Dying Light 2

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av0hh

Uploaded by

Avooh

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About this mod

These zombies are really clumsy. Physics mod focused on ragdoll behavior and AI, an attempt to replicate that magic of the first game and expand further on it.

Permissions and credits
Just Ragdoll is my first mod, it is the result of months of trial and error, editing files and tediously launching the game a few hundred times, only driven by my ingenuity and enthusiasm. It started as an attempt to replicate that magic of the first game, and while still is one of the main objectives, I ultimately want to expand on it and make the game more fun, even hilarious at times.

Will Just Ragdoll bring back that visceral feeling from DL1? Oh I wish, but no. This mod won't be as grounded or hefty, instead it leans towards a more over-the-top and absurd experience.

The main philosophy of this mod is that plain regular zombies should be stupid, literal braindead dummies, barely keeping their balance and not particularly threatening unless they outnumber you. This mod will make the game easier in this way so I highly recommend further modding of stuff like zombie density and ai.

I've also made my own zombie density mod, Dangerous streets and buildings, if you actually want to get swarmed by the infected. Needs fix.

Pair it with my other mod Better dismember RNG if you want to keep them alive longer and be sliced better.

I will NOT take requests as I want this mod to serve as a framework for others to make their own presets, tweaks and further developing, this means that
you have free permission to modify and break/improve this mod in any way you like. Yes, even you Techland. No need to ask me, but I'd love if you give me credits if you're releasing something new thanks to this work :)

Dying Light - The background of this mod:


Did you used to kick spam every biter in front of you?
As a crowd control perhaps?
Maybe you thought the ragdolls were funny.
Or just because you felt like kicking the living sh*t out of a zombie?
Maybe when you went back to the first game after playing the sequel for +100 hours you couldn't help but awe at how amazing the physics and ragdoll interactivity felt.
Maybe you are just like me and became aware of the glaring difference at the very first biter you kicked.
In any case, if you're reading this, you probably feel underwhelmed by the shallow excuse of ragdoll behaviors and physics that Techland brought to the sequel, and so do I.

After experiencing Ramster's RAMphysics mod -who I can't thank enough for creating his awesome mod- soon I became obsessed with the desire of improving the zombie killing sandbox, but I didn't intended to share this mod at first, so you can say thanks to my girlfriend for encouraging me if you actually like it :)

Features:

-All humanoid AI can fall and ragdoll at collision with other AI, walls and some bumps on the ground if certain speed is reached. The whole enviroment can be your weapon now, play domino with biters!

-Bumping directly with biters and humans will push them away and trigger ragdoll, this works while falling, sliding, paragliding, and even swinging your hook. You can mess with biters and bully them now!

-New ragdoll simsets: bodies will exhibit more eccentric poses when ragdoll, whether they are alive or dead. Watch gas tank biters turn into floating gelatin before exploding (sadly bugged atm)

-Rules that dictate ragdoll behavior have been changed so ai will react to melee hits while laying alive on the ground, whether it's a kick, a blunt or sharp weapon. Bodies won't be glued to the ground anymore.

-New damage rules allow ragdolls at certain body contexts given by elemental damage.

-Sensors and behavior trees for biters have been improved broken so they actually fall off edges more often instead of standing still mid air.

-Removed unrealistic conditions which prevented biters from try to follow the player no-matter-what.

-Basic kick is fun and powerful now as it can stun now and consequent wall hits will always result in ragdoll.

-Enemies won't be sent flying away from you anymore, ragdoll hit reactions will correctly consider to which direction you were swinging your weapon.

-Physics forces applied with certain combat interactions have been tweaked.

-Many values and parameters changed without even knowing what they actually do. Yeah I'm sorry, expect some bugs.


Current bugs:

-Sometimes you may dropkick someone while bumping at them at the same time, this will result in "soft" dropkicks if you don't let go your forward input at the right time.
Conflicts:

-I don't know if this mod conflicts with combat challenges as I've never played any, and you shouldn't expect any update in this regard.

-Some online events can overwrite features of this mod, to avoid this you need to turn them off.

-Any mod that changes the same files like other physics mods may overwrite this mod an limit its scope and features. Don't expect better results just by mashing up all physics mods together.

Bring back the physics Techland.