DrPIE-NPCPHYSICSOVERHAUL icon

NPCPHYSICSOVERHAUL

NPC.

By DrPIE
Last updated 3 hours ago
Total downloads 514
Total rating 0 
Categories Code Mods AI Generated
Dependency string DrPIE-NPCPHYSICSOVERHAUL-1.1.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
bonelib-BoneLib-3.1.4 icon
bonelib-BoneLib

A BONELAB mod for making life easier for other mod creators.

Preferred version: 3.1.4

README

NPC Physics Overhaul 1.1.0

Install

  1. Close BONELAB.
  2. Copy Mods/NPCPhysicsOverhaul.dll from this ZIP into your BONELAB installation's Mods folder, Only the DLL goes in Mods.
  3. Start a single-player level. Open BoneMenu → NPC Physics Overhaul → Use recommended settings.
  4. Spawn one living Ford or Nullbody on a flat floor. Test pushing, hitting, tripping, falling, and recovery. Compare Enabled off and on before adding custom NPCs or other physics mods.

On this computer the destination is:

C:\Program Files (x86)\Steam\steamapps\common\BONELAB\Mods

This package does not install itself or move other mods. The old source and versioned ZIPs remain separate. Multiplayer ownership and synchronization are not implemented; use single-player for evaluation.

What is implemented

Feature Behavior in this prototype
Balance and stumbling Measures projected center of mass against the supporting feet. Leans, lost support, and sideways leg/foot collisions can trigger a stumble and a short catch step.
Weight The slider changes limb Rigidbody mass and inertia together, preserving their relative proportions. 50 means original weight, 0 means half, and 100 means 1.5 times original weight.
Active ragdoll assist Limits joint stiffness while standing and walking, yields further during hits and falls, and retains BONELAB's locomotion and animation targets. It is not a new walking engine.
Impact reactions Damage requests a bounded horizontal flinch. Strong impacts request the native Fallen state. Repeated reports are coalesced and recoil expires instead of building up.
Recovery Waits for a supported, slowly moving, unheld living body to settle, then requests BONELAB's native GetUp state. A new strong hit can return it to Fallen.
Recovery hands Reaches toward nearby ground during settling/get-up with bounded, equal-and-opposite limb and torso forces. No custom crawl, roll, or get-up animation is included.
Grab reactions Allows reduced assistance on unheld parts while grabbed. Direct forces skip the held limb and held torso. Flinches wait at most 0.15 seconds through a brief grab, then expire.
Walls Hands can reach toward a detected wall during a brace reaction. They are not attached to the wall.
Moving objects A bounded nearby-object scan predicts short-range approaching props and starts an arm brace. Receding objects, blocked paths, and other NPC bodies are excluded.
Slippery support Low-friction support reduces balance authority and can trigger a sliding reaction. Surface materials are read, not edited.

Arms and legs retain their existing BONELAB environment collisions. Joint limits, health, navigation, and native get-up animation remain under the game. Only living supported biped rigs with identifiable torso bodies are controlled. Custom rigs may be skipped or have individual features unavailable.

BoneMenu

The controls are connected to the mod and saved locally. Copy mod settings copies the current values and version to the clipboard for sharing or troubleshooting.

Setting New-install default Meaning
Enabled On Enables the overhaul; off restores owned mass and drive changes
Balance strength (%) 65 Strength of support-aware corrections
NPC weight (50 = normal) 50 Maps to 0.5–1.5 times the original physical mass
NPCs can stand back up On Allows the recovery controller and native GetUp transition
Dynamic stumbling On Enables instability/obstacle stumble responses, catch steps, and requested knockdowns
Active ragdoll assist On Applies persistent joint relaxation while upright and when falling
Hit reactions 1.0 Scales hit/fall response strength
Protective arms 0.7 Strength of protective reaching and recovery hands
Recovery seconds 1.6 Hit-softening decay time; separate from the supported get-up wait
Recovery steps On Allows short physical catch steps
React while grabbed On Enables reduced assistance on unheld body parts
Brace against walls On Lets protective reaches use nearby wall contacts
React to moving objects On Enables short-range prop prediction
Active distance 25 m Tracking range around the player
Maximum NPCs 16 Upper bound on tracked NPCs; start with one for testing

Use recommended settings enables the mod and sets hit reactions to 1.25, balance to 65%, protective arms to 1.0, recovery to 1.6 seconds, and recovery steps on. It leaves your weight and other feature toggles unchanged.

Diagnostics and limitations

Test nearest NPC queues the normal hit path after one second, without damage. Show status reports total mass, support contacts, instability, accepted hits, applied flinches, motor/mapping calls, recovery state, get-up requests, and actual torso drive values in MelonLoader/Latest.log.

The inspected 1.0.0 session showed one accepted reaction being cleared before the flinch, plus a torso damping value of 100400. This version gives recent flinches a short grab grace and clamps the final Slerp drive as well as its inputs. These observations are evidence for the changes, not proof of a single cause for every earlier failure.

The final clamp is temporary and limited to tracked living NPCs. Restore invalidates the native motor cache before recomputing normal drives. Mass and inertia restore only while their current values still match this mod's writes; another system's intervening changes are left alone. Pooling and disable clear pending reactions.

This is custom physics inspired by active ragdolls. It does not contain NaturalMotion Euphoria. Procedural crawling, rolling, a replacement walking controller, new falling animations, and universal NPC support remain development goals.