So, what I had to do was create separate "ragdoll" versions of the characters. I did something similar to what Mr illusionest said but with a slight variation. I went into the character's *.fpe and and changed the last frame to be the same as the first frame for animations 11-18 and 61-68. For example, my ragdoll version of officer (pistol) from the ww2 pack has the animation changes listed here:
anim11 = 0,0
anim12 = 20,20
anim13 = 493,493
anim14 = 40,40
anim15 = 60,60
anim16 = 523,523
anim17 = 120,120
anim18 = 140,140
anim61 = 0,0
anim62 = 20,20
anim63 = 882,882
anim64 = 40,40
anim65 = 60,60
anim66 = 912,912
anim67 = 120,120
anim68 = 140,140
While my ragdoll version of the Model Pack 4 Police Officer 1 has the edited animations:
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
For both, I then changed the "destroy" script to the generic ragdoll.fpi script that's seen all over the forums:
;Artificial Intelligence Script
;Header
desc = Leave corpse ragdoll
;Triggers
:state=0:state=1,suspend,coloff,ragdoll
;End of Script
I'll include a copy of my "Officer (Pistol) Ragdoll.fpe" here for people to try out, since his base is from the pre-provided ww2 model pack. Also, please note that, in the *.fpe, my ragdoll.fpi happens to be listed in my user folder. I only mention this because I presume that many people put theirs in their destroy folder.
Anyway, I hope it works out!
EDIT: As a note, if you're trying to do this with a dark voice enabled character, it will not work due to a line "noragdoll = 1" in the *.fpe underneath "identity details". Of course, you can change this to a 0, but I would not recommend it because there is still a problem with ragdoll and talking characters' faces. It will go poly-jelly-form all over the place.