.g., game math and NM agents breaking at 160+ FPS). Please lock your frame rate to 150-155, as high frame rates are unnecessary and will almost always break the game's calculations and NMAgents allocation.
Installation instructions are found in the rar
open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.asi into your GTA V Main Directory.
Først Lastet opp: 27. juni 2026
Sist Oppdatert: 31. august 2026
Last Downloaded: 8 minutter siden
All Versions
120 Kommentarer
SourceMotion is a layered procedural biomechanical reaction system inspired by the research of Oxford 2001 Torsten Reils and Colm Massey documents about Central Pattern Generators aka CPGs on evolving bipedal locomotion using physics based algorithms.
SourceMotion biases human like injury responses & balance recovery and failure states, and Multi-Entity Collision Resolution using procedural physics rather than predefined animations.
Features
Active Ragdoll Writhing
Surface Friction Logic
Dynamic CoM (Center over Mass)
Predictive Bracing
Procedural Recovery
Procedural Fire Reactions
Dynamic Damping System
Procedural Stumble & Trip Reactions
Procedural Limb Twitch Simulation
Stumble & Trip Interaction System
Dynamic IK
Procedural Arm & Leg IK
Multi-Entity Collision Resolution
Physics-Based Injury Reactions
Dynamic Impact Archetypes
Armor & Ballistic Response System
Firearm Handling Degradation from Injuries
-Gold Changelog-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Center over Mass (CoM) & Zero Momentum Point (ZMP) stability
Environmental Interactions & Awareness
Biomechanical Momentum Preservation
Dynamic self preservation
Warning
SourceMotionCore.asi requires a CPU supporting AVX2 or SSE4.2. Performance and compatibility may vary depending on CPU capabilities. If you experience crashes or stutters after locking the game to 150-155 FPS, remove SourceMotionCore.asi and use SourceMotion without it. High frame rates are unnecessary and may cause issues with the game's calculations and NMAgent/s pools
Hardware
Intel
Haswell Skylake, Kaby Lake, Coffee Lake, Comet Lake, Rocket Lake, Alder Lake, Raptor Lake, Arrow Lake, Lunar Lake, etc.
Haswell-EP/EX era and newer
AMD
Zen, Zen+, Zen 2, Zen 3, Zen 4, Zen 5, and newer
EPYC & Threadripper
Added
Added CPedMoveBlendMP3 (Not legacy, Adds locomotion predicted target direction and aim prediction and slope dampening and wall/obstacle probing and turning thresholds and heading intention and IK LOD thresholds)
Added CPedGeometryAnalyser (Connects cover geometry with whether direct line of sight can be forced)
Added CTaskShootDodge (Prediction, cover redirection and launch/bail)
Added CTaskSeekCover (Dynamic cover & repeatedly searching for usable inter cover positions. Makes the AI look like it is evaluating where to go not merely running to a predefined cover point)
Added CTaskSeekCoverSecondary (Restart/search behavior)
Improvements
Improved BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Improved natural-looking IK behavior
Improved elasticity and friction logic
Improved sliding
Improved relaxed behavior
Improved RageRagdoll
Improved torque based behavior
Improved steepslope reactions
Improved flinch task
Improved fallType
Improved animal ragdolls and mass
Improved friction
Improved transition timing
Improved overall stiffness
Improved balancing
Improved wound holding to be more accurately target the wound location
Improved locomotion
Improved rolling reactions on stairs and uneven surfaces
Improved momentum preservation
Improved headshot reactions
Improved hand behavior during ragdoll and stagger
Improved procedural firearm handling and posture
Improved ragdoll damping
Improved gravity
Improved scaling
Improved Zero Momentum Point
Improved writhing
Improved Euphoria inspired balancer logic and decision making
Improved highFall
Improved catchFall
Improved Vector3 values
Improved bracing (Adaptive dynamic bracing)
Improved self preservation
Improved overall physics and calculations
Improved running against bullet impulses
Improved procedural fire reactions
Improved dragging to safety arm IK and stiffness
Improved car bumping reactions
Improved fallOverWall (More natural and doesn't look as forced)
Improved cpain duration
Improved joint dampening
Improved RDS
Improved bailouts
Improved velocity
Improved injury responses
Improved water and rapid rivers reactions
Improved explosion reactions
Improved stayUpRight
Improved quadDeath
Improved shot_base
Improved interactions with props and collisions and the environment
Improved weapon force scaling (ScriptSide)
Improved force clamping (ScriptSide)
Improved phArticulatedBodyPart layout to improve memory usage cache coherency on multicore CPUs
Improved articulated (ART) components
Changed
Rewrote writhing
Rewrote iksolvers
Rewrote pediksettings
Rewrote SourceMotionCore
Fixed
Fixed pointGun errorthresholds
Fixed pointGun clavicle IK blend (99.05 percent IK driven before and now fully IK driven)
Fixed almost all IK is fixed now (Hopefully)
Fixed normalR, normalL, normalR2, normalL2, pos1, pos2, pos3, and pos4
Fixed maxWristAngle from value="1.50" to value="3.141593"
Fixed arm IK
Fixed CTaskNMControl animation
Fixed various parameter inconsistencies, deprecated values, syntax errors.
