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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
   (5 reviews)

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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

  1. Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
  2. Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is).
  3. 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/
  4. 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).
  5. 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.
  6. 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).
  7. 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.
  8. 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.
  9. Start the game and have fun!
  10. 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 7   See changelog

Released

Changelog v2.0 BETA 7

 

  • Added an ini parameter to enable/disable the disarming of downed opponents
  • Added an ini parameter to disable the "longer bleedouts" feature in missions
  • Fixed a bug where NPCs in cover would sack down all of a sudden when using euphoria mods
  • Fixed a bug where health for npcs in vehicles would not be set correctly
  • Fixed a bug where health for "Other Story NPCs" would not be set correctly
  • Fixed a bug where damage multipliers would not be applied if they were set above 100%
  • Adjusted some values in case the ini is not found (due to not following the installation instructions, which is very common, it seems^^)
  • Like 34
  • Thanks 7
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    17 hours ago, HughJanus said:

     

    OpenIV currently supports viewing some of the files (a lot of files are still hashed, so you cant read the animation names, for example).

    You would need to edit the game files that cause the bleeding and set them so the bleeding occurs everytime - or at least know how the bleeding is triggered to make use of it in a script. Maybe someone can do it with the current version of OpenIV - I unfortunately cant^^

    Oh I also found a little typo in your ini file its no big deal its just this 

     

    ;FallDamage is the value NPC health gets set to when an NPC is falling - this should make falls deadyl when they should be (0 disables the feature)
    FallDamage = 100

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    On 4/14/2020 at 6:15 AM, Drokmar said:

    Oh I also found a little typo in your ini file its no big deal its just this 

     

    ;FallDamage is the value NPC health gets set to when an NPC is falling - this should make falls deadyl when they should be (0 disables the feature)
    FallDamage = 100

     

    Thanks for pointing that out 🙂

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    3 hours ago, HughJanus said:

     

    Thanks for pointing that out 🙂

    No problem and a quick question is there a way you can make it when you shoot someone in the leg they actually limp due to the pain and the fact they got shot in the leg. And also getting shot in both legs makes them fall on the ground and not able to use their legs which they would use their hands to try to crawl away... all that with a bleeding factor would make it so realistic

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    2 hours ago, Drokmar said:

    No problem and a quick question is there a way you can make it when you shoot someone in the leg they actually limp due to the pain and the fact they got shot in the leg. And also getting shot in both legs makes them fall on the ground and not able to use their legs which they would use their hands to try to crawl away... all that with a bleeding factor would make it so realistic

     

    Currently not, since those things need animations. There are limping animations, but we dont know their names yet. We have to wait for OpenIV to "unhash" all the animation names, so we can start working with them.

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    I second this @Drokmar @HughJanus

     

    Once all the animations are ready to be used, those crawling/limping animations will definitely add a realistic value to the mod. Hopefully we get the support ready within this year

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    18 hours ago, HughJanus said:

     

    Currently not, since those things need animations. There are limping animations, but we dont know their names yet. We have to wait for OpenIV to "unhash" all the animation names, so we can start working with them.

    @Maro Oh okay will it take a while to happen?

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    I have no idea really, i'm.waiting aswell but i suppose it's gonna take some time. Right now openIV can open some files but you can't edit them. But like HughJanus said, we'll need to wait for a full support And considering we got it in 2019 iirc, i guess we're going to get a full release this year. But that's just me. I can't really tell  @Drokmar

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    Well played a little today with 1.41 and core depletion works great thank you. One ? when fist fighting, after I knock them out, they seem to stay down never getting back up like before. is this a bug or does it take a relay long time for them to get up?

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    7 hours ago, steeljacket488 said:

    Well played a little today with 1.41 and core depletion works great thank you. One ? when fist fighting, after I knock them out, they seem to stay down never getting back up like before. is this a bug or does it take a relay long time for them to get up?

     

    It may be that their health is under one of the dying thresholds, so they wont get back up. Do they move on the ground or moan?

    Edited by HughJanus
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    9 hours ago, HughJanus said:

     

    It may be that their health is under one of the dying thresholds, so they wont get back up. Do they move on the ground or moan?

    No they just lay there, u can loot them as is the norm, or pick them up. I tried to get them to move or make a sound by pushing there bodies around, but they just acted like a corpse.

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    9 hours ago, HughJanus said:

     

    It may be that their health is under one of the dying thresholds, so they wont get back up. Do they move on the ground or moan?

    Also another thing I noticed is that npc treat them as if they are knocked out pretty much ignoring them. Not like if they were dead where they freak out like they do sometimes. 

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    11 hours ago, steeljacket488 said:

    Also another thing I noticed is that npc treat them as if they are knocked out pretty much ignoring them. Not like if they were dead where they freak out like they do sometimes. 

