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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



    HughJanus

    Posted

    @daggerrobin thanks for reporting. As you already pointed out, there is no way of making sure NPCs are disarm-able and this effect not happening. You can only prevent that if you turn disarming off in the ini.

    daggerrobin

    Posted

    @HughJanus Thank you for the swift reply. ive also wondered why the dropped guns are pristine and not worn variants. could the white gun emblems on the map be because they are the former?

    HughJanus

    Posted

    @daggerrobin In the code I check their inventory for the weapon they currently have equipped and then drop that to the ground. I dont interfere with the condition - seems to drop this way with the method I use. I already searched for the "drop current weapon" method (to save myself the workaround of dropping an inventory weapon) but I havent found this method, unfortunately.

    tade5

    Posted

    HI yo! I need some help or any advise. When I'm playing I shoot someone with, for example, a revolver in the arm, they drop the weapon, keep in floor for about 2-3 minutes and then dies, for me, that isn't better, they're always dying with only 1 shot, and that is boring :(. Can anyone help me?

    HughJanus

    Posted

    @tade5 you can modify the ini to your liking. Are you playing with the realistic or standard config? What you will want to do is lower the dyingmovementthreshold, dyingmovementthreshold2 and dyingthreshold.

    It works like this: the ini values should be in this order NPCHealth > DyingMovementThreshold > DyingMovementThreshold2, DyingThreshold

    The NPCs will not be going down (unless knocked back) until their health reaches the DyingMovementThreshold, from then on they bleed through different phases of dying (between the three thresholds their dying behaviors will differ). The speed with which they bleed through those thresholds is dependant on the ini values named BleedingChance and BleedingValue (you can increase either one of them if they should bleed out faster).

    • Like 1
    tade5

    Posted

    @HughJanus thanks for the quick response. I will let you know if that works! Thanks!

    nimisum

    Posted

    Whatever version I do and whatever variables I do I cannot seem to get the same type of effect that vanilla do when the cross goes dark-red and they squirm around and visually bleed out. Is there a way to do that? Whatever I do they just lay on the ground and groan for a minute and then die.

    HughJanus

    Posted (edited)

    @nimisum The effect you mean is called an artery shot. If you manage to hit an NPCs artery, blood will spill out of the wound and they will get into a mode where they will limp or run for a few metres and then collapse, squirm a little and die. That is vanilla behavior.

    This behavior is not altered by this mod, but since NPCs go down sooner, you only have about two shots to trigger this effect (which, of course, makes the chance of it happening a little lower).

    Now you have two options:

    1. You set the DyingThresholds lower or NPCHealth higher, so you need more shots to take enemies down and thus have more tries for landing an artery shot (the values have to be in this order: NPCHealth > DyingMovementThreshold > DyingMovementThreshold2 > DyingThreshold).
    2. There is a parameter in the ini called DyingStateChance. This parameter governs how many NPCs (percentage-wise) will enter DyingStates when their health is low enough. If you set this percentage lower, NPCs will not go down when their health is below the DyingStates and behave like they would in vanilla (so they will stand strong until they die (unless you knock the breath out of them or something else)). This way, the ones who remain in vanilla behavior will also take more shots to down and thus give you more opportunity of landing an artery shot.

    Hope this helps.

     

    Attached you can find the config I am currently playing with. I get a lot of artery shots.

    PedDamageOverhaul.ini

    Edited by HughJanus
    Maro

    Posted (edited)

    This awesome mod really needs openVI ! 

    Hopefully you guys will be able to enhance it even more than it is already 😉

     

    Edited by Maro
    nimisum

    Posted (edited)

    On 6/11/2020 at 7:08 AM, HughJanus said:

    @nimisum The effect you mean is called an artery shot. If you manage to hit an NPCs artery, blood will spill out of the wound and they will get into a mode where they will limp or run for a few metres and then collapse, squirm a little and die. That is vanilla behavior.

    This behavior is not altered by this mod, but since NPCs go down sooner, you only have about two shots to trigger this effect (which, of course, makes the chance of it happening a little lower).

    Now you have two options:

    1. You set the DyingThresholds lower or NPCHealth higher, so you need more shots to take enemies down and thus have more tries for landing an artery shot (the values have to be in this order: NPCHealth > DyingMovementThreshold > DyingMovementThreshold2 > DyingThreshold).
    2. There is a parameter in the ini called DyingStateChance. This parameter governs how many NPCs (percentage-wise) will enter DyingStates when their health is low enough. If you set this percentage lower, NPCs will not go down when their health is below the DyingStates and behave like they would in vanilla (so they will stand strong until they die (unless you knock the breath out of them or something else)). This way, the ones who remain in vanilla behavior will also take more shots to down and thus give you more opportunity of landing an artery shot.

    Hope this helps.

     

    Attached you can find the config I am currently playing with. I get a lot of artery shots.

    PedDamageOverhaul.ini 16.21 kB · 13 downloads

    Alright I'll try your config. Thank you for staying active! 🙂

    PS. Will you be able to add the artery shot animation in it's entirety with OpenVI or is that not possible? 

    Edited by nimisum
    HughJanus

    Posted

    @nimisum What we can do with OpenIV remains to be seen :)

    We will be releasing a new version within the next hour. In this one a new config version called "Overhaul" will be included. In this one you will also see a lot of artery shots, if you aim correctly.

    nimisum

    Posted

    On 6/19/2020 at 1:14 PM, HughJanus said:

    @nimisum What we can do with OpenIV remains to be seen 🙂

    We will be releasing a new version within the next hour. In this one a new config version called "Overhaul" will be included. In this one you will also see a lot of artery shots, if you aim correctly.