Fixed jittering and flickering when ragdolling
Fixed random collapse after NPCs are shot
Fixed overly stiff spine
Fixed overly stiff deaths
Fixed NPCs running mindlessly into walls while attempting to seek cover
Fixed weird gravity after falling causing NPCs to get unnaturally pushed away
Fixed ART agent pool handling for NaturalMotion ragdolls and implementing proper agent allocation and reuse behaviors
Fixed ReserveLocalPlayerNmAgent (NMAgent leak where a NM Agent wouldn't transfer to the playerNmRsCBUDynamicBalancer*)m_cbuTaskManager->getTaskByID(...)
General QoL
IK LOD thresholds to maintain stability and performance
aligning to 64 bytes the CPU reads every joint in a single clock cycle vector, allowing 12+ (Max NPC pool for combat) of NPC ragdolls to compute more smoothly
Notes
CTaskNMDraggingToSafety IK is messed up (Kind of)
Please lock your frame rate to 150-155 as high frame rates are unnecessary and will almost always break the game's calculations. (E.G., game math and NM Agents/ART Pools breaking at 160+ FPS)
What is new?
Gold is operating at more than three times the peak speed of 0.7 Bank Update, and more than five times the peak speed of 0.6 Beta. Gold sustains the momentum, energy, velocity, and magnitude for much longer
What is left to do?
Non-AVX2/SSE4.2 version of SourceMotionCore.asi for older CPU support
balancerCollisionReactions. Tune the subroutines
New forceSolver testing behaviors
More precise Exag Mag and CPain parameters
Stagger Fall tuning
Dynamic Hands and Knees
Weapon impulse distribution
-Release Candidate 5 Changelog-
Focus
Inverse kinematics (IK)
Momentum
CoM (Center over Mass Stability)
Multi-Entity Collision Resolution
Environmental Interactions & Teetering
Balancing
Added
Added CTaskAnimatedHitByExplosion to cut on size (48KB Saved)
Added staggerFallData
Added balancerCollisionsData
Added stairsTransitionData
Added teeterPercentageData
Added CDeathZones (Improved NPCs reactions to dying/ragdolling on objects etc)
Added WoundedPedMgr
Added and tested fallOverWall behavior for ledges, walls, and similar obstacles
Added BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Added CTaskDeadbc (NPCs won't flop up and down when shot whilst being dead)
Improvements
Improved NPC reactions to impacts and movement
Improved IK behavior for better looking limb positioning and reactions
Improved behavior consistency across different situations
Improved dangling
Improved self preservation
Improved headshot reactions
Improved overall impulse and reactions
Improved falling and rolling
Improved teetering
Improved shotgun reactions
Improved vehicle bailouts
Improved water reactions
Improved fine tuned damping behavior for more stable and natural reactions
Improved momentum preservation
Improved locomotion
Improved Rapid Rivers and water reactions
Improved Minigun reactions
Improved sniper reactions
Improved melee reactions
Improved wound holding to more accurately target the wound location
Improved bullet impacts
Improved CoM (Center over Mass)
Improved dynamic balancing
Improved stagger
Improved DeathSuggestionHelper (Helps NPC react better when dying/ragdolling on objects etc)
Improved gravity and scaling
Improved biomechanics to animation blend transitions and vice versa
Improved environmental support and interaction behavior
Improved vehicle reactions
Improved writhing reactions
Improved firearm handling and reactions
Improved Multi-Entity Collision Resolution
Improved balancer collision detection and environmental reactions
Improved Electrocute and overall stunned reactions
Improved stayUpright to be more compatible with fallOverWall and overall smooth balancing
Improved falling and rolling reactions
Improved dangling reactions
Improved sitting down reactions
Improved pointGun IK blending (Full IK driven) and balancing angles
Improved overall shot and relax period
Improved crashOrLandCutOff
Improved collateral ragdolls and collateral caused reactions
Improved ThroughWindscreen reactions to look more natural
Changed
Changed most of CTaskRageRagdoll
Removed the get up animation after regaining balance or being shot
Removed highFall and catchFall from most shot reactions to produce more natural looking reactions
Fixed
Fixed overtsiffness when shooting an NPC standing near an vehicle door
Fixed memory leaks in the script
Fixed standing after headshot edge case
Fixed syntax
Fixed an issue where animation to ragdoll could push the NPC
Fixed limb looseness
General QoL
General code cleanup and performance
Notes
Release Candidate 5 (Last RC yayy)
This concludes on the release candidate phase and branch. Future updates will follow the Gold and Gold Patch (0.x.x)
Huge thank you to everyone for using and supporting SourceMotion. We couldn't have done it without you!
