| 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
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3bonelib-BoneLib
A BONELAB mod for making life easier for other mod creators.
Preferred version: 3.1.4README
NPC Physics Overhaul 1.1.0
Install
- Close BONELAB.
- Copy
Mods/NPCPhysicsOverhaul.dllfrom this ZIP into your BONELAB installation'sModsfolder, Only the DLL goes inMods. - Start a single-player level. Open BoneMenu → NPC Physics Overhaul → Use recommended settings.
- 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.