     

    Isnt that just the vanilla behavior?

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    12 hours ago, HughJanus said:

     

    Isnt that just the vanilla behavior?

    Well in my game what I noticed is npc that spawn and then come into town if they see a dead body they will say something, not all of them mind you but several will. If someone is just knocked out they'll run over them with the wagons if there in the way, funny but I have seem them do it. I had 7 or 8 npc lying in the roads at Valentine and no npc was paying them any mind. Because I think they were just knocked out, but sense they were not getting back up the bodies were starting to pill up so to speak. Not that I'm saying anything bad about your mod, I love the mod. Im just trying to figure out if possible how to get a npc that is knocked out to get back up after a time like they use to do is all.  But thanks for the mod, and the replies.

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    It seems rockstar hasn't coded something in this particular case to be honest. the other npcs would react the same they would do with knocked npc, but there's probably line of code that tells whenever an npc is under the stun effect, which will trigger the other npcs to react. So we would probably need openvi to make them react with wounded npcs and so on imo

     

    For example what bother me are the lawmens, when they take the bodies out. if you chase them, you'll find out pretty quickly that they have no real ovjectives. infact they would abandon the bodies on their horses and do nothing about it. For example, there's an event in armadillo where an npc takes the actual corpses in a wagon and throw them out in a pit. This could be a good hint of such behavior we could possibly have with openvi but again, i'm not sure. so i can't confirm

     

     you do can knock out people in vanilla, and they would just get back up and return to their hobbies @steeljacket488 However, i'm not sure if with open iv we'll be able to implement behaviors but if that's the case, then the possibilities are infinite.

     

    The thing the mod does is that it adds several state to the npcs when they're downed. they can be under a dying treshold, they can bleed to death, or they can be knocked

    getting new behaviors for the wounded npcs would makes a lot more sense. it wouldn't make sense to see a wounded npc, getting back up, without any side effect, they would just get back up like normal knocked npcs. If that makes sense.

     

    For example one of the greatest feature this mod does, "is the push to bones reaction" to simulate a sort of pain gesture ? right now i think it's not well tested so we don't actually know what preset is best but it's definitely a great feature to extend later on, if the author is ready for it. But i'm sure that with openvi, forcing an animation on npcs would does the job too, i don't know if there're any animations that simulates that, but i surely know that i've seen some from the cutscenes. Now i don't know if we can use those for ingame purposes

     

    Edited by Maro
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    2 hours ago, steeljacket488 said:

    Well in my game what I noticed is npc that spawn and then come into town if they see a dead body they will say something, not all of them mind you but several will. If someone is just knocked out they'll run over them with the wagons if there in the way, funny but I have seem them do it. I had 7 or 8 npc lying in the roads at Valentine and no npc was paying them any mind. Because I think they were just knocked out, but sense they were not getting back up the bodies were starting to pill up so to speak. Not that I'm saying anything bad about your mod, I love the mod. Im just trying to figure out if possible how to get a npc that is knocked out to get back up after a time like they use to do is all.  But thanks for the mod, and the replies.

    Ok played with it some more paying closer attention with first person cam. It seems I'm not knocking out most npc's I'm killing them. There was one that was hit by a wagon funny, he did move a little moan and groan I could insult him or be nice while he was on the ground to funny. Most ones I fought where dead. One though was on the ground eyes blinking and breath coming from his mouth, his mouth moved also but he wasn't moving or making any sound like the one hit with the wagon. This mod is cool, just trying to not kill npc in fist fights lol. Been playing with the numbers but haven't fond anything that lets the npc get back up after a small amount of time and stagger off like they use too. Its not a big deal rely just trying to figure it out.

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    Currently the mod does not check how an NPC has got under a dying threshold. So if you punch them until they are weak enough, they will stay down indefinitely. If you kill them, thats the same of course :P

    You could try modifying the melee damage in the ini - maybe you can get a value where you just knock them out and not kill them. Other than that, we could implement a check which only lets NPCs go into dying state if they have been hit by certain weapons (like with the bleeding) - this would fix knocked out NPCs going into dying state.

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    Been a while since I checked up on this mod but been playing with it all day, I’m yet to read anywhere why exactly core drain over time was an added feature but it’s amazing. It’s like the survival/hunger system I’ve always pictured for the game..

     

    Im now nearly having to eat almost all canned goods ad I find them in the world, thank you 

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    13 hours ago, HughJanus said:

    Currently the mod does not check how an NPC has got under a dying threshold. So if you punch them until they are weak enough, they will stay down indefinitely. If you kill them, thats the same of course 😛

    You could try modifying the melee damage in the ini - maybe you can get a value where you just knock them out and not kill them. Other than that, we could implement a check which only lets NPCs go into dying state if they have been hit by certain weapons (like with the bleeding) - this would fix knocked out NPCs going into dying state.

