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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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  • User Feedback

    Recommended Comments



    Cuddlecreeper8

    Posted

    Hey you know the partly invisible gun visual glitch? It only happens when the partly invisible gun is below the camera. using the Photo mode. It went back to normal while the camera was on the same level as the gun. I would show you the screenshot, but its a bit graphic since I was doing a whole fight with shotguns and was taking a photo in photo mode and noticed that.
    I don't know if this would help you, but I hope it does.

    • Like 1
    HughJanus

    Posted (edited)

    16 minutes ago, Cuddlecreeper8 said:

    Hey you know the partly invisible gun visual glitch? It only happens when the partly invisible gun is below the camera. using the Photo mode. It went back to normal while the camera was on the same level as the gun. I would show you the screenshot, but its a bit graphic since I was doing a whole fight with shotguns and was taking a photo in photo mode and noticed that.
    I don't know if this would help you, but I hope it does.

     

    You mean only in photo mode you could see the gun in full, or did you see it ingame too?

    Edited by HughJanus
    Cuddlecreeper8

    Posted

    On 4/26/2020 at 1:19 AM, HughJanus said:

     

    You mean only in photo mode you could see the gun in full, or did you see it ingame too?

    I only used Photo Mode to get the camera as low as the gun. Then it appeared normal while on the same Y level as the gun, if I went any higher it would start to fade back to partly invisible. I could not replicate what I got yesterday but still when going to the same Y axis it make parts of the gun re-appear. I don't know much about how LOD works on the Rockstar games but I would guess its something to do with LOD.
    The screenshots below should show you partly what I'm talking about.

    Screenshot (484).png

    Screenshot (485).png

    • Like 1
    element117

    Posted

    On 4/21/2020 at 1:12 PM, mache82 said:

     

    As is, it's what I always wanted, because there was no point in buying food or hunting or fishing because it was not necessary for survival, but now it is possible thanks to HughJanus I am using it this way ......CoreDepletionTime = 100000..........and you?

    I havent figured out the sweet spot as yet, If you have it too high and eat too much Arthur just gets fat as a result lol

    • Like 1
    mache82

    Posted

    11 hours ago, element117 said:

    I havent figured out the sweet spot as yet, If you have it too high and eat too much Arthur just gets fat as a result lol

     

    With that value and eating to maintain energy does not gain weight. I buy to have on long trips, cookies, fruits in the market, apples, pears that give energy and life, and if I run out of food, I try to catch something or catch an animal to cook on the campfire. Survival ... which was what the game lacked because it was very easy.

     

    PD: the fruits are available in some stalls for example in the saint dennis market near the perista, the stalls are not marked on the map but if you pass by and you are looking there are the stalls with fruits and they can be bought

    Desktop Screenshot 2020.04.28 - 11.36.10.53_LI.jpg

    HughJanus

    Posted

    @Cuddlecreeper8 Thanks for reporting. Have played with this a little but havent come up with a solution, unfortunately. I wrote it down and maybe I can find something when going through the whole mod again (when OpenIV releases a new version).

    Cuddlecreeper8

    Posted (edited)

    18 hours ago, HughJanus said:

    @Cuddlecreeper8 Thanks for reporting. Have played with this a little but havent come up with a solution, unfortunately. I wrote it down and maybe I can find something when going through the whole mod again (when OpenIV releases a new version).

    When OpenIV gets full RDR2 support are you going to add new features/animations? 

    Edited by Cuddlecreeper8
    iiZoark

    Posted

    On 2/7/2020 at 5:08 PM, iiZoark said:

    How about a feature that allows you to change the reload speed for all weapons for both the player and NPC's. I don’t know why the reload animations have to be so ridicilously fast in this game to the point that it's immersion breaking. If all weapons had a more realistic (maybe about 75% slower) reload time then it would add more of a skillgap to the game cause it would make you think twice before wasting shots. This would also push players to wait for the right moment to shoot or to move up on an enemy and it would make melee weapons more viable options. Just some idea's. please tell me what you think. Other than that, this mod is fucking awesome. 

     

    Has there been any update about this suggestion or is this still not possible? Maybe until we can actually edit the files using Open IV? Don't get me wrong the mod is awesome and the progress you've made has been amazing. I was just curious because I would really like to see something like this and it fits this mod perfectly. 

    Carlos69Santana

    Posted

    This mod makes weapon icons appear on the minimap every time an enemy drops one. Is there a way to stop this? I turned off disarming and it doesn't seem to do anything.
    1.  
    HughJanus

    Posted

    @Cuddlecreeper8 Yes, that is the plan :)

     

    @iiZoark We looked into that, back when it was first suggested but couldnt find the natives to pull that off, unfortunately.

     

    @Carlos69Santana We have heard that from our nexus-uploader. We fixed it in v1.42 which will be released this weekend.

    Scottvdken

    Posted

    Hi, this is the first script I'm attempting to install for RDR2, is there any way to confirm whether it is running or not, without just going and getting into a gunfight?

    HughJanus

    Posted

    4 hours ago, Scottvdken said:

    Hi, this is the first script I'm attempting to install for RDR2, is there any way to confirm whether it is running or not, without just going and getting into a gunfight?

     

    Press F9 in game and you should see a text appear on screen.

    • Thanks 1
    Bojangles44

    Posted

    Hey there,

     

    First up just want to say love the mod, thanks for putting so much time into it!

     

    Had a quick question. I've noticed sometimes when you down an NPC & they're rolling around etc blood spurts out of the wound(s), but this happens very rarely. Is there a setting in the .ini file that can increase the chance of this occuring?

