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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

    On 11/8/2020 at 2:26 AM, lininop said:

    Yes Arthur or John get tied up. Actually happened quite a few more times since I've reported it. It gives me the multiplayer button mashing prompts to break free.

     

    Thats weird.

    Maybe because the task id for being hogtied changed.

    I will try to fix it in the next version (cant reproduce it though, so I dont know if its really fixed).

    • Like 1
    LMS

    Posted

    1 hour ago, HughJanus said:

     

    Thats weird.

    Maybe because the task id for being hogtied changed.

    I will try to fix it in the next version (cant reproduce it though, so I dont know if its really fixed).

     

    I don't think that is on you, that is usually the MP loading gone wrong in older versions of my trainer. Newer versions should not have the issue, but perhaps it can still occur sometimes. Not entirely sure why the MP animations being loaded cause this issue, but I have definitely seen it happening.

    • Like 2
    HughJanus

    Posted

    17 hours ago, LMS said:

     

    I don't think that is on you, that is usually the MP loading gone wrong in older versions of my trainer. Newer versions should not have the issue, but perhaps it can still occur sometimes. Not entirely sure why the MP animations being loaded cause this issue, but I have definitely seen it happening.

     

    Thanks for clarifying.

    @lininop Are you using this trainer?

    lininop

    Posted

    On 11/13/2020 at 4:16 AM, HughJanus said:

     

    Thanks for clarifying.

    @lininop Are you using this trainer?

    I am actually, I'll have to check to make sure I'm up to date!

    Thanks @LMS and @HughJanus

    HughJanus

    Posted

    We wanted to release v1.50 on the coming weekend, but cant find the time to test it.

    Currently only one guy (our nexus uploader) is testing it and he cant do it all by himself, so its not looking like we can release it on the weekend.

    However, here is our latest testing build, for those of you who dont mind little bugs or untweaked settings.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    • Like 1
    tempaccount123

    Posted

    This mod had me in stitches. I threw a molotov at a guy and he ended up surviving. He just lay there insulting me after the fire went out. Super funny 10/10 would recommend. Only bug I've seen so far is a big crosshair. Great job.

    KentangBayangan

    Posted (edited)

    this mod, all the versions of it somehow always drops my fps half way down when around any peds. any fix?

    Also, is it possible to only get the peds accuracy feature?

    Edited by KentangBayangan
    HughJanus

    Posted

    8 hours ago, KentangBayangan said:

    this mod, all the versions of it somehow always drops my fps half way down when around any peds. any fix?

    Also, is it possible to only get the peds accuracy feature?

     

    Lower ModEffectRange in the ini.

    If you only want the accuracy feature, just disable the rest in the ini.

    KentangBayangan

    Posted (edited)

    9 hours ago, HughJanus said:

     

    Lower ModEffectRange in the ini.

    If you only want the accuracy feature, just disable the rest in the ini.

    Ah thankyou sir, alas it doesn't fix it 😞 I've changed it to 512, 50, even to 10 just to experience the same drops. I was thinking, perhaps by disabling all the other features I might get some fps improvements, hence my question.

     

    My system is Ryzen 5 1600, 16gigs of ram, and gtx 1660 supes, not the sharpest but runs solid 60 just fine with some mixed settings of Ultra to Medium.

     

    I once experienced fps drops with a mod, then the author did some cleaning to fix it, which worked. That's the reason I'm here, I need help. Once again, thankyou.

    Edited by KentangBayangan
    HughJanus

    Posted

    Here is the latest testing build. Please share any bugs or other findings in this thread, so we can address them.

     

    @KentangBayangan Since we cant reproduce the fps issues, it is hard to nail this down. Reworking everything would take so much time that we could release v1.50 maybe in April of next year (since I am the only active programmer working on the mod and we only have one active tester and we both dont have a lot of time). Ill put it on our to do list, but dont count on it coming any time soon :/

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    lexo1000

    Posted (edited)

    This mod is great! Thanks a lot for hard work.

    Tried your latest beta version but can you tell me how to hide NPC Task ID text on screen?

    Also I would like to tweak CoreDepletionAmount and CoreDepletionTime a little bit. Can you tell me what are default/vanilla values for them?

    And is it possible to add a setting that reduce horse health?

     

    Thanks in advance

    Edited by lexo1000
    HughJanus

    Posted

    2 hours ago, lexo1000 said:

    This mod is great! Thanks a lot for hard work.

    Tried your latest beta version but can you tell me how to hide NPC Task ID text on screen?

    Also I would like to tweak CoreDepletionAmount and CoreDepletionTime a little bit. Can you tell me what are default/vanilla values for them?

    And is it possible to add a setting that reduce horse health?

     

    Thanks in advance

     

    Here is one without the NPC tasks visualized (see attachment).

     

    You can already adjust the horse health in the ini.

    CoreDepletionAmount and CoreDepletionTime have no vanilla value, they occur in addition to the vanilla core depletion (so vanilla would be to turn them off).

    PedDamageOverhaul.asi

    lexo1000

    Posted (edited)

    Thanks! 

    I see that you set StoryNPCHealth to 450. Does it mean that all NPCs in missions have 4.5x more health than vanilla?
    I'm sure you did that for a good reason but I just want to understand the logic. Making mission fights more difficult?

    Ini file say "since NPCs have more health, some weapons should do more damage"  But in the same time you also reduce value on WeaponModifier.

    Also, on Character menu screen, I still see that total depletion time before empty core is 90min. Can the game take into account new values from CoreDepletionAmount and CoreDepletionTime?

    Finally, I'm not sure if it is a bug but during Ellie Anne Swan bounty hunting mission, when I give here a gun butt (she attack me with a knife), she die instantly and mission failed.