-Release Candidate 4 Changelog-
Focus
Inverse kinematics (IK)
Momentum
Procedural ragdoll reactions
Added
Added a small Center over Mass impulse to level CoM out
Added CLookAtHistory tunables
Added DeathSuggestionHelper tunables
Added CPedIntelligence tunables
Added additional NaturalMotion recovery and collapse tuning
Added messaging bridge and parameter index (ScriptSide as a safety net)
Improvements
Improved headshot and neckshot reactions
Improved transitions between stagger, collapse, and ragdoll states
Improved automatic impulse behavior
Improved variation between individual shot reactions
Improved directional reactions to incoming bullet impacts
Improved CoM response during impact reactions
Improved upper and lower body relaxation periods
Improved gravity
Improved MaxUprightRatio behavior
Improved water and underwater reactions
Improved ThroughWindscreen gravity and scaling
Improved ragdoll dampening
Improved vehicle reactions
Improved pointGun behavior
Improved teeter controller
Improved stumbling and balance recovery
Improved gunshot reactions with more physically driven inspired by Euphoria inspired responses
Improved leg and body stiffness
Improved writhing for more natural and believable reactions
Improved wound holding and reaching
Improved bracing
Improved NPC suppression and combat reactions
Improved NPC responses to sustained incoming fire, near misses, damage, and nearby casualties for more reactive and less mechanically predictable combat behavior
Improved reaction blendout behavior
Improved locomotion
Improved rolling reaction uneven surfaces
Improved stepping with more Euphoria inspired balancer logic and decision making
Changed
Changed hit randomisation for more varied shot reactions
Changed reaction priorities to improve reaction state selection
Fixed
Fixed an issue where shooting an NPC underwater could cause the game to crash
Fixed musket reactions
Fixed secondary impact reactions
-Release Candidate 3 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Momentum
Environmental Interaction
Added
New dangle task
Improvements
Improved environmental support behaviour
Improved balance recovery
Improved momentum preservation after impacts
Improved procedural stumbling
Improved obstacle and surface interaction
Improved IK transitions
Improved procedural recovery consistency
Improved body reactions during collisions
Improved overall automatic firearm reactions
Improved pointGun hands collision and reworked holding angles
Improved procedural interaction logic
Improved animation to ragdoll blend transitions and vice versa (E.G. Smoother ragdoll transitions without any noticeable snapping)
Improved pointGun posture and balancing inspired by real-world tactical footage
Improved Center over Mass (CoM)
Improved wound holding to be more accurate
Improved teetering
Improved Zero Momentum Point
Changed
Rewrote SourceMotionCore script
Reworked procedural balance system
Reworked momentum handling
Reworked interaction behaviour with environmental geometry
Reduced unnatural body snapping
Fixed
Fixed multiple memory and NM agents leaks
Fixed various stability issues
Fixed multiple IK edge cases
Fixed velocity scaling and dampening issues that caused inconsistent impact reactions across Fixed different angles and gravity settings
General polish and bug fixes
-Release Candidate 2 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Ragdoll Quality
Added
Added procedural finger articulation across ragdoll and stagger states
Added improved weapon support handling for procedural aiming
Added more natural wound holding behavior
Added improved body stabilization during procedural movement
Improvements
Improved weapon and arm stability
Improved transition timing
Improved IK presets across multiple body indexes
Improved finger IK and articulation during ragdolls and stagger states allowing hands to dynamically adapt instead of remaining in static poses
Improved death-to-ragdoll blending
Improved stumbling behavior for more natural recovery
Improved wound holding reactions with smoother more believable body movement
Improved NPC vehicle impact reactions, resulting in behavior that more closely resembles 7th generation Euphoria
Improved stiffness blendout
Improved momentum preservation
Improved procedural balance and upper body control
Improved procedural hand placement during stagger and recovery
Improved ragdoll responsiveness after weapon impacts
Changed
Adjusted torso, neck, and head IK limits
Adjusted IK interpolation behavior for smoother reactions
Refined body stiffness values across multiple behaviors
Rebalanced procedural motion tuning for more natural weight transfer
Fixed
Fixed an issue where NPCs could die after being lightly bumped by a vehicle
Fixed several transition inconsistencies between animation and ragdoll
Fixed multiple IK edge cases causing unnatural arm poses
Notes
Finger IK now dynamically adapts during ragdolls and stagger states instead of remaining in static poses
This update primarily focuses on procedural movement quality and overall stability
-Release Candidate Changelog-
Focus
Stability
Procedural firearm handling
Injury and reaction systems
Added
Release Candidate branch
Improvements
Improved procedural firearm handling and posture
Improved falling and bracing reactions
Improved ThroughWindscreen behavior
Improved ragdoll damping
Improved grab behavior
Improved active ragdoll writhing
Improved vehicle crash reactions and player ragdolls
Improved arm and leg IK
Improved Dynamic Center Over Mass calculations
Improved Dynamic Balance
Improved injury responses
Improved weak spot handling (head, neck, heart, abdomen, groin)
Improved low caliber projectile collateral damage
Improved firearm handling degradation caused from injuries and wounds
Improved procedural fire reactions
Added physics based momentum scaling according to character weight
Improved joint displacedment
Reworked
Reworked firearm support constraints
Reworked pointGun implementation across multiple behaviors
Reworked shot reaction tuning
Reworked armor interactions
Reworked NPC balancing while firing firearms
Reworked limb collision handling to reduce self clipping
Changed
Rewrote behaviours.xml from 395KB to 96KB (76 Percent Reduction)
-0.9 Bank Release-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Added
NPCs can now procedurally use their fingers during ragdoll and stagger states
Added dynamic kinetic impact staggering
Improvements
Improved disarming behavior
Improved momentum preservation
Improved stunned reactions
Improved headshot reactions
Improved weapon collision handling
Improved ragdoll to animation transitions
Improved grab parameter tuning
Improved NPC weapon awareness
Improved hand behavior during ragdoll states
Full C++ rewrite
Improved falling reactions
Improved stability during ragdoll and stagger
Improved arm and leg IK
Increased NM Agent and RAGE ragdoll pool limits from 10 to 12
Improved collateral damage (affected by bullet velocity, armor, and caliber etc.)
