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 2.0 BETA See changelog
Released
Changelog v2.0 BETA
- Performance is hopefully improved (let us know in the comments!)
- New optional file (Lenny's Mod Loader required) that makes NPCs react much longer to dismemberment and increases the chances that a neck shot will cause arterial bleeding. Thanks to AnimYo (author of Cineastic Euphoria Ragdoll Rework, which is exceptional and we wholeheartedly recommend it) for helping us figure this out!
- Stumbling mechanic reworked. NPCs who are mortally wounded will now stumble in more believable and varied ways before they fall. Also, the .ini now contains parameters so that you can tweak this feature to your liking (making stumbling behaviours longer, shorter, or eliminating them entirely). Those parameters are DSEuphoriaStumbleMin and DSEuphoriaStumbleMax.
- Euphoria mods should be compatible, but in case there are any problems, we added the EuphoriaModInstalled parameter to the .ini. Set it to 1 and that should help.
- Tweaked limb damage. NPCs no longer die easily from being shot in the limbs unless the weapon is powerful enough to dismember. It is now more viable to subdue NPCs without having to kill them.
- The feature that lets you disarm everybody, including lawmen, works more consistently now.
- Added new surrender feature. Disarming an NPC (or simply damaging their right arm, which they depend on to use weapons) will cause them to put their hands up instead of fleeing. However, if they have more than one ally backing them up, they will try to flee (number of allies is configurable in the .ini).
- Expanded the possible reactions for NPCs who have surrendered: fleeing when being shot, fleeing when player is far enough away (distance configurable in the ini), fleeing when enough time has passed (time is configurable in the ini).
- NPCs on horseback or carriage are also subject to that behaviour. If shot in the right arm, they will dismount and put their hands up. If they have allies helping them, they will attempt to flee instead.
- NPCs on vehicles are no longer too hard to kill. Previous versions of the mod had the unintended side effect of making them more resilient.
- Added .ini parameters for configuring health of NPCs on vehicles
- Added .ini parameters for the LongerBleedouts feature
- Tweaked NPC health and player damage accordingly, so NPCs will not seem spongy in any situation.
- "Disabled" the falling time function via the ini (because tweaked NPC health makes it obsolete)
- Downed NPCs will only bleed to death if shot in the neck or torso. Limb damage can permanently down an NPC, but will not cause bleedout.
- Excluded three more story NPCs from the mod (so missions don't break)
- Added ini parameter for showing NPCs in DyingStates as Blips on the map/minimap (disabled by default)
- Springfield and Bolt Action Rifle are now affected by the SpecialWeaponModifier (instead of the normal one)
- Fixed various problems related to Euphoria behaviours glitching when using certain weapons
- Removed obsolete "force pushing" code and its related .ini parameters.
- Fixed a bug where damage modifiers were not properly calculated
- Fixed a bug which led to NPCs not behaving properly in Dying States
- Fixed a bug where bleeding would not work correctly
- Fixed a bug where spine paralysis chance would not apply as intended
- Fixed a bug where NPCs would not play wounded animations in the early Dying States
- Fixed a bug where paralyzed NPCs would not bleed out
- Fixed the "sacking down on leg shot" problem
- Fixed a bug where falling damage (even from low heights) would trigger bleeding
- Fixed a bug where falling damage (even from low heights) would trigger Dying State behavior
- Expanded TieYourLasso mod support
- Added new ini parameters for TieYourLasso mod support
- With version 2.0 BETA:
- Download
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