    Edited by lexo1000
    HughJanus

    Posted

    4 hours ago, lexo1000 said:

    Thanks! 

    I see that you set StoryNPCHealth to 450. Does it mean that all NPCs in missions have 4.5x more health than vanilla?
    I'm sure you did that for a good reason but I just want to understand the logic. Making mission fights more difficult?

    Ini file say "since NPCs have more health, some weapons should do more damage"  But in the same time you also reduce value on WeaponModifier.

    Also, on Character menu screen, I still see that total depletion time before empty core is 90min. Can the game take into account new values from CoreDepletionAmount and CoreDepletionTime?

    Finally, I'm not sure if it is a bug but during Ellie Anne Swan bounty hunting mission, when I give here a gun butt (she attack me with a knife), she die instantly and mission failed.

     

    I dont know what vanilla health is for story NPCs, but I guess 450 would be around 4.5x more health, yes. It is for making story NPCs not die so soon from increased NPC weapon damage.

    The Weapon Modifiers have been reduced, so NPCs dont go into dying states from one shot of a badly maintained revolver (NPCs do have more health, but there is also the dying states which effectively make NPCs have less health).

    The depletion added by the mod is not calculated into those values from the character screen.

    Here is a version in which no knockout should ever lead to death (see attachment) - please test.

    PedDamageOverhaul.asi

    lexo1000

    Posted (edited)

    Ok thanks for explanation. After a gunfight in a mission, NPC seems a little too resistant as they can stand up after 4 or 5 bullets (chest and head). Maybe you should reduce StoryNPCHealth? 250 seems to be a good value for me.

    Also could you add an option to cancel health core restoration when sleeping?

     

    PS : Hope you will achieve to activate FriendlyFire. It would be great!

    Edited by lexo1000
    HughJanus

    Posted

    28 minutes ago, lexo1000 said:

    Ok thanks for explanation. After a gunfight in a mission, NPC seems a little too resistant as they can stand up after 4 or 5 bullets (chest and head). Maybe you should reduce StoryNPCHealth? 250 seems to be a good value for me.

    Also could you add an option to cancel health core restoration when sleeping?

     

    PS : Hope you will achieve to activate FriendlyFire. It would be great!

     

    The NPCs who survive 4 to 5 shots, are those friendly NPCs or do you mean enemies? StoryNPCHealth is mostly for friendly NPCs (and some others, so no missions are bugged).

    lexo1000

    Posted (edited)

    Oh okay I thought that StoryNPCHealth was enemies health during missions.

    So civilian AND ennemies use same value (NPCHealth) right?

    Edited by lexo1000
    HughJanus

    Posted

    1 hour ago, lexo1000 said:

    Oh okay I thought that StoryNPCHealth was enemies health during missions.

    So civilian AND ennemies use same value (NPCHealth) right?

     

    Yes, in principle. But there are certain named NPC enemies which also get this higher amount of health (because they are not supposed to die during gameplay and if they do, the mission fails).

    lexo1000

    Posted (edited)

    I think that your latest beta doesn't work as intend. NPCs don't fall over or run away & stumbling anymore, even after 5 bullets in the leg. Also all of them seem way too tough.

    I tried to put Realistic preset values in it but still the same. No more funny animation like in 1.49. 

    Edited by lexo1000
    • Thanks 1
    HughJanus

    Posted (edited)

    On 11/24/2020 at 9:34 PM, lexo1000 said:

    I think that your latest beta doesn't work as intend. NPCs don't fall over or run away & stumbling anymore, even after 5 bullets in the leg. Also all of them seem way too tough.

    I tried to put Realistic preset values in it but still the same. No more funny animation like in 1.49. 

     

    I only tested for about 5mins, so there is a high chance I have missed something.

    Dont they go into dying states anymore? Because they did for me.

     

    Edit: Thanks to some more testing by the mod team, we were able to fix the bug. Please further test this version (see attached).

    PedDamageOverhaul.asi

    Edited by HughJanus
    lexo1000

    Posted (edited)

    NPCs are still overpowered sadly.. 

    I set PlayerInvincibility = 1 for testing. Are you confirm that's not apply to NPC health? Only player?

    In fact, NPCs are not invincible but they can easily take 4-5 bullets at point blank before die. And no more dying state or cripple legs.

    Edited by lexo1000
    • Thanks 1
    HughJanus

    Posted (edited)

    15 hours ago, lexo1000 said:

    NPCs are still overpowered sadly.. 

    I set PlayerInvincibility = 1 for testing. Are you confirm that's not apply to NPC health? Only player?

    In fact, NPCs are not invincible but they can easily take 4-5 bullets at point blank before die. And no more dying state or cripple legs.

    Thank you for always reporting back!

    PlayerInvincibility only affects the player. This bug has something to do with the NPC tasks.

    I hope we found it now^^

    PedDamageOverhaul.asi

    Edited by HughJanus
    lexo1000

    Posted (edited)

    It's a little bit better but still no cripple legs and ennemis are so strong.

    Edited by lexo1000
    • Thanks 1
    HughJanus

    Posted (edited)

    5 hours ago, lexo1000 said:

    It's a little bit better but still no cripple legs and ennemis are so strong.

     

    OK, thank you.

    I hope I will have enough time tomorrow to properly take a look at the problem.

     

    Edit: Another try for a quick fix (see attached).

    PedDamageOverhaul.asi

    Edited by HughJanus
    zigaliro555

    Posted

    This mod doesn`t work with RagePluginHook unfortunately 😞 Is it possible to fix this or it will never be compatible with it?


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