Fixed
Fixed various parameter inconsistencies
Fixed multiple interaction issues between existing parameters
Improved script architecture and stability
-0.8 Bank PreRelease Changelog-
Fixed priority issues.
DLL code cleanup and performance stability improvements
Improvements
Improved water reactions
Improved rolling reactions on stairs and uneven surfaces
Improved Active Biometrics to animation blend transitions smoothness and vice versa
Increased NM Agents & RageRagdolls pool from 7 to 10 for more active ragdolls during combat
Allowed for yaw and pitched ragdolling
Improved weapon collision detection NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds
zero reliance on legacy dependencies for better performance
Fixed
Fixed momentum preservation
Fixed secondary impact reactions
Fixed procedural pose blending for smoother transitions
Fixed impulse propagation
Added
Added environmental support seeking
Added additional stages to progressive instability
Added terrain aware locomotion
Added obstacle aware collision reactions
NPCs may now enter a stagger or loss of balance state before vehicle impact
-0.7 Bank Update Changelog-
Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added
Natural reflex responses
Internal bleeding system
Chance for wounded NPCs to cough blood after torso injuries
Dynamic IK for reflexes and deaths instead of prebaked animation
Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed
Helmets and hats now detach correctly after high impact headshots
Fixed NPCs occasionally teleporting under very specific circumstances
Fixed NPCs being overly soft or overly stiff when dead/injured
Improved performance by fixing FPS drops and general lag
Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL
Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Legal Notice
SourceMotion © V48 Productions 2026. All rights reserved.
Please do not redistribute, reupload, or modify and re-release SourceMotion without explicit written permission. All third-party trademarks, assets, and software referenced or utilized remain the property of their respective owners.
Known Issues
Currently, no major known issues are present beyond standard RAGE engine limitations from the stock game (e.g., game math and NM agents breaking at 160+ FPS). Please lock your frame rate to 150-155, as high frame rates are unnecessary and will almost always break the game's calculations and NMAgents allocation.
Installation instructions are found in the rar
open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.asi into your GTA V Main Directory.
SourceMotion biases human like injury responses & balance recovery and failure states, and Multi-Entity Collision Resolution using procedural physics rather than predefined animations.
Features
Active Ragdoll Writhing
Surface Friction Logic
Dynamic CoM (Center over Mass)
Predictive Bracing
Procedural Recovery
Procedural Fire Reactions
Dynamic Damping System
Procedural Stumble & Trip Reactions
Procedural Limb Twitch Simulation
Stumble & Trip Interaction System
Dynamic IK
Procedural Arm & Leg IK
Multi-Entity Collision Resolution
Physics-Based Injury Reactions
Dynamic Impact Archetypes
Armor & Ballistic Response System
Firearm Handling Degradation from Injuries
-Gold Changelog-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Center over Mass (CoM) & Zero Momentum Point (ZMP) stability
Environmental Interactions & Awareness
Biomechanical Momentum Preservation
Dynamic self preservation
Warning
SourceMotionCore.asi requires a CPU supporting AVX2 or SSE4.2. Performance and compatibility may vary depending on CPU capabilities. If you experience crashes or stutters after locking the game to 150-155 FPS, remove SourceMotionCore.asi and use SourceMotion without it. High frame rates are unnecessary and may cause issues with the game's calculations and NMAgent/s pools
Hardware
Intel
Haswell Skylake, Kaby Lake, Coffee Lake, Comet Lake, Rocket Lake, Alder Lake, Raptor Lake, Arrow Lake, Lunar Lake, etc.
