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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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    Recommended Comments



    fitfondue and HughJanus, thank you for the great must have mod!

    And thanks a lot  for optimizing script execution in one of the latest updates: seemingly no FPS drops now compared to 5-10 FPS drop in Valentine not in combat in Feb 07 24 version of PDO, the one on Nexus.

    Everything works almost perfectly with Scripthook V2 and some edited ini values and with "headbleed".
     

    Edited by mrbrain
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    On 7/8/2024 at 2:53 AM, oofkal said:

    Every time I die and respawn, mission or not, using the new PDO, my heart core is constantly low and can't be refilled. This is accompanied by the RGB split effect the game gives the player to notify them their cores are low. CoreDepletionAfterDeath is set to 0, so is CoreDepletion.

    Also getting this issue with the latest version. When I die in a mission, I respawn with my health bar being super low and when I consume health items it doesn't heal. The screen effect remains present also. Have to reload save to fix.

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    Somehow with the V2 version of Scripthook this doesnt work anymore, only with the Alexander Blades Version, which is a shame since V2 version fixes a lot of streaming issues i had. Other Mods like Rampage trainer work perfectly fine with it, but when i want to use PDO and press f9 for example the message doesnt pop up if its activated or not.

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    On 7/26/2024 at 9:45 PM, Geomeister said:

    Also getting this issue with the latest version. When I die in a mission, I respawn with my health bar being super low and when I consume health items it doesn't heal. The screen effect remains present also. Have to reload save to fix.

    Option to deplete cores after death   works  as it supposed to   be.

    Option to deplate cores after death in mission  does not work with scripthook V2.
    With scripthook  V1 after death in mission no matter if you enabled or enabled  health core is bugged and no way to regen core or health bar- you need to reload the save file.

    Option to lost money after death works ok.

    Option to lost money after death in mission 
    works  with scripthook V1, with V2 it doesn't.

    Since  scripthook V1 seems to be more stable  it would be good to fix it.

    With latest BETA 7 from  nexus option to deplete cores and removes money in missions works only with Scripthook V1 , with V2 it does not.

     

    Any news that developers will update and fix some issues like depletion of cores and money in mission  with latest version from  rdr2mods?

    thank you in advance 

    Edited by gs11
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    On 8/5/2024 at 5:21 PM, gs11 said:

    Option to deplete cores after death   works  as it supposed to   be.

    Option to deplate cores after death in mission  does not work with scripthook V2.
    With scripthook  V1 after death in mission no matter if you enabled or enabled  health core is bugged and no way to regen core or health bar- you need to reload the save file.

    Option to lost money after death works ok.

    Option to lost money after death in mission 
    works  with scripthook V1, with V2 it doesn't.

    Since  scripthook V1 seems to be more stable  it would be good to fix it.

    With latest BETA 7 from  nexus option to deplete cores and removes money in missions works only with Scripthook V1 , with V2 it does not.

     

    Any news that developers will update and fix some issues like depletion of cores and money in mission  with latest version from  rdr2mods?

    thank you in advance 

    Yes also having an issue with stop money/core loss on death in mission options when using Scripthook V2.

     

    The non-regening health / persistent RGB screen effects is a separate issue I believe as this happens no matter the combination of these settings and seems to only  happen with the new beta version of PDO while isn't present in the Nexus version.

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    In the ini theres a setting called NPCFearChance and it says"

     

    ;NPCFearChance -> what is the chance of an NPC actually panicking when above conditions apply (number is divided by 10 -> 250 means 25% chance, be aware that this chance is calculated every millisecond)

     

    So does this mean if i have 1% chance set that it has a 1% chance to proc fear EVERY miliseconds when the conditions of for example 10 dead npc around him are met? Or am i misunderstanding? Wouldnt this mean that even on just 1% chance it should happen basically every single second? 

    Edited by Game0815
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    Others have mentioned it but there is a bug where if you die in a mission your healt core get stuck and wont reset. (Not sure if Arthur being sick has anything to do with it) Anyways I am using Scripthook V2 July Beta update from his discord.

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    4 hours ago, black0cs said:

    Others have mentioned it but there is a bug where if you die in a mission your healt core get stuck and wont reset. (Not sure if Arthur being sick has anything to do with it) Anyways I am using Scripthook V2 July Beta update from his discord.

    Yeah, for me too and even without dying: just reloading the checkpoint after some damage taken does this. It resets only after reload. Scripthook V2 or V2 canary.

