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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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  • User Feedback

    Recommended Comments



    Thanks for the feedback.

    Here a release candidate in which we tried to reduce the NPCs in shock (standing still, then falling after a few seconds), the NPCs in shock on the ground (laying still, moving their mouths) and the NPC which managed to stand on horses on certain occasions^^

    We also tweaked the ini a little. Please test 🙂

    PedDamageOverhaul.ini PedDamageOverhaul.asi

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    When i get people into the dying state it takes like 20 body shots to kill them, but the standing upright issue is gone

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    4 hours ago, Xoddam1 said:

    When i get people into the dying state it takes like 20 body shots to kill them, but the standing upright issue is gone

     

    I forgot to turn on "BleedWhenDying" in the ini, it seems. Please set it to 1.

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    Hi first off this is an amazing mod, kudos to both of you and your playtesters 😁.

     

    I have a simple question - Can I fist fight NPCs and have them suddenly drop/ get knocked out after a certain threshold? I'm trying to make a fight club and I wanted the NPCs to suddenly drop like they got knocked tf out!

     

    I've tweaked the settings multiple times and have tried my best to get this result but can't get it to work.

     

    I'm away from my PC for now but my ini values are basically

    - NPC health = 400

    - Knockback Threshold = 395

    - DyingMovement1 = 0

    - DyingMovement 2 = 0

    - DyingThreshold = 300

    - DyingStatesForMelee = 1

    - MeleeDyingStateKnockout = 1

    - KnockbackChance = 1000

     

    So to my understanding: I fist fight an NPC --> I get them to about 300 HP and then they should drop right? Because they are under the 395 threshold and I have like a 100% chance to activate the knockout.. I think.

     

    I ran some tests and it seems I can only get this to work if I am the only one attacking. If I just grab them and start punching - yes they drop 🤭

     

    But if they aggro me and we both fight then it seems like they just skip the DyingThreshold.  Like if they hit me and I hit them back they never drop. We just fight until the death, which is fun but I was hoping they would just drop mid fight like a TKO!

     

    One last scenario I noticed was I was fighting an NPC that was blocking my hits, he dropped below the 300 threshold and dropped. We both fought a bit but when he blocked my hits he fell.

     

    So I guess I'm asking is there a way to initiate a true fist fight where we both trade blows and then they drop at a certain threshold? 

     

    I would appreciate any sort of help on this and I'm sorry if I'm bugging you if this was asked before.

     

    I really, really like this mod!! I've gotten my fights to work a few times but I feel like I am missing something. 

     

    Thanks for reading and no pressure if you can't look into it, I'll just keep tweaking until I get it! 😁

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    @WannaFightAboutIt You should configure the mentioned ini values like so:

     

    - NPC health = 400

    - Knockback Threshold = 0

    - DyingMovement1 = 300

    - DyingMovement 2 = 200

    - DyingThreshold = 100

    - DyingStatesForMelee = 1

    - MeleeDyingStateKnockout = 1

    - KnockbackChance = 0

     

    The Knockback has to do with NPCs randomly getting knocked back and staying down for a short amount of time (knocking the wind out of enemies). It does not help your cause.

    The main problem with your configuration is that the dying state values have to be in this order: dyingmovement > dyingmovement2 > dyingthreshold

    Please try the suggested values and check if it works for you.

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    17 hours ago, HughJanus said:

    @WannaFightAboutIt You should configure the mentioned ini values like so:

     

    - NPC health = 400

    - Knockback Threshold = 0

    - DyingMovement1 = 300

    - DyingMovement 2 = 200

    - DyingThreshold = 100

    - DyingStatesForMelee = 1

    - MeleeDyingStateKnockout = 1

    - KnockbackChance = 0

     

    The Knockback has to do with NPCs randomly getting knocked back and staying down for a short amount of time (knocking the wind out of enemies). It does not help your cause.

    The main problem with your configuration is that the dying state values have to be in this order: dyingmovement > dyingmovement2 > dyingthreshold

    Please try the suggested values and check if it works for you.

    Sorry for the late response 😖

     

    I guess I was tweaking it too much without understanding it first. Can I ask 1 more question if you don't mind?

     

    I noticed there is a DyingMovementChance for stage 1 and stage 2 near the bottom of the ini. If I set both of these to 0% does it disable the DyingMovement stage 1 and stage 2?

     

    Basically can I just use the third dying state (the one where they just fall 🤭) if I disable those percent chances for stage 1 and 2?

     

    Thank you very much for the help and your time I will update this post with an edit and report my findings.

     

    EDIT: I'm still having the same problem. I did a fresh install for the ini and then just changed the values you reccomend.

     

    Same idea, it works consistently when I just grab and punch them without letting them hit me. I hit and they go to 300 and drop.

     

    But when they become an enemy and walk over to fight me, then no matter how many hits or grabbing punches, it still functions like vanilla. 

     

    I'm going to remove the rampage trainer and outfit changer, perhaps spawning in enemies and setting them to enemy is interfering?

     

    Edit 2: Removing the trainer and outfit changer did not change my results. I am stumped but am still enjoying the mod.

    Edited by WannaFightAboutIt
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    On 1/31/2021 at 12:33 AM, HughJanus said:

    @WannaFightAboutIt No, if you dont want the NPCs to play animations when down, just set UseAnimChance to 0.