Haswell-EP/EX era and newer
AMD
Zen, Zen+, Zen 2, Zen 3, Zen 4, Zen 5, and newer
EPYC & Threadripper
Added
Added CPedMoveBlendMP3 (Not legacy, Adds locomotion predicted target direction and aim prediction and slope dampening and wall/obstacle probing and turning thresholds and heading intention and IK LOD thresholds)
Added CPedGeometryAnalyser (Connects cover geometry with whether direct line of sight can be forced)
Added CTaskShootDodge (Prediction, cover redirection and launch/bail)
Added CTaskSeekCover (Dynamic cover & repeatedly searching for usable inter cover positions. Makes the AI look like it is evaluating where to go not merely running to a predefined cover point)
Added CTaskSeekCoverSecondary (Restart/search behavior)
Improvements
Improved BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Improved natural-looking IK behavior
Improved elasticity and friction logic
Improved sliding
Improved relaxed behavior
Improved RageRagdoll
Improved torque based behavior
Improved steepslope reactions
Improved flinch task
Improved fallType
Improved animal ragdolls and mass
Improved friction
Improved transition timing
Improved overall stiffness
Improved balancing
Improved wound holding to be more accurately target the wound location
Improved locomotion
Improved rolling reactions on stairs and uneven surfaces
Improved momentum preservation
Improved headshot reactions
Improved hand behavior during ragdoll and stagger
Improved procedural firearm handling and posture
Improved ragdoll damping
Improved gravity
Improved scaling
Improved Zero Momentum Point
Improved writhing
Improved Euphoria inspired balancer logic and decision making
Improved highFall
Improved catchFall
Improved Vector3 values
Improved bracing (Adaptive dynamic bracing)
Improved self preservation
Improved overall physics and calculations
Improved running against bullet impulses
Improved procedural fire reactions
Improved dragging to safety arm IK and stiffness
Improved car bumping reactions
Improved fallOverWall (More natural and doesn't look as forced)
Improved cpain duration
Improved joint dampening
Improved RDS
Improved bailouts
Improved velocity
Improved injury responses
Improved water and rapid rivers reactions
Improved explosion reactions
Improved stayUpRight
Improved quadDeath
Improved shot_base
Improved interactions with props and collisions and the environment
Improved weapon force scaling (ScriptSide)
Improved force clamping (ScriptSide)
Improved phArticulatedBodyPart layout to improve memory usage cache coherency on multicore CPUs
Improved articulated (ART) components
Changed
Rewrote writhing
Rewrote iksolvers
Rewrote pediksettings
Rewrote SourceMotionCore
Fixed
Fixed pointGun errorthresholds
Fixed pointGun clavicle IK blend (99.05 percent IK driven before and now fully IK driven)
Fixed almost all IK is fixed now (Hopefully)
Fixed normalR, normalL, normalR2, normalL2, pos1, pos2, pos3, and pos4
Fixed maxWristAngle from value="1.50" to value="3.141593"
Fixed arm IK
Fixed CTaskNMControl animation
Fixed various parameter inconsistencies, deprecated values, syntax errors.
Fixed jittering and flickering when ragdolling
Fixed random collapse after NPCs are shot
Fixed overly stiff spine
Fixed overly stiff deaths
Fixed NPCs running mindlessly into walls while attempting to seek cover
Fixed weird gravity after falling causing NPCs to get unnaturally pushed away
Fixed ART agent pool handling for NaturalMotion ragdolls and implementing proper agent allocation and reuse behaviors
Fixed ReserveLocalPlayerNmAgent (NMAgent leak where a NM Agent wouldn't transfer to the playerNmRsCBUDynamicBalancer*)m_cbuTaskManager->getTaskByID(...)
General QoL
IK LOD thresholds to maintain stability and performance
aligning to 64 bytes the CPU reads every joint in a single clock cycle vector, allowing 12+ (Max NPC pool for combat) of NPC ragdolls to compute more smoothly
Notes
CTaskNMDraggingToSafety IK is messed up (Kind of)
Please lock your frame rate to 150-155 as high frame rates are unnecessary and will almost always break the game's calculations. (E.G., game math and NM Agents/ART Pools breaking at 160+ FPS)
What is new?
Gold is operating at more than three times the peak speed of 0.7 Bank Update, and more than five times the peak speed of 0.6 Beta. Gold sustains the momentum, energy, velocity, and magnitude for much longer
What is left to do?
