I actually tried that script (adding the ,ragdoll) with a Model Pack 4 Character (the police officer 1, to be specific), and for some reason, it still did not work. I had to change these lines in that same character's core .fpe file to:
anim11 = 0,0
anim12 = 20,20
anim13 = 493,493
anim14 = 40,40
anim15 = 60,60
anim16 = 523,523
anim17 = 80,80
anim18 = 100,100
anim61 = 0,0
anim62 = 20,20
anim63 = 882,882
anim64 = 40,40
anim65 = 60,60
anim66 = 912,912
anim67 = 80,80
anim68 = 100,100
I think that my issue was that the program was trying to play the traditional "death" animation first and then go ragdoll, so I basically eliminated all of those normal animations, and it seems to be better.
ADDED NOTE: What you need to do is change animations 11-18 and 61-68 so that whatever is listed as the first frame is also listed as the last frame. What the specific frame numbers are can vary by character. For example, the Officer (pistol) character has an anim68 that starts at 120. It can still be rather buggy, though, (like I wish that there I knew a way to control it based on distance because it can look kind of weird to nail someone point blank and then just have them drop dead toward you or to the side without any force backward, and it's the same on stairs--they'll just fall straight down toward "gravity", I guess) but I hope that at least helps. Just make sure to run the FPS Cleaner before you test it.
As a note, if anyone knows how to make them ragdoll away from you instead of toward you, please let me know, too, heh!
EDIT: Also, I found that for "talking" characters, you would need to change the .fpe's "noragdoll" line to = 0 for this to work. However, I would not recommend it because his/her face flies off in a really odd and abnormal way (like silly putty... not in some gory awesomeness), and I'm not sure if there's a way to fix it. So far, I've got nothing, though, which is a shame.