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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



    On 5/13/2022 at 2:39 PM, Scio said:

    Got back into RDR2 recently and decided this time around I'm gonna make an account to report some of the bugs I've been encountering and also make some suggestions regarding gameplay balance when I get around to it.

    Currently using latest stable version from January, and I reckon these 2 bugs that I ran into right after loading my last save are also the only ones I remember from the last time I played:

    1. Sheriff Malloy walking with a limp (pointed out by somebody else in April) 
    2. Random encounter bounties putting their hands up after dispatching of the bounty hunters that had them hogtied.
      Repeated it 5 times, and the bounty ALWAYS puts his hands up. Sometimes he chats shit before getting untied, although unlike when he's pleading when being aimed at, these lines don't have subtitles, similar to other NPCs' chatter when affected by PDO.
      My settings for relevant variables that I can think of are "HogtyingDisarms = 1" and "Disarm[Fleeing/Attack/HandsUp/Cower]Chance = 30/40/30/0"
      I attached the savefile and my pdo settings if you want to recreate it. This particular encounter is South-East of Valentine, on the viaduct right above Citadel Rock on the map.

    SRDR30000 749.48 kB · 1 download SRDR30000.bak 749.48 kB · 1 download PedDamageOverhaul.ini 30.61 kB · 1 download

     

    Sheriff Malloy is already fixed.

    The other problem is linked to HogtyingDisarms, as you already suspected. Its hard to fix, because the random encounters dont always use the same NPC model (so excluding an NPC model does not work). We will most likely set HogtyingDisarms to 0 in the v2.0 release (because you are not the first person to report this and theres not really a clean way of fixing it).

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    Hi Hugh.  First off I want to say thank you and awesome work on the mod.  Much appreciated and should have been part of the game to begin with. I made an account just to make this post.

     

    Found another issue with an NPC.  'Stranger' in the act 2 end quest "A Strange Kindness" bugged out for me and didn't want to get on my horse (he is tied up at the start so maybe it's related to that).  He would stand there and cower until I got a distance away and he would start running.  When he finally did get on my horse after corralling him for a while he would get on and off repeatedly most of the way until I got to the destination.  Near the end he did finally stay on my horse but during the ending cutscene my game crashed.  I suspected it was this mod so I removed it real quick and was able to complete the mission with no issue.

     

    I used rampage to grab a screenshot with the debug gun.  Not sure if that is helpful/has the same number you get from your debug output but that wasn't enabled at the time obviously.  I can go back and use that or provide a save if needed.

     

    And I am using the most current version that you posted on page 40 of these comments.  Hope this helps.  Thanks again for the awesome mod and all the support you provide.

    20220519030825_1.jpg

    Edited by Bequivocal
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    1 hour ago, Bequivocal said:

    Hi Hugh.  First off I want to say thank you and awesome work on the mod.  Much appreciated and should have been part of the game to begin with. I made an account just to make this post.

     

    Found another issue with an NPC.  'Stranger' in the act 2 end quest "A Strange Kindness" bugged out for me and didn't want to get on my horse (he is tied up at the start so maybe it's related to that).  He would stand there and cower until I got a distance away and he would start running.  When he finally did get on my horse after corralling him for a while he would get on and off repeatedly most of the way until I got to the destination.  Near the end he did finally stay on my horse but during the ending cutscene my game crashed.  I suspected it was this mod so I removed it real quick and was able to complete the mission with no issue.

     

    I used rampage to grab a screenshot with the debug gun.  Not sure if that is helpful/has the same number you get from your debug output but that wasn't enabled at the time obviously.  I can go back and use that or provide a save if needed.

     

    And I am using the most current version that you posted on page 40 of these comments.  Hope this helps.  Thanks again for the awesome mod and all the support you provide.

    20220519030825_1.jpg

     

    This is surely due to the HogtyingDisarms feature.

    It will be disabled by default in the v2.0 release.

    Thanks for reporting!

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    Does anyone know how - if it's possible, To have NPC React to Gun Shots in a more "Arcady" way? I'm trying to have NPC's stay on their feet for the maximum time when taking Gun shots. So they Don't fall down until they're dead. 

    If anyone has any advice to try and achieve this result, I'd be very grateful.

    Thanks!

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    6 hours ago, MattyReady said:

    Does anyone know how - if it's possible, To have NPC React to Gun Shots in a more "Arcady" way? I'm trying to have NPC's stay on their feet for the maximum time when taking Gun shots. So they Don't fall down until they're dead. 

    If anyone has any advice to try and achieve this result, I'd be very grateful.

    Thanks!

     

    Search for "Stumble" in the ini file. There is a min and a max parameter - adjust those to your liking.

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    Hi, using the latest version of the mod with the overhaul lml additions.   Is it possible to use CERR at this point as well, or would I need to remove all the files from your mod and reinstall a different version?  Sorry, kinda new to this.  

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    1 hour ago, Grilled Leeks said:

    Hi, using the latest version of the mod with the overhaul lml additions.   Is it possible to use CERR at this point as well, or would I need to remove all the files from your mod and reinstall a different version?  Sorry, kinda new to this.  

    You can use this and CERR with no issues 🙂

     

    Per the readme for CERR it says:

    image.png.1c1f829bd22b4acab0ed873d9303b514.png

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    11 minutes ago, Bequivocal said:

    You can use this and CERR with no issues 🙂

     

    Per the readme for CERR it says:

    image.png.1c1f829bd22b4acab0ed873d9303b514.png

    I guess my confusion was the existence of a version of this mod that mentions being compatible with euphoria mods.   I took that to imply the other version of the mods isnt?   Unless CERR is not the mod being mentioned there?

