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Ped Damage Overhaul 2.0 BETA 7

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

1 Screenshot

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



    On 6/30/2024 at 1:44 AM, HughJanus said:

     

    PlayerInvincibility worked last time I tested.

    I currently dont have the time to test myself, but I have implemented a new ini value called "DropNPCInDyingState". If set to 1, this should ragdoll every NPC as soon as their health value crosses the DyingThreshold (if the NPC is standing (= check if the head bone position is x cm above ground --> could be that NPCs who have low health and are trying to get up, will be ragdolled during the getting up animation - please report back if that looks off)).

    PedDamageOverhaul.asi 360 kB · 258 downloads PedDamageOverhaul.ini 34.87 kB · 201 downloads

    Tihs files needs LML folder of PDO?

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    What does this do? and how to fill it out? is it 0 or 1?

    ;BleedingTasks represent the Task IDs of artery shots - this is experimental
    BleedingTask01 = 0
    ;56
    BleedingTask02 = 0
    ;57
    BleedingTask03 = 0
    ;38
    BleedingTask04 = 0
    ;223
    BleedingTask05 = 0

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    I installed the mod through the mod manager and everything seeeems to work fine but when i press f9 to deactivate the mod and then again to activate it, it says cannot find ini or something along those lines. I was wondering if this is an issue? am i missing out on anything if this occurs?

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    Is anyone else having an issue where their game crashes after fast traveling/teleporting to St Denis, I've narrowed this down to being caused by PDO, did this by reinstalling all my mods one by one. Can't see for what reason PDO would cause this crash though, its not a texture mod or anything.

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    On 9/16/2024 at 1:30 AM, 2wrldjay said:

    whats ur config that u used? 

     

    Here ya go!

     

    I also finally fixed the standing around bleeding issue. I recommend using the Head Bleed mod with this as I'm not sure if you'll experience any odd behavior from head shots without it. I think I've modified everything in order to achieve the most realistic combat behavior possible. Be aware- pretty much every gun except for the Cattleman using regular bullets is going to down everyone into dying states with one torso shot (as it likely would in reality). I pretty much only use the Cattleman for my sidearm as it's the most classic style Cowboy pistol. Express rounds for quick- regular rounds for fun lol (running bleeds chance). Also one leg shot will cause NPCs to trip constantly. No one walks away from a leg shot...

    PedDamageOverhaul.ini

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    Hi Guys I have only one problem, other than that the mod is great 


    the mod works fine, the only problem is that the mod only works in the city, open world etc. study. The annoying thing is that the mode does not work against the enemies ı fought in the story Like the O'Driscoll gang. The first feature that caught my attention was that he was writhing in pain on the ground after being shot, and while he was in pain, blood gushed out from where I hit him and a blood poıol formed. This feature works on normal NPCs, but not on Npcs with whom ı have conflicts in the story. I apologize for my bad language, I hope I was able to explain my problem.  
    I have installed many mods is it because they conflict ? My installed mods that I think might conflict

    HeadBleed_w_Euphoria
    W.E.R.O (Limp On Headshot + Fall To Knees + No Head Grabbing + Longer Reaction Time (5.0 seconds))
    WhyEm's BloodLust
     

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    On 10/18/2024 at 2:54 PM, Lonewulv13 said:

     

    Here ya go!

     

    I also finally fixed the standing around bleeding issue. I recommend using the Head Bleed mod with this as I'm not sure if you'll experience any odd behavior from head shots without it. I think I've modified everything in order to achieve the most realistic combat behavior possible. Be aware- pretty much every gun except for the Cattleman using regular bullets is going to down everyone into dying states with one torso shot (as it likely would in reality). I pretty much only use the Cattleman for my sidearm as it's the most classic style Cowboy pistol. Express rounds for quick- regular rounds for fun lol (running bleeds chance). Also one leg shot will cause NPCs to trip constantly. No one walks away from a leg shot...

    PedDamageOverhaul.ini 34.71 kB · 17 downloads

     

     


    I'm still having trouble with your ini file...
    Pedestrians fall from a single shot to the leg, enemies also fall from any sneeze and lie down, it's some kind of one-shot mod. And it's not realistic. In reality, it takes a lot to kill a person, REALLY A LOT (unless you hit the heart or aorta or another large artery).  I'll say more... you can watch various videos with "failed" arrests of criminals, sometimes it takes more than one magazine for a person to stop moving, although most revolvers are more powerful than the usual law enforcement weapons, heh. But besides that, I have personal experience... A person can live with their intestines turned inside out for more than 3 hours, bleeding profusely and still defending themselves in some way. And in general, even on the white (clear) internet, there are many videos where various criminal cartels carry out executions, they use rifles and assault rifles, and even under such conditions, one bullet is not always enough...


     

    But I understand it's a matter of taste, and everyone can customize the file for themselves. I was just sharing my knowledge and experience, (which is obviously useless and uninteresting to anyone, sorry :)). I just wanted to say that it didn't fix the problem for me. After enemies lie on the ground bleeding for a couple of seconds, they get up and stand...

    Besides PDO, I use:
    Head Bleed
    BloodLust
    Dynamic Seasons
    Crime and Law Rebalance
    RDO(offline)
    OCU(online unlocker)
    Duels
    LennysSimpleTrainer

    Edited by Walker6
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    If u use the lml optional, make sure change the line "<FilePath>peddamageinfo.meta</FilePath>" to "<FilePath>PDOHCFAB/peddamageinfo.meta</FilePath>" without the quotes, or you will find that the mod can't find the replacement for  peddamageinfo.meta in ModManager.log so the modded file never  loaded.

    Screenshot 2024-10-21 204112.png

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    I only left PDO enabled, but I noticed some oddities even with the 2023 version from Nexusmods, I'm talking about 2.0 BETA 7. I'm using the ini I downloaded there and haven't changed anything in it. But when I shoot the arms, enemies or passersby immediately fall, the same happens if I shoot the legs. As I see in the "Standart" ini, the damage to arms and legs is 1% of the weapon damage, and the weapon damage itself is increased by 30%, enemy HP is somewhere around 75, why is this happening, although it clearly shouldn't happen like this?

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    When I kill people in Valentine only the Sheriff get up after a headshot, every single time. Why only him?

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