Non-AVX2/SSE4.2 version of SourceMotionCore.asi for older CPU support
balancerCollisionReactions. Tune the subroutines
New forceSolver testing behaviors
More precise Exag Mag and CPain parameters
Stagger Fall tuning
Dynamic Hands and Knees
Weapon impulse distribution
-Release Candidate 5 Changelog-
Focus
Inverse kinematics (IK)
Momentum
CoM (Center over Mass Stability)
Multi-Entity Collision Resolution
Environmental Interactions & Teetering
Balancing
Added
Added CTaskAnimatedHitByExplosion to cut on size (48KB Saved)
Added staggerFallData
Added balancerCollisionsData
Added stairsTransitionData
Added teeterPercentageData
Added CDeathZones (Improved NPCs reactions to dying/ragdolling on objects etc)
Added WoundedPedMgr
Added and tested fallOverWall behavior for ledges, walls, and similar obstacles
Added BlendFromNaturalMotion (Improved blend out from NaturalMotion to make death transitions more natural and almost seamless)
Added CTaskDeadbc (NPCs won't flop up and down when shot whilst being dead)
Improvements
Improved NPC reactions to impacts and movement
Improved IK behavior for better looking limb positioning and reactions
Improved behavior consistency across different situations
Improved dangling
Improved self preservation
Improved headshot reactions
Improved overall impulse and reactions
Improved falling and rolling
Improved teetering
Improved shotgun reactions
Improved vehicle bailouts
Improved water reactions
Improved fine tuned damping behavior for more stable and natural reactions
Improved momentum preservation
Improved locomotion
Improved Rapid Rivers and water reactions
Improved Minigun reactions
Improved sniper reactions
Improved melee reactions
Improved wound holding to more accurately target the wound location
Improved bullet impacts
Improved CoM (Center over Mass)
Improved dynamic balancing
Improved stagger
Improved DeathSuggestionHelper (Helps NPC react better when dying/ragdolling on objects etc)
Improved gravity and scaling
Improved biomechanics to animation blend transitions and vice versa
Improved environmental support and interaction behavior
Improved vehicle reactions
Improved writhing reactions
Improved firearm handling and reactions
Improved Multi-Entity Collision Resolution
Improved balancer collision detection and environmental reactions
Improved Electrocute and overall stunned reactions
Improved stayUpright to be more compatible with fallOverWall and overall smooth balancing
Improved falling and rolling reactions
Improved dangling reactions
Improved sitting down reactions
Improved pointGun IK blending (Full IK driven) and balancing angles
Improved overall shot and relax period
Improved crashOrLandCutOff
Improved collateral ragdolls and collateral caused reactions
Improved ThroughWindscreen reactions to look more natural
Changed
Changed most of CTaskRageRagdoll
Removed the get up animation after regaining balance or being shot
Removed highFall and catchFall from most shot reactions to produce more natural looking reactions
Fixed
Fixed overtsiffness when shooting an NPC standing near an vehicle door
Fixed memory leaks in the script
Fixed standing after headshot edge case
Fixed syntax
Fixed an issue where animation to ragdoll could push the NPC
Fixed limb looseness
General QoL
General code cleanup and performance
Notes
Release Candidate 5 (Last RC yayy)
This concludes on the release candidate phase and branch. Future updates will follow the Gold and Gold Patch (0.x.x)
Huge thank you to everyone for using and supporting SourceMotion. We couldn't have done it without you!
-Release Candidate 4 Changelog-
Focus
Inverse kinematics (IK)
Momentum
Procedural ragdoll reactions
Added
Added a small Center over Mass impulse to level CoM out
Added CLookAtHistory tunables
Added DeathSuggestionHelper tunables
Added CPedIntelligence tunables
Added additional NaturalMotion recovery and collapse tuning
Added messaging bridge and parameter index (ScriptSide as a safety net)
Improvements
Improved headshot and neckshot reactions
Improved transitions between stagger, collapse, and ragdoll states
Improved automatic impulse behavior
Improved variation between individual shot reactions
Improved directional reactions to incoming bullet impacts
Improved CoM response during impact reactions
Improved upper and lower body relaxation periods
Improved gravity
Improved MaxUprightRatio behavior
Improved water and underwater reactions
Improved ThroughWindscreen gravity and scaling
Improved ragdoll dampening
Improved vehicle reactions
Improved pointGun behavior
Improved teeter controller
Improved stumbling and balance recovery
Improved gunshot reactions with more physically driven inspired by Euphoria inspired responses
Improved leg and body stiffness
Improved writhing for more natural and believable reactions
Improved wound holding and reaching
Improved bracing
Improved NPC suppression and combat reactions
Improved NPC responses to sustained incoming fire, near misses, damage, and nearby casualties for more reactive and less mechanically predictable combat behavior
Improved reaction blendout behavior
Improved locomotion
Improved rolling reaction uneven surfaces
Improved stepping with more Euphoria inspired balancer logic and decision making
Changed
Changed hit randomisation for more varied shot reactions
Changed reaction priorities to improve reaction state selection
Fixed
Fixed an issue where shooting an NPC underwater could cause the game to crash