    Nice! I'll try it out 🙂

    joshmcdanie1s

    Posted

    @HughJanus Is this mod suppose to eat at your fps when your surrounded with a lot of npcs? Such as in town? Tried to do a mission in Valentine just now and my fps went from 65ish to around 34 like instantly. In the wild and freeroaming it only reduces my fps by 5-10fps at most. 

     

    Did I install it incorrectly or maybe Im using the wrong scripthook or something? 

    (using AB scripthook from his site. January release?)

    HughJanus

    Posted

    7 hours ago, joshmcdanie1s said:

    @HughJanus Is this mod suppose to eat at your fps when your surrounded with a lot of npcs? Such as in town? Tried to do a mission in Valentine just now and my fps went from 65ish to around 34 like instantly. In the wild and freeroaming it only reduces my fps by 5-10fps at most. 

     

    Did I install it incorrectly or maybe Im using the wrong scripthook or something? 

    (using AB scripthook from his site. January release?)

     

    I have answered in your thread.

    Short answer: we (in the "development team") have no fps issues and none of the kind have been reported here for a long time, if I remember correctly.

    ChrisCrosssss

    Posted

    Is there a way to make this mod have enemies on horses ragdoll when shot? When setting higher health of npcs, it seems to take a lot of bullets for them to die.

    HughJanus

    Posted

    1 hour ago, ChrisCrosssss said:

    Is there a way to make this mod have enemies on horses ragdoll when shot? When setting higher health of npcs, it seems to take a lot of bullets for them to die.

    We're working on it.

    Hopefully we can implement it in our next version.

    Kzer

    Posted

    Does this mod work with rage plugin hook? Or is it just me? Because everytime I try it with rage it doesn't seem to work. I'm using it for rdrfr if that matters.

    HughJanus

    Posted (edited)

    12 minutes ago, Kzer said:

    Does this mod work with rage plugin hook? Or is it just me? Because everytime I try it with rage it doesn't seem to work. I'm using it for rdrfr if that matters.

     

    I have never tried it with rage hook, but the mod might not work with that. I remember reading some threads where people said some methods would not work the way they did with ABs script hook (dont know if it applies to any methods used in this mod, though).

    Edited by HughJanus
    Cuddlecreeper8

    Posted

    10 hours ago, Kzer said:

    Does this mod work with rage plugin hook? Or is it just me? Because everytime I try it with rage it doesn't seem to work. I'm using it for rdrfr if that matters.

    It does for me.

    Cuddlecreeper8

    Posted

    Hey this mod is great and the new Overhaul preset is very fun!
    When do you plan to make a 1.5 or 2.0 version of this mod? What features are you planning on adding?

    HughJanus

    Posted (edited)

    8 hours ago, Cuddlecreeper8 said:

    Hey this mod is great and the new Overhaul preset is very fun!
    When do you plan to make a 1.5 or 2.0 version of this mod? What features are you planning on adding?

     

    The next big step we want to take is adding proper animations to the dying states (instead of the force pushes, which are our current workaround).

    But we will only be able to do this with the help of OpenIV. We need to know the animation names to be able to actually use them.

     

    Edit: the current version (v1.46) is not this "big step" - we just found a workaround for using these animations, but it is not the desired end result yet.

    Edited by HughJanus
    MatiasMoore

    Posted

    Hi, this mod is simply amazing and probably the best one I've tried when it comes to making people behave realistically when shot(tried a lot of mods for GTA V, nothing even comes close). However, I am having about 10-20 fps drops in towns. I tried turning off everything in the config that could help but nothing changes, so I guess it's something in the source code. I've read a few other complaints about performance, and all of them are from RTX cards users. Do you think you can try to fix it? Anyways, thanks for your effort to make the game better.

    My specs:

    RTX 2060

    i5 9600kf

    HughJanus

    Posted

    13 hours ago, MatiasMoore said:

    Hi, this mod is simply amazing and probably the best one I've tried when it comes to making people behave realistically when shot(tried a lot of mods for GTA V, nothing even comes close). However, I am having about 10-20 fps drops in towns. I tried turning off everything in the config that could help but nothing changes, so I guess it's something in the source code. I've read a few other complaints about performance, and all of them are from RTX cards users. Do you think you can try to fix it? Anyways, thanks for your effort to make the game better.

    My specs:

    RTX 2060

    i5 9600kf

     

    Unfortunately, I wouldnt know what to change.

    The script just iterates through all the available NPCs and applies certain effects (like stumbling or giving them more health).

    There is no magic done - just simple commands.

    MatiasMoore

    Posted

    2 hours ago, HughJanus said:

     

    Unfortunately, I wouldnt know what to change.

    The script just iterates through all the available NPCs and applies certain effects (like stumbling or giving them more health).

    There is no magic done - just simple commands.

    Well that's quite sad. Maybe when you remake the mod using openIV it will somehow fix it. Who knows.

    Anyway, thanks for the reply and have a good day.

    Cuddlecreeper8

    Posted

    9 minutes ago, MatiasMoore said:

    Well that's quite sad. Maybe when you remake the mod using openIV it will somehow fix it. Who knows.

    Anyway, thanks for the reply and have a good day.

     

    2 hours ago, HughJanus said:

     

    Unfortunately, I wouldnt know what to change.

    The script just iterates through all the available NPCs and applies certain effects (like stumbling or giving them more health).

    There is no magic done - just simple commands.

    It seems that Ped Damage/Reaction Editing is just drops FPS on Rockstar games, I believe on Gunshot Wound 2 (another Ped damage/health/reaction mod for GTA V) one of the change logs was improved performance, and I remember reading something where you could set the radius that peds would be effected since it could lag the game if too large.
    Rockstar just has really weird things that if you change it lags.


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