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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



    New beta.

    • Tweaked falling/stumbling behavior.
    • Tweaked limb damage.
    • Carriage drivers shouldnt be overpowered now.
    • Added a few ini values.
    • Fixed a seemingly old bug with the damage modifiers.
    • Added springfield and bolt action rifles to special weapons modifier.

     

    PedDamageOverhaul.asi PedDamageOverhaul.ini

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    5 hours ago, HughJanus said:

    New beta.

    • Tweaked falling/stumbling behavior.
    • Tweaked limb damage.
    • Carriage drivers shouldnt be overpowered now.
    • Added a few ini values.
    • Fixed a seemingly old bug with the damage modifiers.
    • Added springfield and bolt action rifles to special weapons modifier.

    Loving these updates.  Appreciate you doing them! 🙂 

     

    Quick question. 

     

    Is legs / arm damage actually meant to be 1%?  Says you tweaked limb damage but just making sure.

     

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    5 hours ago, Entreped said:

     

    Loving these updates.  Appreciate you doing them! 🙂 

     

    Quick question. 

     

    Is legs / arm damage actually meant to be 1%?  Says you tweaked limb damage but just making sure.

     

     

    In theory, yes. But practically it does not always work that way - what it really does is make NPCs harder to kill with leg or arm shots (and thats what we were going for).

    Edited by HughJanus
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    42 minutes ago, HughJanus said:

     

    In theory, yes. But practically it does not always work that way - what it really does is make NPCs harder to kill with leg or arm shots (and thats what we were going for).

     

    Sweet.  Thanks for the explanation and for all you do!

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    1 hour ago, Taco Bell Manager said:

    Whenever I use this mod, it turns me invincible  and I cannot die, which makes all combat encounters dull and boaring, ironically.

     

    ;Playerinvincibility is the setting for the player to be invincible (values: 0 or 1)
    PlayerInvincibility = 0

     

     

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    8 hours ago, SAC said:

     

    ;Playerinvincibility is the setting for the player to be invincible (values: 0 or 1)
    PlayerInvincibility = 0

     

     

    Thanks for the fix!

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    Hiyas,

     

    Quick question again.  If I set core drain for player and horse to 0 in your mod, does that completely disable core drain altogether, or only in your mod?  

     

    Reason I ask is because I am using the enhanced edition mod which already has core drain stuff built in so would be redundant and not sure how or which mod would take priority.    

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    36 minutes ago, HughJanus said:

    @Entreped Only the mods core drain can be controlled by the ini. The vanilla core drain or any others (of mods) are not touched.

     

    New beta.

    Just did some tweaking and some small fixes.

    PedDamageOverhaul.ini 27.74 kB · 0 downloads PedDamageOverhaul.asi 312 kB · 0 downloads

     

    I see.  Excellent news.  Wasn't expecting such a fast reply nor another update.  Much obliged!

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    On 11/13/2021 at 3:30 PM, HughJanus said:

    @Entreped Only the mods core drain can be controlled by the ini. The vanilla core drain or any others (of mods) are not touched.

     

    New beta.

    Just did some tweaking and some small fixes.

    PedDamageOverhaul.ini 27.74 kB · 29 downloads PedDamageOverhaul.asi 312 kB · 29 downloads

    I experienced again the NPC entering the Dying Movement Threshold and not losing gradual health until dying

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    Is there potentially other things in that test ini that arent as intended? I noticed invincibility was turned on (for player and horse).
    But i also see that the FallTimeDown and FallTimeDeath are both set the same and much higher than in 1.57 from the files,
    "
    ;FallTimeDown is the time in milliseconds an NPC has to be falling to be incapacitated afterwards
    FallTimeDown = 100000
     
    ;FallTimeDeath is the time in milliseconds an NPC has to be falling to be dead afterwards
    FallTimeDeath = 100000
    "
     
    Though, the main issue im having, which is why im comparing the files in vscode, is where Arthur throws one punch and knocks NPCs into a seemingly infinite downed state. As soon as I touch them (punch/choke/threaten) they keep getting up stumbling around and falling down or stay down, and dont ever fight again or run away.
    (not done much testing, am in early game, and just had few fights tht ended before they really began - saving the reverend and collecting debts)
    I also noticed that when trying to threaten/choke the guy again, while he was in a dying state, he 'went flying' a good distance and it wouldnt let me continue his 'punishment', lol, could that be because i am using W.E.R.O (euphoria ragdoll overhaul) and 'DyingForcePushX' has been changed from 7 (in 1.57 ini) to 145 (in the latest beta)? i have 'EuphoriaModInstalled' set to 1/enabled.
     