Fixed musket reactions
Fixed secondary impact reactions
-Release Candidate 3 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Momentum
Environmental Interaction
Added
New dangle task
Improvements
Improved environmental support behaviour
Improved balance recovery
Improved momentum preservation after impacts
Improved procedural stumbling
Improved obstacle and surface interaction
Improved IK transitions
Improved procedural recovery consistency
Improved body reactions during collisions
Improved overall automatic firearm reactions
Improved pointGun hands collision and reworked holding angles
Improved procedural interaction logic
Improved animation to ragdoll blend transitions and vice versa (E.G. Smoother ragdoll transitions without any noticeable snapping)
Improved pointGun posture and balancing inspired by real-world tactical footage
Improved Center over Mass (CoM)
Improved wound holding to be more accurate
Improved teetering
Improved Zero Momentum Point
Changed
Rewrote SourceMotionCore script
Reworked procedural balance system
Reworked momentum handling
Reworked interaction behaviour with environmental geometry
Reduced unnatural body snapping
Fixed
Fixed multiple memory and NM agents leaks
Fixed various stability issues
Fixed multiple IK edge cases
Fixed velocity scaling and dampening issues that caused inconsistent impact reactions across Fixed different angles and gravity settings
General polish and bug fixes
-Release Candidate 2 Changelog-
Focus
Stability
Inverse kinematics (IK)
Procedural Motion
Ragdoll Quality
Added
Added procedural finger articulation across ragdoll and stagger states
Added improved weapon support handling for procedural aiming
Added more natural wound holding behavior
Added improved body stabilization during procedural movement
Improvements
Improved weapon and arm stability
Improved transition timing
Improved IK presets across multiple body indexes
Improved finger IK and articulation during ragdolls and stagger states allowing hands to dynamically adapt instead of remaining in static poses
Improved death-to-ragdoll blending
Improved stumbling behavior for more natural recovery
Improved wound holding reactions with smoother more believable body movement
Improved NPC vehicle impact reactions, resulting in behavior that more closely resembles 7th generation Euphoria
Improved stiffness blendout
Improved momentum preservation
Improved procedural balance and upper body control
Improved procedural hand placement during stagger and recovery
Improved ragdoll responsiveness after weapon impacts
Changed
Adjusted torso, neck, and head IK limits
Adjusted IK interpolation behavior for smoother reactions
Refined body stiffness values across multiple behaviors
Rebalanced procedural motion tuning for more natural weight transfer
Fixed
Fixed an issue where NPCs could die after being lightly bumped by a vehicle
Fixed several transition inconsistencies between animation and ragdoll
Fixed multiple IK edge cases causing unnatural arm poses
Notes
Finger IK now dynamically adapts during ragdolls and stagger states instead of remaining in static poses
This update primarily focuses on procedural movement quality and overall stability
-Release Candidate Changelog-
Focus
Stability
Procedural firearm handling
Injury and reaction systems
Added
Release Candidate branch
Improvements
Improved procedural firearm handling and posture
Improved falling and bracing reactions
Improved ThroughWindscreen behavior
Improved ragdoll damping
Improved grab behavior
Improved active ragdoll writhing
Improved vehicle crash reactions and player ragdolls
Improved arm and leg IK
Improved Dynamic Center Over Mass calculations
Improved Dynamic Balance
Improved injury responses
Improved weak spot handling (head, neck, heart, abdomen, groin)
Improved low caliber projectile collateral damage
Improved firearm handling degradation caused from injuries and wounds
Improved procedural fire reactions
Added physics based momentum scaling according to character weight
Improved joint displacedment
Reworked
Reworked firearm support constraints
Reworked pointGun implementation across multiple behaviors
Reworked shot reaction tuning
Reworked armor interactions
Reworked NPC balancing while firing firearms
Reworked limb collision handling to reduce self clipping
Changed
Rewrote behaviours.xml from 395KB to 96KB (76 Percent Reduction)
-0.9 Bank Release-
Focus
Fixing numerous rare edge cases using decompiled NaturalMotion parameters
Added
NPCs can now procedurally use their fingers during ragdoll and stagger states
Added dynamic kinetic impact staggering
Improvements
Improved disarming behavior
Improved momentum preservation
Improved stunned reactions
Improved headshot reactions
Improved weapon collision handling
Improved ragdoll to animation transitions
Improved grab parameter tuning
Improved NPC weapon awareness
Improved hand behavior during ragdoll states
Full C++ rewrite
Improved falling reactions
Improved stability during ragdoll and stagger
Improved arm and leg IK
Increased NM Agent and RAGE ragdoll pool limits from 10 to 12
Improved collateral damage (affected by bullet velocity, armor, and caliber etc.)
Fixed
Fixed various parameter inconsistencies
Fixed multiple interaction issues between existing parameters
Improved script architecture and stability
-0.8 Bank PreRelease Changelog-
Fixed priority issues.