    Ah okay, I will keep testing this then. I can't get the dying thresholds to work when engaged in fisticuffs. I will keep trying and let you know if I ever get it to work.

     

    Thank you for your help 😄

    EDIT 1: I GOT IT TO WORK!! Okay this is what I did:
    1. I did a fresh install of AB Scripthook -  dinput8.dll and ScriptHookRDR2.dll (I am using Rampage Trainer so I don't need the NativeTrainer)
    2. I did a fresh install of the release candidate above my comment with some minor tweaks:
    - EnableScriptByDefault = 0
    - ExcludeStoryNPCs = 0
    - DyingStatesForMelee = 1
    - MeleeDyingStateKnockout = 1

    And that's all I changed. I just turn the mod on after I load into my game. No idea what happened or why it works now. I didn't even change the settings like you mentioned to me before this is mainly using vanilla values. But it works and I'm so grateful right now!! Thank you very much for the help and of course for making the mod. I really hope this thing takes off in the near future. This mod and Rampage Trainer make RDR2 on PC a very fun experience.

    THANK YOU 🙂

    Edited by WannaFightAboutIt
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    @WannaFightAboutIt I misunderstood you. I thought you wanted NPCs to not just go down but then also not play certain animations. The two paramters (DyingStatesForMelee and MeleeDyingStateKnockout) were implemented for more dramatic fistfights, so this is how its supposed to work 🙂

    Thanks for sharing your solution.

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    @HughJanus Sorry if I worded my questions so bad XD. Can I ask you another question? I was wondering if we are able to have these dying state chances applied to fist fights as well? Like if they are at the thresholds then they have a chance of dropping when you hit them, the same way it works with the guns. Right now they drop immediately when they hit the threshold in fist fights. I don't want to trouble you with my stupid requests but I just wanted to ask.

    Oh and I'm not sure if this is where I would report bugs but I think I found one. Whenever I spawn in MP_Male or MP_Female they have infinite health. Like I can't kill them unless I turn off the mod XD. 

    Thank you for the help 🙂

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    The parameter DyingStatesForMelee enables the dying states for fistfights.

    Then you have to configure DyingStateChance - this parameter governs how many of the NPCs will enter dying states.

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    2 hours ago, Chief07 said:

    Noob here 😬
    How do i turn on the friendly fire in 1.51 i cant find it in the ini.

     

    Thanks for making me aware. Forgot to add this parameter.

    Proper version uploaded.

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    I downloaded the latest version. Enemies sometimes pop up from a downed position to a standing one. This didnt happen in the previous one i had installed that u posted on this thread. Maybe some mods that i have are conflicting with this new one but the previous version worked just fine

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    5 hours ago, salveta said:

    I downloaded the latest version. Enemies sometimes pop up from a downed position to a standing one. This didnt happen in the previous one i had installed that u posted on this thread. Maybe some mods that i have are conflicting with this new one but the previous version worked just fine

     

    Found the bug, thanks for reporting.

    New version is up.

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    2 hours ago, Johny B said:

    Hi, is still not possible to make them try to shoot at player in euphoria or dyingstate?

     

    No, its currently not in the mod. I wouldnt know how to accomplish this. Euphoria is some kind of ragdoll behavior - if an NPC is in this mode, I cant really touch it or order it to do something without the NPC leaving the euphoria/ragdoll mode.

    The only way to do this, is to configure the file in which euphoria behavior is specified - and for this, OpenIV is needed.

    This is the way I understand things, at least. Maybe Im wrong, though.

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    Thanks for the reply. I downloaded version 1.52. I dont know if this is a bug. Sometimes when the bleeding effect is activated, the NPCs get up from the ground and just stand still while bleeding and eventually drop to the ground but not in euphoria instead they jus plop to the ground.

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    2 hours ago, salveta said:

    Thanks for the reply. I downloaded version 1.52. I dont know if this is a bug. Sometimes when the bleeding effect is activated, the NPCs get up from the ground and just stand still while bleeding and eventually drop to the ground but not in euphoria instead they jus plop to the ground.

     

    There is a reaction which makes NPCs stand still in shock. Its occurence is proportional to the DSEuphiaStumbleChance (so if you want it to happen less often, decrease the chance).

    Or did I misunderstand you?

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    2 hours ago, HughJanus said:

     

    There is a reaction which makes NPCs stand still in shock. Its occurence is proportional to the DSEuphiaStumbleChance (so if you want it to happen less often, decrease the chance).

    Or did I misunderstand you?

    Yes, the standing still  shock is different than this. The NPCs just stand in a injured pose while bleeding and dont move and eventually fall down dead. Maybe that is what you were talking about but it seems kind of out of place considering i didnt encounter it before. It did happen to some degree but they would either fall down almost instantly after getting up or enter into euphoria ragdoll. I could try and record it if you want

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    Hi,  I was wondering if there's a way to bypass the vanilla scripted knockback when you kick enemies while on the ground. For example If I start beating someone, even with 10000 health, one or two melee hits will get them knocked out.

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    @salveta Yes, please, that would be helpful.

    @Frizio I dont know. I know the task NPCs execute when getting knocked out by hand or rifle-butt, and even if its the same as when kicked on the ground, I dont know the state they enter afterwards, so I wouldnt know if I could get them out of it.

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    For some reason i cant record the gameplay. The version that u posted in the comments here before 1.51 doesnt have this issue. For me, this version works best. 

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