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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 7/19/2021 at 1:56 AM, BenF458 said:

    Is the Ped that you are shooting meant to fall over/ragdoll every time they’re shot?

     

    Depends on what weapon you are using and where you shoot them. Thats if you left the ini untouched.

    If you changed something (thresholds, etc.) the behavior might be different.

    cK1

    Posted

    I know the mod is working because people fall on the ground and moan and I can installing kill them with f8 or whatever the hot key.

     

    But when I shoot them in the leg they never limp, infact the only thing i notice with the mod turned on is they will stay alive on the ground and not get up. 

     

    I have not messed with the ini. Anyone know what might be wrong?

    HughJanus

    Posted

    10 hours ago, cK1 said:

    I know the mod is working because people fall on the ground and moan and I can installing kill them with f8 or whatever the hot key.

     

    But when I shoot them in the leg they never limp, infact the only thing i notice with the mod turned on is they will stay alive on the ground and not get up. 

     

    I have not messed with the ini. Anyone know what might be wrong?

     

    Could you try shooting them in both legs and check if they go down?

    Sounds like the mod is running fine, though. Do you maybe have RPH installed? (this one is not compatible with ABs script hook, afaik, and may cause problems)

    SamHill

    Posted

    Hi, just wanted to say great mod and I appreciate all the work you've put into it.  I have an issue with this mod, probably with another conflicting mod, but have you run into any issues where NPCs bleed guns, and only guns?  This occurrence also happens when disarm chance is set to 0.  My mod list is as follows: 

    all_items_menu
    ambient gang

    crime_law rebalance
    dark_nights
    JM Animation Overhaul V2.5
    JMAO RDR1 WalkV2.5
    JMRP V2.9
    NoVignette
    Realistic_Weapons_Overhaul
    red_dead_offline

     

    I have tried disabling mods in combination and solo, but to no avail.  If any of these appears as a common troublemaker for PDO, please let me know.

     

    Thanks!

    SamHill

    Posted

    Please disregard - I think I was able to narrow this issue down to Lenny's trainer and having the World - Unlimited Items options toggled to On. 

    SideniuS

    Posted

    It seems like the melee damage modifier (damage to NPCs) isn't working for me. I've tried setting it up to 1000 (%) with no noticeable effect. In fact, the only way I can make NPCs go down quicker in melee (fist fight) is to set NPC health to something low, like 30. The NPC melee damage modifier (damage to the player) seems to be working though. Can anyone confirm if this is a problem on my side (conflicting mods most likely) or if there is a bug in the code? Thanks!

    HughJanus

    Posted

    @SamHill Thanks for clarifying.

    @SideniuS Maybe the game does not allow the modifier to be higher than a certain number? Have you tried something lower like 200 or 300?

    SideniuS

    Posted (edited)

    @HughJanus Seems like it does something if I keep it under 300, but it's hard to tell since every fight is different. This will have to do for now, thanks!

     

    *Edit*

    I found a work-around. Turns out the Rampage trainer has a melee damage multiplier that works very well, so I'll use that for now.

    Edited by SideniuS
    HughJanus

    Posted

    @SideniuS Weird, since I am using the native function I suppose the trainer also uses. But Im glad you found a solution :)

    SideniuS

    Posted

    @HughJanus Maybe Rampage was overwriting it or something, who knows. Anyway, I also wanted to let you know of a very cool, albeit unintentional (I think), feature of your mod. Turns out you can actually grab NPCs in the last dying state (not moving) when they are on the ground if you don't have anything in your hands (or if you hold a knife), the way you would in a melee fight when the opponent is on the ground. I think it would be cool if this feature could be made to work for all dying states in a future update, it really adds a lot of immersion! (I assume you didn't know this since I haven't seen it mentioned anywhere 🙂 )

    HughJanus

    Posted

    @SideniuS One of our testers brought this to my attention a while ago. I didnt give much thought to it, since it was not intentionally implemented and didnt mess with any game scripts or functions. I think its not working as soon as NPCs are playing animations - since you can configure the dying states yourself, you can make it so only the last state is really entered (by narrowing down the delta between the first two thresholds) and thus being able to grab them at all times.

    turnpiker

    Posted

    Hello! Thanks for the awesome mod. I'm having an interesting conflict issue. 

     

    I use this mod for a few specific things: mainly increasing enemy gun damage, decreasing enemy accuracy, longer burning, and disarms. I recently downloaded the "All Shots Cause Bleedouts" mod, because I love that bleeding animation/reaction. However, with this mod installed, once the bleedout starts, over half the time the "get up, take a few steps, stumble and fall" animation for the bleedout gets interrupted, and the NPC just stands there, visibly bleeding, then falls down after 5-10 seconds.

     

    I've tested this by using the "vanilla" ini file provided on Nexus that zeroes everything out, and without changing any settings it still interferes with these bleedout animations. Removing the mod allows the animations to function normally. Is it possible that the "vanilla" ini is still somehow affecting NPC animations? 