DLL code cleanup and performance stability improvements
Improvements
Improved water reactions
Improved rolling reactions on stairs and uneven surfaces
Improved Active Biometrics to animation blend transitions smoothness and vice versa
Increased NM Agents & RageRagdolls pool from 7 to 10 for more active ragdolls during combat
Allowed for yaw and pitched ragdolling
Improved weapon collision detection NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds
zero reliance on legacy dependencies for better performance
Fixed
Fixed momentum preservation
Fixed secondary impact reactions
Fixed procedural pose blending for smoother transitions
Fixed impulse propagation
Added
Added environmental support seeking
Added additional stages to progressive instability
Added terrain aware locomotion
Added obstacle aware collision reactions
NPCs may now enter a stagger or loss of balance state before vehicle impact
-0.7 Bank Update Changelog-
Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added
Natural reflex responses
Internal bleeding system
Chance for wounded NPCs to cough blood after torso injuries
Dynamic IK for reflexes and deaths instead of prebaked animation
Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed
Helmets and hats now detach correctly after high impact headshots
Fixed NPCs occasionally teleporting under very specific circumstances
Fixed NPCs being overly soft or overly stiff when dead/injured
Improved performance by fixing FPS drops and general lag
Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL
Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Legal Notice
SourceMotion © V48 Productions 2026. All rights reserved.
Please do not redistribute, reupload, or modify and re-release SourceMotion without explicit written permission. All third-party trademarks, assets, and software referenced or utilized remain the property of their respective owners.
Known Issues
Currently, no major known issues are present beyond standard RAGE engine limitations from the stock game (e.g., game math and NM agents breaking at 160+ FPS). Please lock your frame rate to 150-155, as high frame rates are unnecessary and will almost always break the game's calculations and NMAgents allocation.
Installation instructions are found in the rar
open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.asi into your GTA V Main Directory.
Først Lastet opp: 27. juni 2026
Sist Oppdatert: 31. august 2026
Last Downloaded: 8 minutter siden

why when I shoot someone with sniper rifle they go flying like 10 feet or more?
@AusfTheGreatGuy yeah manual install leads to a non-booting game and the x64a part of the mod files hasn't got a place to put its files into the mod loader of nve (onigiri). note:the mod loader only has three locations to put the mod files into: update.rpf, common.rpf, dlcpacks.
@andrejgta5 I guess it could work if you just put physicstasks.ymt inside the NVE dlcpack
@GamerFert97 perhaps a clip please? Its just fine on my end and everyone else that tested it
Okay I figured it out. I can't lay my finger on it tho since some times the impulses are correct sometimes they are fucked up I think its because of the script? maybe but I left the sniper and shotgun fields un configured so they use shot_base I will figure it out and configure these in the next update <33
@Ballsy have you tried *not* using the .asi but keeping the rest of the file changes?
@AusfTheGreatGuy Can't all of these files be installed inside the mods folder's update.rpf? I think it should work.
@Armouredivision It could work but if someone had installed another mod before that overrides the files in x64a then the game will probably get confused and load both values at the same time so yeah not really that much of a problem you just need iksolvers there in x64a and install physicstasks.ymt inside update.rpf
what makes this mod different from the other euphoria mods?
@AusfTheGreatGuy ausy come back to discord
@jazzysoggy12 Architecture and concept, while other mods chase the GTA IV look and values and are limited to modifying some files while I have the freedom of a robust backend framework on a deeper level allowing custom code and behavior mapping that the vanilla game files simply don't support on their own. Simple answer. Isn't just another configuration.
@AusfTheGreatGuy i actually like it a lot. it feels a lot more like the euphoria demonstration videos that are shown online with the blue guy imo. it also feels like gta vi from the leaks honestly. it's also interesting to see the npcs try their best to stay up. I'm still deciding between this and the groan404 config
@jazzysoggy12 Big old Fred he is a nice lad aka the blue guy. Didn't know it looked like the leaks to be honest I haven't even seen most of the leaks or the preview.
@AusfTheGreatGuy In the gold release, shotgun hits are sending everyone flying. I mean much more than it should.
@Armouredivision Its because of the script pretty much I will fix that. Thanks for the report.
That moment when NPCs trying to hold it together after they get punched in the face is funny af lol
@SalsaCookies23 Amazing moments yesterday lol
having this weird error with the sourcemotioncore.asi, consistently every first hit that lands on a ped i get an error log that says it couldn't load (insert task here) from the .asi, this however doesn't completely close the game and i can literally just click accept and keep playing normally, and getting the intended reactions, so far haven't gotten any weird glitches besides this but it's kind of a big deal scince it just consistently happens everytime i open the game and shoot someone for the first time
can anyone help me? i am aware that the mod works fine without sourcemotioncore but i'm interested on the limb strenght changing depending on the health the ped actually has and the hats flying off, etc, i just can't get it to work, i did some research and my cpu, even though slightly outdated should still handle this file but it doesn't seem to
@Umbercurtis1 Yeah I first came across this when someone using my mod was share screening and he was like "Yo your script crashed?" and I was like oh shit I didn't switch to a pre-allocated m_maxParamCount array for a cached bit array which I patched pretty quickly. And yes it shouldn't be a problem if your CPU is old since I already made a non-AVX2/SSE4.2 version which I will include in the new update which will probably come within the week I would say perhaps. Also you can join the discord to get it as of now :]