    Implementing a check for only letting npc go to dying state from lethal's is an excellent idea. What your talking about is exactly what is happening. After playing around with it yesterday for some time, its just like u said punch them until they are weak enough and they stay down indefinitely. It was just that it happened with 100% all fights. They either died or stayed down. So Making so that everything but fist fighting can do this should work. I had played around with the numbers but the end result was always the same, and thanks for the reply.

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    10 hours ago, element117 said:

    Been a while since I checked up on this mod but been playing with it all day, I’m yet to read anywhere why exactly core drain over time was an added feature but it’s amazing. It’s like the survival/hunger system I’ve always pictured for the game..

     

    Im now nearly having to eat almost all canned goods ad I find them in the world, thank you 

     

    As is, it's what I always wanted, because there was no point in buying food or hunting or fishing because it was not necessary for survival, but now it is possible thanks to HughJanus I am using it this way ......CoreDepletionTime = 100000..........and you?

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    9 hours ago, steeljacket488 said:

    Implementing a check for only letting npc go to dying state from lethal's is an excellent idea. What your talking about is exactly what is happening. After playing around with it yesterday for some time, its just like u said punch them until they are weak enough and they stay down indefinitely. It was just that it happened with 100% all fights. They either died or stayed down. So Making so that everything but fist fighting can do this should work. I had played around with the numbers but the end result was always the same, and thanks for the reply.

     

    Attached you can find the current testing version. We quickly applied the suggested solution and made a build. It was not tested yet, keep that in mind.

    Also the ini is not a releaseable ini, since its the one we use for testing (invincibility enabled, for example).

    Would be cool if you could check if your fist fighting problem has been solved by the new code 🙂

    PedDamageOverhaul.asi PedDamageOverhaul.ini

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    2 hours ago, HughJanus said:

     

    Attached you can find the current testing version. We quickly applied the suggested solution and made a build. It was not tested yet, keep that in mind.

    Also the ini is not a releaseable ini, since its the one we use for testing (invincibility enabled, for example).

    Would be cool if you could check if your fist fighting problem has been solved by the new code 🙂

    PedDamageOverhaul.asi 301.5 kB · 0 downloads PedDamageOverhaul.ini 15.06 kB · 0 downloads

    Thanks I'll play with it first thing tomorrow and let you know how it goes.

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    11 hours ago, HughJanus said:

     

    Attached you can find the current testing version. We quickly applied the suggested solution and made a build. It was not tested yet, keep that in mind.

    Also the ini is not a releaseable ini, since its the one we use for testing (invincibility enabled, for example).

    Would be cool if you could check if your fist fighting problem has been solved by the new code 🙂

    PedDamageOverhaul.asi 301.5 kB · 4 downloads PedDamageOverhaul.ini 15.06 kB · 5 downloads

     

    9 hours ago, steeljacket488 said:

    Thanks I'll play with it first thing tomorrow and let you know how it goes.

    Ok it seems to be working now they now get back up after fist fights. The only thing I noticed and I cant remember if it is a vanilla behavior but they dont like to get back up if your right next to them, walk just a little ways away and they get up and stagger off. But that was the only thing, everything else works as well. Well done mod man. One thing I wanted to ask could it be possible to get npc to get into random fights in-town like a fist fight in the middle of the street, or in a tavern? Maybe some how make them bump into each other if they are close to one another, not sure a little bone shove would do it. I dont know how an npc would react to another bumping into them. If the player dose it enough they will react. Just an idea anyway if possible, your mod is good as is man, just throwing a thought out there. Thanks for your hard work.

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    @steeljacket488 I dont think the script influences the getting up behavior. I am pretty sure thats vanilla behavior.

    As for the random fights, I wouldnt know how to do that since I didnt find a native functions which makes an NPC push another or attack another. If we had that, we could implement a very low chance for every NPC to randomly attack another NPC. So if you happen to find a native which allows us to do that, we could add that option to the ini.

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    7 hours ago, HughJanus said:

    @steeljacket488 I dont think the script influences the getting up behavior. I am pretty sure thats vanilla behavior.

    As for the random fights, I wouldnt know how to do that since I didnt find a native functions which makes an NPC push another or attack another. If we had that, we could implement a very low chance for every NPC to randomly attack another NPC. So if you happen to find a native which allows us to do that, we could add that option to the ini.

    Thanks for the reply and mod is working great. 

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    3 hours ago, steeljacket488 said:

    Thanks for the reply and mod is working great. 

    Looked into finding a native function for NPC push or attack another and I cant find anything. I think most higher functioning mods will only come after OpinIV can open and mod all the files like in GTA 5. But this mod is a fantastic peace of work with what RDR 2 mods are limited to at this time. Keep it coming man.

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