     

    Also, need some clarification on 'TorsoShotBleedingOverwrite', it sounds the same as 'OnlyBleedOnTorsoShotBleed' and, both 0 & 1 definitions sound as if they produce the same results:

    "

    ;if set to 1 the parameter MaximumDyingStateTime WILL NOT work UNLESS the NPC has been HIT IN THE TORSO (= although the maximum time has passed, the NPC will not die)
    ;if set to 0, NPCs WILL only bleed IF they have been HIT IN THE TORSO, yet will DIE if the MaximumDyingStateTime has passed
    "
    1 = NPC wont die after maxdyingstatetime elapses, unless hit in the torso
    and,
    0 = If hit in torso, NPC will die after maxdyingstatetime elapses
     
    So both are saying that if hit in the torso NPCs will die after the MaxDyingStateTime has elapsed?
     
    Wow that near broke my brain and i read over it more times than i care to admit because i wasnt sure if i was just being dumb lol
     
    Hope you can clarify that for me because in 1.57 its set to 0 and in this latest beta it is set to 1.
     
    Main problem that ive noticed though is the lack luster fist fights caused by arthurs iron fist though!
     
    Sorry for the long post, but, thanks for an awesome mod and being thoroughly active on here!
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    @samawry The falling time is set to an impossible value, since the NPCHealth has been lowered (thus falls work as intended and the workaround is not needed).

    TorsoShotBleedingOverwrite if active, renders the MaximumDyingStateTime useless - we will adjust the description.

    If you have EuphoriaModInstalled activated, the DyingForcePushX is not applied anymore. I have not played with WERO, so I dont know which errors it might cause.

    If you happen to test the melee stuff without WERO, I would really appreciate the feedback (if it still happens or not).

    I will put melee fights to the test again, either way.

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    15 hours ago, HughJanus said:

    @samawry The falling time is set to an impossible value, since the NPCHealth has been lowered (thus falls work as intended and the workaround is not needed).

    TorsoShotBleedingOverwrite if active, renders the MaximumDyingStateTime useless - we will adjust the description.

    If you have EuphoriaModInstalled activated, the DyingForcePushX is not applied anymore. I have not played with WERO, so I dont know which errors it might cause.

    If you happen to test the melee stuff without WERO, I would really appreciate the feedback (if it still happens or not).

    I will put melee fights to the test again, either way.

     

    I use C.E.R.R personally and it works flawlessly with this mod.  But I don't have the melee stuff turned on in PDO so can't speak to that.  I basically have everything default outside of the lasso disarming on, and core drain off because I have another mod handling that (Enhanced Edition).

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    On 11/17/2021 at 9:04 AM, HughJanus said:

    @samawry The falling time is set to an impossible value, since the NPCHealth has been lowered (thus falls work as intended and the workaround is not needed).

    TorsoShotBleedingOverwrite if active, renders the MaximumDyingStateTime useless - we will adjust the description.

    If you have EuphoriaModInstalled activated, the DyingForcePushX is not applied anymore. I have not played with WERO, so I dont know which errors it might cause.

    If you happen to test the melee stuff without WERO, I would really appreciate the feedback (if it still happens or not).

    I will put melee fights to the test again, either way.

    i tried removing W.E.R.O and that seems to have fixed it! I will have to try out C.E.R.R instead @Entreped. Thanks


    And, though im new to the game, so unsure if its actually a bug, but i think it is; i cant ever pick up/swap weapons, even if there's a weapon symbol on the minimap.. I see in the description about the disarming feature in this mod, is it possible thats causing a bug?

    I also run the 'Enhanced Entity and World Persistence' mod so could maybe be that also, maybe, but sounds like its linked with PDOs disarming feature. Could just be the game doesnt let me for some reason, like i already have to many weapons of that type on me? 

     

    Thanks again for the support and sweet mod

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    59 minutes ago, samawry said:

    i tried removing W.E.R.O and that seems to have fixed it! I will have to try out C.E.R.R instead @Entreped. Thanks


    And, though im new to the game, so unsure if its actually a bug, but i think it is; i cant ever pick up/swap weapons, even if there's a weapon symbol on the minimap.. I see in the description about the disarming feature in this mod, is it possible thats causing a bug?

