This mod is a teamwork of @fitfondue and @HughJanus.
The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!
Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).
OVERVIEW
This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.
IMPORTANT KEYS (for toggling effects)
These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):
- F9 - Toggling the mod on/off (the mod is enabled by default).
- F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States".
- F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions).
- F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.
FEATURES
Here is a quick overview of the most important features:
First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂
Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.
This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.
Light version:
- NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.).
- When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss.
- NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.).
- There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time.
- NPCs burn alive for longer when set on fire.
- There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards).
- NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents.
- For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.
Standard version:
- The same features as in the light version apply as well as the following additions:
- NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges).
- NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore).
- You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should).
- NPCs are less accurate shots and their accuracy declines along with their health.
- Arm and leg shots do less damage to NPCs.
- All NPCs can be disarmed (yes, even lawmen).
- Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.
Overhaul version:
- The same features as in the standard version apply as well as the following additions:
- Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options.
- Cores will be fully drained after death.
- Additional 25% of money lost after death.
We hope that you have as much fun with this mod as we have creating and improving it!
INSTALLATION
- Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
- Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is).
- If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
- Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents).
- In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory.
- Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences).
- Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder.
- If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go.
- Start the game and have fun!
- While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).
TWEAKING
In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.
There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).
Examples:
- To turn off the bleeding feature: set BleedWhenDying to 0
- To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0
- To turn off the dying state features: set DyingStateChance to 0
If you want to disable a feature which is based on chance, just set the chance value to 0.
Examples:
- To turn off the knocking the wind out of your opponents: set KnockbackChance to 0
- To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0
- To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0
There are also many other features that can be activated in the ini - here are some examples:
- LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary)
- NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to
- BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)
The ini is full of values for those wanting to experiment a little.
One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.
KNOWN "ISSUES" (they are not real issues)
- The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you).
- When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.
The source code of Ped Damage Overhaul can be found here:
https://github.com/HJHughJanus/PedDamageOverhaulRDR2
If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.
C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:
Edited by HughJanus
What's New in Version 1.4 See changelog
Released
Changelog v1.1
- lowered chance of NPCs surviving fire from 90% to 20%
- lowered health of NPCs
- certain weapons (shotguns, sniper rifles, tomahawks, improved arrows, dynamite arrows, dynamite) now do way more damage
-
added ini for configuration with the following values:
- ToggleKey (set the F-key with which you want to toggle the mod)
- EnableScriptByDefault (choose if you want the mod to be enabled by default)
- PlayerInvincibility (choose if you want to be invincible)
- FireSurvivalChance (set the chance of NPCs surviving fire yourself)
- FireHealth (health value which NPCs will get when they are burning and are not supposed to survive)
- NPCHealth (set the standard NPC health)
- KnockbackThreshold (set the amount of health under which NPCs can be knocked back)
- KnockbackChance (set the chance for an NPC being knocked back when under the threshold)
- DyingThreshold (set the amount of health under which NPCs wont be able to get back up again)
- StumbleChance (set the chance for an NPC to stumble or fall if it has damaged legs)
- SpecialWeaponModifier (set the damage modifier for the weapons mentioned above)
- fixed all the bugs that I noticed in v1.0
Changelog v1.11
- fixed a bug where dyingthreshold and knockbackthreshold would not compute properly (thanks to @fitfondue for reporting!)
- adjusted dyingthreshold default value
- adjusted knockbackthreshold default value
Changelog v1.2
- rebalanced everything (NPC health, thresholds, chances, etc.)
- added a bleedout function (NPCs in dying mode now lose health continuously, based on chance)
- added the option to adjust Arthurs health value (deactivated by default, but configurable in the ini)
- added a separate version with more "realistic" values
-
added the following ini values (those marked with * are not in the config by default, but you can add them if you want to tinker):
- BleedWhenDying (enables or disables the bleeding function)
- BleedingChanceDying (the chance of NPC losing health = bleeding)
- BleedingValue (the value which is deducted when bleeding kicks in)
- PlayerHealth (option to set Arthurs health)
- *BleedWhenShot (adds a bleeding function for NPCs under the knockback threshold)
- *BleedingChanceShot (chance for NPC losing health when under the knockback threshold)
- *StumbleForcePushX (pushing force when stumbling, x-direction)
- *StumbleForcePushY (pushing force when stumbling, y-direction)
- *StumbleForcePushZ (pushing force when stumbling, z-direction)
- *IsDirectionRelative (pushing force when stumbling, is the pushing direction relative)
- *IsForceRelative (pushing force when stumbling, is the pushing force relative)
Changelog v1.3
- Story NPCs are no longer affected by this mod (if you notice some we might have forgot, please report their names).
- Every NPC can be fully disarmed now, including lawmen. Most times they'll flee, sometimes they'll keep attacking with a knife or bare fists.
- Enemies now stagger around as they clutch their wounds after being shot. They may trip over scenery or lean onto walls before falling or recovering their balance.
- Fall damage is now unnaffected by NPC health, so that even high health values will not make NPCs survive huge falls.
- NPCs now stumble more often if you shoot both legs. Falls can also result in leg damage, so shooting one leg may result in the other also being wounded in the fall.
- NPCs can be automatically disarmed when lassoed (disabled by default, but can be enabled in .ini).
- The .ini offers many more customization options now so you can tailor the experience to your liking.
- There is only one .zip file to download, which includes both the standard and the realistic version.
Changelog v1.31
- Fixed NPCs having infinite health when hit with melee attacks.
Changelog v1.4
- Fixed some bugs
- Fixed some inconsistent behaviors
- Added more story NPCs to be excluded by the mods effects (please report to us, if we forgot any)
- Hogtying NPCs now disarms them (can be disabled in the ini)
- Bleeding damage now only occurs when hit by bullets, knives, etc. (melee wounds dont apply bleeding effects anymore)
- When disarming NPCs there is now a small chance of surrendering (hands up) or cowering in fear (additional to the fleeing or attacking behaviors)
- Added multiple stages of dying (with different movements) when health is below a certain threshold - all based on chances, so behaviors wont get old
- Rebalanced most of the values to fit in with the new features
- Added more configuration options to the ini
- With version 1.4:
- Download
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