    The secondish to last version doesn't have this but peds in DS keep standing up.

     

    The scope of the mod and all the options are great though, so thanks again to HughJanus!

    Even more so if he'll help with this bug.

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    Hello everyone! Been having some trouble installing this mod, when I deactivate and activate it, by pressing F9, it says "ini file not found", even thou I dropped the ini file inside the red dead foulder. Any one knows what to do?

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    20 hours ago, mrbrain said:

    Yeah, for me too and even without dying: just reloading the checkpoint after some damage taken does this. It resets only after reload. Scripthook V2 or V2 canary.

    The secondish to last version doesn't have this but peds in DS keep standing up.

     

    The scope of the mod and all the options are great though, so thanks again to HughJanus!

    Even more so if he'll help with this bug.

    Using the non beta version of the mod fixes this. It works fine if you download the mod from nexus and not the one from his comments. So it must be a changed made to the code in the beta versions

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    33 minutes ago, black0cs said:

    Using the non beta version of the mod fixes this. It works fine if you download the mod from nexus and not the one from his comments. So it must be a changed made to the code in the beta versions

    Yes, also using the nexus version for now as it doesn't have this issue. I think I get more stutters with the Nexus version however while the newer Beta versions have  some performance improvements, so hopefully a fix can be identified.

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    On 8/15/2024 at 8:35 PM, black0cs said:

    Using the non beta version of the mod fixes this. It works fine if you download the mod from nexus and not the one from his comments. So it must be a changed made to the code in the beta versions

    Nexus version drops FPS noticeably for me. I'd rather reload until I learn enough C++ to help debug)))

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    1 hour ago, mrbrain said:

    Nexus version drops FPS noticeably for me. I'd rather reload until I learn enough C++ to help debug)))

    Is the code opensource? SHit give me a few days and ill see if I can fix it

    • Like 1
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    30 minutes ago, black0cs said:

    Is the code opensource? SHit give me a few days and ill see if I can fix it

    The very bottom of the original post. But the version there is way outdated it seems.

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    On 8/16/2024 at 9:45 PM, mrbrain said:

    The very bottom of the original post. But the version there is way outdated it seems.

    How outdated? because I seem to only experience this issue in the latest builds

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    17 hours ago, black0cs said:

    How outdated? because I seem to only experience this issue in the latest builds

    Pushed two years ago.

    You can download any(?) version older than a month or two to mitigate the issues with the health core. But, as I said, these reduce fps and peds stand up from DS too often. 

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    11 hours ago, mrbrain said:

    Pushed two years ago.

    You can download any(?) version older than a month or two to mitigate the issues with the health core. But, as I said, these reduce fps and peds stand up from DS too often. 

    Was talking about the source code

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    Hey guys,

     

    please excuse my irregular appearances here.

    If one of you could list all the currently mentioned bugs, I could try to address some of them on the weekend.

    However far I come, I will then push the current code to the repo, so others can take a look.

    Be aware that this was my first C++ project ever and I had no concept whatsoever in the beginning of making this mod (since the scope was meant to be extremely small and then grew into something bigger), so the source code is quite the chaos.

    I hope you are not having a lot of troubles with the current version. I apologize, if you do (I simply cannot find a lot of time for coding in my leasure in the current state of my life).

    Since I dont want to make any empty promises, I can just say that if I find the time to code a little, I will use it to figure out and fix the bugs you are reporting.

     

    All the best,

    HJ

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    StopMoneyLossAfterDeathInMissions

    12 hours ago, HughJanus said:

    Hey guys,

     

    please excuse my irregular appearances here.

    If one of you could list all the currently mentioned bugs, I could try to address some of them on the weekend.

    However far I come, I will then push the current code to the repo, so others can take a look.

    Be aware that this was my first C++ project ever and I had no concept whatsoever in the beginning of making this mod (since the scope was meant to be extremely small and then grew into something bigger), so the source code is quite the chaos.

    I hope you are not having a lot of troubles with the current version. I apologize, if you do (I simply cannot find a lot of time for coding in my leasure in the current state of my life).

    Since I dont want to make any empty promises, I can just say that if I find the time to code a little, I will use it to figure out and fix the bugs you are reporting.

     

    All the best,

    HJ

     

    Hey HJ,

     

    Totally understandable that you can't always dedicate time to making mods due to IRL reasons!