     

    Know it sounds a bit sadistic haha, but I like the realism aspect.

     

    Thank!

    HughJanus

    Posted

    13 hours ago, Bojangles44 said:

    Hey there,

     

    First up just want to say love the mod, thanks for putting so much time into it!

     

    Had a quick question. I've noticed sometimes when you down an NPC & they're rolling around etc blood spurts out of the wound(s), but this happens very rarely. Is there a setting in the .ini file that can increase the chance of this occuring?

     

    Know it sounds a bit sadistic haha, but I like the realism aspect.

     

    Thank!

     

    The behavior you described is a combination of an artery shot and the dying stage. If you shoot an NPC the way your crosshair turns red (in vanilla the NPC then would always start coughing and running around bleeding) and you manage to get its health below the DyingMovementThreshold, it will go into one of the Dying States which will make it roll around (still bleeding and coughing from the artery shot.

    So if you want that behavior, aim for the neck or the pelvis (those two spots seem to produce artery shots the most) and if the NPC starts walking around, coughing, just shoot its legs and it will go down and go into the behavior you want.

    ChrisCrosssss

    Posted

    What numbers would you put into the accuracy configuration?

    HughJanus

    Posted

    2 hours ago, ChrisCrosssss said:

    What numbers would you put into the accuracy configuration?

     

    You have to try what suits your playstyle.

    I have increased the amount of damage NPC weapons do to 220% and have lowered the accuracy to 70%.

    MarboroMan

    Posted

    On 5/8/2020 at 6:41 AM, HughJanus said:

     

    You have to try what suits your playstyle.

    I have increased the amount of damage NPC weapons do to 220% and have lowered the accuracy to 70%.

     

    Thank you for the mod, it's great! How do you lower accuracy to 70% in the ini? What would you set to make them 2x accurate? Curious how the scale works.

    HughJanus

    Posted

    8 hours ago, MarboroMan said:

     

    Thank you for the mod, it's great! How do you lower accuracy to 70% in the ini? What would you set to make them 2x accurate? Curious how the scale works.

     

    To be honest, we never tested it that thoroughly to be able to really pinpoint the exact way this variable works.

    Our testing was more a comparison of different values.

    If I say 70%, I mean the value is 70 in the ini. I suppose that 100 is the usual value, but we have not verified that.

    You can try standing 100m away from an NPC with a setting of 100 and then 200 and see if that really doubles the accuracy.

    The whole thing also depends on the distance between the shooting NPC and the player (the closer the NPC is, the more often its shots hit the target).

    MoonShade

    Posted

    So if I enable the mod for story NPC's will I still run into the older problems with them, or has that been taken care of with this update. I guess what I'am asking is, why was the option to enable it for them added, for testing?

     

    Big thanks for the newest update!!! Hope you guys are doing well!

    HughJanus

    Posted

    9 hours ago, MoonShade said:

    So if I enable the mod for story NPC's will I still run into the older problems with them, or has that been taken care of with this update. I guess what I'am asking is, why was the option to enable it for them added, for testing?

     

    Big thanks for the newest update!!! Hope you guys are doing well!

     

    The "problems" are not really problems but just the effects of the mod. If someone gets shot in the leg, he will stumble. These are the rules^^

    We just added the option because we were asked to. Some people obviously wanted to take revenge on some characters which were excluded from the mod before :P

    FromNYtoMT

    Posted

    My favorite mod for RDR2. Thank you for the consistent updates and improvements. You developers have outdone yourselves with all the adjustability and actually listening to and implementing feedback. 

    • Like 1
    • Thanks 1
    magicmars

    Posted

    I love this mod, it's just what I wanted from the combat. however, i'd really like to know if theres a way to stop dropped guns (i.e. the guns that enemies were holding before dying) from glowing on the ground? i have disarming disabled but it doesn't stop this from happening

    HughJanus

    Posted

    1 hour ago, magicmars said:

    I love this mod, it's just what I wanted from the combat. however, i'd really like to know if theres a way to stop dropped guns (i.e. the guns that enemies were holding before dying) from glowing on the ground? i have disarming disabled but it doesn't stop this from happening

     

    You mean the vanilla weapon glow for all pickup-able weapons? Havent looked into it, so I cant say if theres a way to disable it.

    magicmars

    Posted (edited)

    8 minutes ago, HughJanus said:

     

    You mean the vanilla weapon glow for all pickup-able weapons? Havent looked into it, so I cant say if theres a way to disable it.

     

    My bad, I didn't realise this wasn't a side-effect of the mod. I noticed that some weapons stopped glowing when I disabled the mod but this was just a coincidence, it's actually only weapons you dont own glow on the ground. Thanks for this mod, I really do love it. Especially the scalable accuracy! It's just perfect for me and fixes a number of issues I had with the combat. Keep up the amazing work 🙂

    Edited by magicmars
    daggerrobin

    Posted

    Hey there, kinda new here but loving the mod. ive been using this with lennys simple trainer and just wanted to let you know that if you have 'unlimited items' enabled which is for consumables and such, when an npc dies they drop a shitton of the type of weapon they were using.

     

    this probably has something to do with the prolonged death animations as when i brainshot or tackled and stabbed a guard it didnt have the same result and just dropped 1 gun like usual.

     

    I am totally aware this is in no way your fault and you might not even be able to fix it and it could be just incompatible with the 'unlimited items' option.

    still i thought the info could be usefull. 🙂

     

    thanks for the effort you put in for the community.

    20200526124342_1.jpg

    • Like 1

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