    I also run the 'Enhanced Entity and World Persistence' mod so could maybe be that also, maybe, but sounds like its linked with PDOs disarming feature. Could just be the game doesnt let me for some reason, like i already have to many weapons of that type on me? 

     

    Thanks again for the support and sweet mod

     

    The disarming feature in PDO only causes the guns to be semi invisible (the wooden part of the gun).  It's only a visual bug and doesn't effect picking them up at all.  I don't have the other mod you mentioned so can't speak to compatibility.

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    @samawry If you already have the gun lying on the ground equipped, you cant pick it up. You should be able to pick up any weapon you dont have equipped.

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    5 hours ago, HughJanus said:

    @samawry If you already have the gun lying on the ground equipped, you cant pick it up. You should be able to pick up any weapon you dont have equipped.

    lol just came back to say i realised that today..! Confused me because select guns, that i already had.. were for some reason showing on the minimap and glowing as if i could pick them up, but there was no option too, as if the game thought id not encountered that gun before..

     

    Thanks again though & thanks as well @Entreped

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    I'm experiencing an issue when this mod is enabled:

    When in story missions, and you are interrogating someone, the sequence bugs out and the interrogation doesn't progress in terms of the scripted dialogue. Only thing you can do is beat the subject either endlessly or until they die, sometimes failing the mission. Has happened with several missions. Made sure to check with only this mod, happens when it's installed, doesn't when it's uninstalled.

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    10 hours ago, New Denim said:

    I'm experiencing an issue when this mod is enabled:

    When in story missions, and you are interrogating someone, the sequence bugs out and the interrogation doesn't progress in terms of the scripted dialogue. Only thing you can do is beat the subject either endlessly or until they die, sometimes failing the mission. Has happened with several missions. Made sure to check with only this mod, happens when it's installed, doesn't when it's uninstalled.

    Could you please provide a mission name, so we can check it out?

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    19 hours ago, New Denim said:

    I'm experiencing an issue when this mod is enabled:

    When in story missions, and you are interrogating someone, the sequence bugs out and the interrogation doesn't progress in terms of the scripted dialogue. Only thing you can do is beat the subject either endlessly or until they die, sometimes failing the mission. Has happened with several missions. Made sure to check with only this mod, happens when it's installed, doesn't when it's uninstalled.

     

    I'm going to guess it's one of two things.

     

    1) A mod conflict

     

    or

     

    2) You have the melee portion of the mod turned on?  I was worried about enemies in scripted events getting knocked out or killed during interrogations so I never turned that portion of the mod on.  I don't know if it actually would affect it but nonetheless. 

     

    I have many mods downloaded outside of this one, and have never had a problem during interrogations.  So those are my only guesses.

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    10 hours ago, HughJanus said:

    Could you please provide a mission name, so we can check it out?

    The two mission names I can recall were: 
    Mary Linton's questline, the Saint Denis Chapter - "Fatherhood and Other Dreams", where you chase after and interrogate the guy who bought the brooch.

    and "American Fathers II", where you interrogate Danbury

     

    1 hour ago, Entreped said:

    2) You have the melee portion of the mod turned on? 

    I do believe it was enabled. Can't recall tinkering with it. What exactly does the melee portion consist of? As far as I could see it just modifies the damage values, so I wouldn't have thought of that to be the reason, but maybe it is..?

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    I might add another bug I was encountering in the story missions. If I had friendly fire turned on, whenever I would ride in a wagon with a gang member, Arthur would consistently push them out of the wagon like he was highjacking it. They would just continue entering the wagon again and be pushed out. With friendly fire off it didn't occur. I don't know if this is a known bug.

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    @New Denim Entreped is correct, if you have the DyingStatesForMelee and/or MeleeDyingStatesKnockout enabled, those are the culprits (I dont know if the parameters are named exactly like that, but its somewhere close - just search for "melee" in the ini and disable both). Those were requested by a guy making videos - he wanted to knock NPCs "the f*ck out". These functions serve no other purpose^^

    As for the wagon pushing - there is nothing we can do, unfortunately. Friendly fire works by setting the relationship between Arthur and the gang to "not gang" - thus he will be pushing others off vehicles.

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