     

    Thanks for any help you can provide! Here's a video to illustrate the behavior: 

     

    HughJanus

    Posted

    @turnpiker I am not aware of this config - I will have to take a look at it.

    Your video is not available for me yet (youtube says its being processed atm).

    turnpiker

    Posted (edited)

    @HughJanus Thanks for the quick response, please let me know where I can donate!

     

    Attaching the config here. According to hinti21 on Nexus, this should zero everything out so features can enabled one-by-one. However, it still interrupts animations (as seen in the video, which should be working now). Notice that the NPC still reacts to Arthur's presence, turning away from him as he moves. 

     

    Happy to help do any testing to improve this mod, I think it's amazing what you've done here. 

     

    AllZeroes_PedDamageOverhaul.ini

    Edited by turnpiker
    HughJanus

    Posted

    Haha just watched the video xD

    I will have to take a closer look at this, but cant promise when I will find the time.

    There is no way of donating, we are doing this for the community.

    turnpiker

    Posted

    You're an angel @HughJanus.

     

    One more question - what are the odds of releasing a standalone mod(s) for things like enemy accuracy or disarms? Just so we could have access to those functionalities without affecting other aspects of the game. Just an idea, thanks again for all the work you've done here. 

    HughJanus

    Posted

    @turnpiker No plans, as of now (due to the lack of time I have).

     

    Hey I just wanted to boot up the game (after downloading the latest patch) and realized I have not updated my script hook.

    Can any of you guys download Alexander Blades Script Hook? I get forwarded to his blog when I click the download button...wtf?

    ni0g0a

    Posted

    Is there any way to do allied npcs inmortal? Im tired of them dying on the missions.

    HughJanus

    Posted

    @ni0g0a There is an ini setting called StoryNPCHealth, you can increase this value to make your friendlies eat more bullets.

     

    New beta - should improve performance (and tweaked the ini a bit to make the mod more compatible with other mods - also this is a testing ini, so stuff like invincibility is enabled).

    Please provide feedback, if possible.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    IGORMSH

    Posted

    This new Beta appears to be working much better than the previous version, despite being a test, i am sticking with it for now.

     

    turnpiker

    Posted

    Do you know if there's any way I can directly edit enemy accuracy myself in the game files? Or more broadly - which files are you targeting/editing with the NPC Accuracy lines in this mod?

     

    Also, do you have more detailed notes about the changes in the new Beta?

     

    Thanks!

    • Like 1
    IGORMSH

    Posted

    On 8/20/2021 at 3:11 PM, HughJanus said:

    @ni0g0a There is an ini setting called StoryNPCHealth, you can increase this value to make your friendlies eat more bullets.

     

    New beta - should improve performance (and tweaked the ini a bit to make the mod more compatible with other mods - also this is a testing ini, so stuff like invincibility is enabled).

    Please provide feedback, if possible.

    PedDamageOverhaul.asi 351 kB · 33 downloads PedDamageOverhaul.ini 32.59 kB · 11 downloads

    I think that disarming when shooting officers isn't working, i shoot their guns or right hands and nothing happens.

    HughJanus

    Posted

    @IGORMSH What do you mean "is working better than the previous version"?

    Thanks for the feedback, I put the disarming-thing on my list.

     

    @turnpiker We use native functions and dont touch any game files, so I unfortunately cant help you with your game file question. As for the betas changelog, I currently have none. I have very, very little free time and just tried to solve the performance problem some people are having and tweak stuff in a way that lets people use this mod together with others without having to fear negative effects. I am not sure I succeeded, yet, since feedback is always scarse :)

     

    @all: As mentioned above, I currently dont really have any free time. I have a whole lot of things on my list to be done for v1.58 and dont know when I will be able to implement them. Please be patient with me.

    IGORMSH

    Posted (edited)

    @HughJanus I mean that this beta version is working perfectly! Despite the non-disarming issue, i feel that the peds are reacting much better to shots in a much more realistic way than before. In version 1.57 i was having some issues with peds getting shot one time and don't reacting and when shot again simply dropping on the ground motionless, just like in this video posted on comments of your mod: https://www.youtube.com/watch?v=V9BXiWDUqXc&feature=emb_title 


    Also, i've seen sometimes peds get shot in their arms or legs and getting pushed really hard to the side, almost flying away by some ''misterious force'', especially in version 1.56; in this beta this is also fixed.

    I don't know what kind of witchery you did, but as you said this beta version improved performance A LOT, in fact, it simply doesn't affect performance anymore, we don't lose any fps from activating the mod, in comparison with the previous versions where you could feel a lot the fps going up or down when you activate the mod in certain areas. 

    I don't know what you did, but it is working, i am playing with this beta with no issues until now, everything works fine and even better than before.

     

    Edited by IGORMSH

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