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Codester's Anti Ragdoll 1.0.1

A Mod for Helldivers 2
Codester's Anti Ragdoll akl_mod_preview_image
This mod and any others I decide to make are the antithesis of "Fine, I'll do it myself." As we all are out here in the modding community.

With my extensive 1 day of experience of modding video games this is what I've come up with to combat this longtime narrowhead issue.
All this mod does is it changes certain raw data values pertaining to the player's character and ragdoll behavior in the characters animation state engine.

The objective of this mod is to still keep ragdoll, but at a reasonable level. You no longer get flung across the map at great speed due to ragdoll or get punted around by explosions like a wet noodle. If multiple explosions happen around you, you will still get knocked to the ground and fall, just not too excessively like vanilla.

Mod works with EAC update.

Installation instructions
Easiest way to install: use Arsenal or another HD2 mod manager. Download mod. Purge/deploy. Good to go.

Main features

1. Heavier ragdoll

  • The Helldiver’s ragdoll has 23 bodies: hips, spine, head, arms, legs and so on. Each is 5 times heavier. Vanilla totals about 92 kg, and this mod totals 460 kg. *This value is only changed under the Ragdoll Profile of the Helldiver, making no actual changes to the helldivers actual mass, body size, or how it interacts with other objects, vehicles, or other helldivers. It only affects the in game physics affect the helldiver when a ragdoll is initiated. *Figured I'd explain this in more detail.
  • A heavier body is pushed less by the same blast, so explosions and rockets don’t fling you as far.
2. Speed and spin limits
  • While ragdolled you can move at most 3 m/s and spin at most 3 rad/s.
  • Vanilla allows 200 m/s and 100 rad/s, so effectively no limit.
3. Damping
  • Movement damping is 10 and spin damping is 10. Vanilla is 0.
  • A ragdolled body loses speed quickly and settles instead of sliding and tumbling.
4. Faster recovery
  • The blend from ragdoll back to normal control is cut from 0.2 to 0.05 seconds.
  • It applies to 40 transitions across the 10 ragdoll states: normal, falling, knockdown, powered, vehicle and the rest.
  • You regain control sooner, and the transition looks a bit snappier.
What it doesn’t change
  • You still go down when hit, take damage, and take fall damage from height. (Due to in game physics fall damage may be lessened a slight bit due to added mass, from what I've depicted from the games API) Edit: This was initially thought to be the case with an earlier build of the mod, but after more testing with the current build it is the same as Vanilla, so no advantage here. (The only other way to simulate this anti ragdoll would be going through every explosive that can damage you in the game and changing those ragdoll/explosive forces with keeping mass the same, this would take a long time extracting game files and editing them individually, not something I'm particularly interested in)
  • It doesn’t change when a ragdoll starts, or stagger behind cover. Those are decided by the game unfortunately and without being able to run a raycast script to check for objects in between the explosion and the helldiver there is no way at this time to fix that.
  • It doesn’t touch explosions, enemies or other players’ settings, as said above.

Requirements
Remove any other mods that affect ragdoll. Chef loader or any others not needed for this mod. EAC update remains unaffected.

Shout outs
Shout out to AI for assisting with the compilation of this mod.
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Uploaded by
CodesterV4
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First release
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Platform
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Version
1.0.1
Total Size
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Latest updates

  1. Ver 1.0.1 Update

    Fixed a crash on startup that was causing conflicts with other mods due to incorrectly packaged...

CodesterV4

Members
Members
Sep 27, 2026
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how does one edit the animation state machine?
So, you need a tool like filediver to extract the games resource bundles and find where the content/fac_helldivers/cha_avatar/avatar_helldiver.state_machine resource is stored and also use filediver to extract the JSON file for it and you can edit it in there. Would highly recommend actually building a mod like this to test and not actually just permanently editing the game files. Could cause instability, the mod just applies a (patch) that replaces the resource with a modified one that the game will use on startup.