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    1 hour ago, Grilled Leeks said:

    I guess my confusion was the existence of a version of this mod that mentions being compatible with euphoria mods.   I took that to imply the other version of the mods isnt?   Unless CERR is not the mod being mentioned there?

    I think that 'version' of this mod just has that changed in the .ini file already.

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    41 minutes ago, Bequivocal said:

    I think that 'version' of this mod just has that changed in the .ini file already.

    My mistake then, thanks for the help.   I changed the setting in the .ini so I guess thats that.  Cheers

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    8 minutes ago, Grilled Leeks said:

    My mistake then, thanks for the help.   I changed the setting in the .ini so I guess thats that.  Cheers

    Yup you should be good to go!  Happy to help, have fun 😄

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    @Grilled Leeks The LML version (not euphoria mod compatible) also includes the physicstasks.ymt file, which is the file euphoria mods also modify. Just delete this file from your PDO lml folder and CERR will work fine. If not, it will depend on your load order.

     

    @Bequivocal Thanks for trying to help!

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    I noticed a few things, even If I lower the push force the npc still tend to give priority to hold the wound instead of trying to holding anything else, and the other thing I noticed is, remember when I mentioned that someone shot me like a machine gun? Well I don't know how to capture on film, because it's rare to occur, but I noticed that right when  someone is gonna to quick shot, like for example trying to unload the six shots of a revolver and you shot the arm right at that instant that will trigger the rapid shots, I noticed that with rifles and repeaters too but in that case they only fire two rapids shots and the worst case scenario would be the Semi-auto Shotgun because it would trigger to fire all the shots just like the pistols and revolvers.

    But it was very rare to occur.

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    The mod works OK,but after 15-20 min it causes my game to crash,im using the light version and havent changed anything except the number of npc's it effects,which i put to 65,so how can i make it not crash? My specs are good enough to run the game on ps4 settings with straight 60fps and still have a gig of VRAM left,so i dont know why it crashes after a bit of time.The only other mods i have are the bounty expansion mod and the duels mod.

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    On 6/1/2022 at 1:23 AM, Grilled Leeks said:

    I guess my confusion was the existence of a version of this mod that mentions being compatible with euphoria mods.   I took that to imply the other version of the mods isnt?   Unless CERR is not the mod being mentioned there?


    Yeah my fault, sorry!
    With the next update I will clarify that it only works with PDO without additional files. Sorry for the confusion!

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    @ChristianW. No, I meant increasing the push force (expecting NPCs to grab onto stuff in order to prevent themselves from falling).

    I know the "rapid fire" behavior from older versions, but have not witnessed them yet in the 2.0betas. My guess was that if an NPC has already triggered the shot and is disarmed in this same split second, the gun empties its magazine/drum. Unfortunately I wouldnt know how to fix this except for not enabling the disarming feature 😕

    @Aztec2012 Friendly Fire should work - it does for me at least. Did you install everything correctly?
    As for the "weapons in camp" - this is somewhat out of scope for this mod.

    @RedDeadRedemption2B What does your windows event viewer say about the crash?

     

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    First of all, thank you so much for this mod! It is freaking amazing! One question: I love the fact that you can taunt downed NPCs, but I can't always do this. Is there a way to enable the "antagonize" action for all downed NPCs? Thank you!

     

    PS: The fact that you can tweak virtually everything in this mod is spectacular. Got people bleeding out for longer and stumbling all over the place whenever I shoot them in the legs. Also reduced the damage multiplier for torso wounds so that they usually get wounded, not killed. Same for legs and arms (reduced to 1) so I can shoot them in the leg multiple times even when downed. Super immersive.

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    Hey mate. Is there a "Line Edit" to make NPC's Stay Upright longer when being shot and not have them fall down so soon? Not particularly "Stumble" But just a way to have them soak up more damage before collapsing?

    Thanks! 

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    @tempsave No, the antagonize action is vanilla -> if the NPC is knocked down but still in a state that vanilla would allow to antagonize, it will be possible. Else it wont 🙂

    @MattyReady There is only the stumbling time (search for "stumbling" in the ini and increase the minimum value (and the maximum value, so min < max)).

     

    Here is a new version with a new ini parameter for excluding bodyguards spawned by the BodyGuardSpawner. Thanks to @crossed99 for making this possible. You need at least v1.0.6 of BodyGuardSpawner in order for this to work.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

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    @HughJanus Is there a limit with the "Min/ Max" Stumbling time? And just so I'm sure, To get the maximum stumbling The "Min time" should be not much Lower than the "Max time" so that the stumbling in Milliseconds is between those both High numbers) ?

     

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    @MattyReady No, there is no limit (except 0 being the lowest possible value - so no negatives^^). If you want NPCs to stumble at least 2 seconds and 10 seconds at max, you set min to 2000 and max to 10000.

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    What are the PDODR and PDOHCFAB folders? I can see no explanation of what these are, should they both be added to LML, or only one? 

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    9 hours ago, JammyDodger said:

    What are the PDODR and PDOHCFAB folders? I can see no explanation of what these are, should they both be added to LML, or only one? 

     

    PDODR -> Dismemberment Reactions: NPCs who have been dismembered don't always die within 2 seconds - the reactions can strech up to 20 seconds (based on chance).

    PDOHCFAB -> Higher Chance For Arterial Bleeding: the trigger chances for arterial bleeding have been modified (e.g. neck shots cause bleedouts more often)

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