     

    I'm afraid others will have to pitch in if there are additional issues but the main one I'm aware of is the latest rdr2mods versions (30th June and earlier) is that when you die in a mission, the health bar doesn't regen (even after taking a tonic or other consumable) and that an RGB screen effect persists (I believe this is the low health screen effect). It is then only fixed by reloading a save or restarting. This bug isn't present in the Nexus version.

     

    The StopMoneyLossAfterDeathInMissions and StopCoreDepletionAfterDeathInMissions settings also seem inconsistent and don't always work as intended. I've seen someone mention they do work consistently depending on what Scripthook you're using (I'm using ScripthookRDR2 V2), so might not be an issue on your end.

     

    Lastly, I'm still getting the occassional PED kind of frozen and stuck standing until kill him (again?). Seems like this issue has been previously discussed in the comments but I'm not sure where things got to with fixing it.

     

    Best regards.

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    HughJanus

    Posted (edited)

    5 hours ago, Geomeister said:

    StopMoneyLossAfterDeathInMissions

     

    Hey HJ,

     

    Totally understandable that you can't always dedicate time to making mods due to IRL reasons!

     

    I'm afraid others will have to pitch in if there are additional issues but the main one I'm aware of is the latest rdr2mods versions (30th June and earlier) is that when you die in a mission, the health bar doesn't regen (even after taking a tonic or other consumable) and that an RGB screen effect persists (I believe this is the low health screen effect). It is then only fixed by reloading a save or restarting. This bug isn't present in the Nexus version.

     

    The StopMoneyLossAfterDeathInMissions and StopCoreDepletionAfterDeathInMissions settings also seem inconsistent and don't always work as intended. I've seen someone mention they do work consistently depending on what Scripthook you're using (I'm using ScripthookRDR2 V2), so might not be an issue on your end.

     

    Lastly, I'm still getting the occassional PED kind of frozen and stuck standing until kill him (again?). Seems like this issue has been previously discussed in the comments but I'm not sure where things got to with fixing it.

     

    Best regards.

     

    For all the "during missions" settings, the code looks as follows:

    [...]
    //get if mission is active
    bool missionactive = GAMEPLAY::GET_MISSION_FLAG();
    [...]
    //check if core depletion should stop during missions
    if (ini_stopcoredepletionafterdeathinmissions == 1)
    {
    	//check if mission is not active
        if (!missionactive)
    	{
            //deplete cores
    		ATTRIBUTE::_0xC6258F41D86676E0(playerPed, 0, 0);
    		ATTRIBUTE::_0xC6258F41D86676E0(playerPed, 1, 0);
    		ATTRIBUTE::_0xC6258F41D86676E0(playerPed, 2, 0);
    	}
    }
    [...]

     

    The main difference between the nexus and the non-nexus version is the performance improvement, which lets the user set the tick interval.

    Could you try setting the TickInterval in the ini file to 1 and check if anything changes? (I doubt it, but its worth a try)

     

    What I would also need to know is which setting causes the bug. Is it the core draining setting in general or the "disable in missions" part of it?

     

    I have also updated the code on github with the "non-release version (for rdr2mods.com folks)" pull request description for folks to check.

     

    Thank you for responding so quickly.

    Edited by HughJanus
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    I think the stuck on low health/RGB effect after death in missions bug  is not related to the CoreDepletionAfterDeath or StopCoreDepletionAfterDeathInMissions settings as the bug occurs regardless of what they are set to.

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    On 8/23/2024 at 5:38 AM, HughJanus said:

    What I would also need to know is which setting causes the bug. Is it the core draining setting in general or the "disable in missions" part of it?

    Option to deplete cores after death   works  as it supposed to   be.

     

    Option to deplate cores after death in mission  does not work with scripthook V2.
    With scripthook  V1 after death in mission no matter if you enabled or enabled  health core is bugged and no way to regen core or health bar- you need to reload the save file.

     

    Option to lost money after death works ok.

    Option to lost money after death in mission works  with scripthook V1, with V2 it doesn't.

     

    Since  scripthook V1 seems to be more stable  it would be good to fix it.

     

    With latest BETA 7 from  nexus option to deplete cores and removes money in missions works only with Scripthook V1 , with V2 it does not.

     

    Any news that developers will update and fix some issues like depletion of cores and money in mission  with latest version from  rdr2mods?

    thank you in advance 

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    On 6/28/2024 at 3:12 PM, Lonewulv13 said:

    There are settings which determine how many leg shots it takes to down someone and the chance of them falling from leg shots. You probably just have to adjust those.

    whats ur config that u used? 

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