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Ped Damage Overhaul 2.0 BETA 7

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

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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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    3 hours ago, HughJanus said:

    Edit: Just watched your video and I see you are not talking about the bleeding out animation. I introduced a new ini parameter "StumblingBelowDSThreshold" which, if enabled, makes NPCs prone to stumbling (like their legs were hurt) if their health is under the dying thresholds.

     

    I don't see that parameter in the new ini...am I blind or did you upload the wrong one?

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    6 hours ago, coltraz said:

    I don't see that parameter in the new ini...am I blind or did you upload the wrong one?

     

    Here it is, I dont know what happened. The setting is enabled by default, though. So if the mod doesnt find it in the ini, it is automatically set to 1.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

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    12 hours ago, HughJanus said:

    Edit: Just watched your video and I see you are not talking about the bleeding out animation. I introduced a new ini parameter "StumblingBelowDSThreshold" which, if enabled, makes NPCs prone to stumbling (like their legs were hurt) if their health is under the dying thresholds.

     

     

    Thank you, it is looking very good indeed, and solving the issue.

     

    However, they stumble only when running away. If they are static (hiding behind an object) or walking slowly, they don't. This is not particularly troublesome (visible in normal gameplay) because if the PC is nearby they would run away anyway, so it's probably visible only when spectating them through a mod.

     

    Maybe set RunningThresholdBothLegs and RunningThresholdOneLeg to 1 if NPC is below DyingMovementThreshold? I don't know if these parameters are global (in which case, it would mess up other NPCs) or set per script instance (per NPC). Maybe not worth the trouble anyway.

     

    I'm noticing that the spine bone seems to be quite "broad and imprecise", meaning most of the shots to the back seem to trigger paralysis. Back of the shoulder too, not just center spine. Anyway, I'm aware of the paralysis chance parameter, will tweak that one.

     

    Can you make them crawl away, is there such animation / reaction? I know there is a kneeling praying one, randomly triggering that would be fun.

     

    I am really hoping some day you'd decide to tweak TYL, or make your own version 🙂 I'm sure it would turn up awesome with your programming skills.

     

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    3 hours ago, HughJanus said:

    @SAC Here you go. New parameters for below dying state stumbling:

    DSStumbleChanceBothLegs
    DSStumbleChanceOneLeg
    DSRunningThresholdBothLegs

    DSRunningThresholdOneLeg

     

    Tweak them as you want and let us know which values work best, please.

     

     

     

    Thank you, I will test and report back. I'll start with the velocity at a minimum (5 for starters, see what happens) - the chances should be fine out of the box.

     

    It is very useful that you mention the list of the new parameters introduced at each version, helpful to not reconfigure the entire ini at each version change. Thank you!

     

     

    Question: is it even possible to hogtie NPCs which are collapsed / death animating? I find it impossible to lasso an NPC once they are down, and I'm wondering whether I'm missing something

     

     

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    @SAC It is possible. You have to either wait until the crosshair turns red (it does when the NPC moves every now and then) or you run into the NPC slightly, then it should also move which makes the crosshair turn red.

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    13 hours ago, HughJanus said:

    @SAC Here you go. New parameters for below dying state stumbling:

    DSStumbleChanceBothLegs
    DSStumbleChanceOneLeg
    DSRunningThresholdBothLegs

    DSRunningThresholdOneLeg

     

    Tweak them as you want and let us know which values work best, please.

     

     

     

    DSStumbleChanceBothLegs = 1
    DSStumbleChanceOneLeg = 1

     

    ^^ these make the NPC stumble any time they move; not when hiding without moving (standing still)

     

    DSStumbleChanceBothLegs = -1
    DSStumbleChanceOneLeg = -1

     

    ^^ same effect

     

    Will keep them at 1 for the time being

     

    I have not tried the chance parameters, I don't think they will make a difference

     

     

     

    • Like 1
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    Hello I am having trouble with PDO + CERR.

    I made the post in the comments on the CERR page here: 

     

     

    Anyways, I also had a question about PDO.

    What is it called when you shoot someone and they start bleeding from the wound and stagger around leaving a blood trail? Is that an artery hit? These are so cool, I even hit someone on their neck once and got this bleeding effect to trigger and they held their hand on their neck and rode away leaving a long blood trail on the ground.

     

    How do I make this visible bleeding effect happen more? Most of the time when I shoot someone it just creates a blood splatter on the environment and a bullet wound decal on the NPC.

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    Yes, these are artery hits. You would have to modify the game files in order to make those hits occur more often (or you shoot NPCs in spots having a higher chance of triggering the bleedout).

    We are currently looking into it for v2.0 of PDO, can't promise anything though.

    Edited by HughJanus
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    1 hour ago, HughJanus said:

    Yes, these are artery hits. You would have to modify the game files in order to make those hits occur more often (or you shoot NPCs in spots having a higher chance of triggering the bleedout).

    We are currently looking into it for v2.0 of PDO, can't promise anything though.

    I just tested this mod, and it works (as long as you aim for the chest or neck). I might try to alter the file to be something like 25% chance.

     

    It looks like it alters <PedDamageInfos><Item key=[entity]><FatalRegions><Item key=[body part]> ... <BleedoutChanceIfEnabled value="1.000000" />, 
              <AlreadyWoundedModifier value="1.000000" />

     

    Edited by Keenkrozzy
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    Possibly off-topic (asked this in the CERR thread as well): noticed the dead bodies "self-clean" of dirt decals a while after dying (as opposed to wounds, which are permanent).

     

    Is there any way to make the dirt permanent as well / disable the "self-cleaning"?

     

    TY

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    Hey, I'm a bit confused on some of the INI settings. I tried searching through the comments first but couldn't really understand:

    • PlayerHealth: The setting defaults as 0, does this mean the Players Health is defaulted to the normal game health? If so, how does an increase work? I like the additional realistic damage but also don't like restarting a mission 8 times because me or a teammate NPC dies so quickly. I'm trying to see how I can add some extra health to both myself and my team NPC's to give me a bit better of a chance without being too spongey. For example, if I change PlayerHealth to 10, is that 10 additional HP on top of the game's default?
    • StoryNPCHealth: Is this setting for my gang's HP during story missions? I.E. Is this what I should change in order to ensure Micah isn't dying from one shot during a mission with me?

    Thanks for any help!

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    On 11/22/2021 at 9:20 AM, samawry said:

    Having done some more testing, i dont feel like WERO or CERR add much if anything to PDO. And, that PDO adds enough ragdoll and stumbling, realism, to warrant anything extra useless.

     

    And also ive perfected the ini to my likings now, after messing with them too much, and reverting to the beta ini - making a few changes again, I have the peds bleeding out about as much as i want, and taking/giving damage as much as i want, quite a nice balance!

    Have included my ini if anyone wanted to try it out.

     

    (Have worked out a sweet western reshade as well so games looking and feeling real nice now)

     

    Thanks for arguably the top rdr2 mod!

     

    rockstar should hire you (they wont and if they did theyd underpay you and work you to death lol)

    PedDamageOverhaul.ini 27.74 kB · 29 downloads

    Thank you!! I'm using your .ini  - I can't seem to create one for myself. I'm too stupid. 

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    @Keenkrozzy Great 🙂

    @SAC I suppose this is something hidden in the game files (either some kind of particle count or lifetime for stains and such).

    @ReelBump PlayerHealth equals the amount of health points the player is supposed to have. This setting can be buggy, though, so I suggest you use StoryNPCHealth (sets the health of story NPCs to the given value - both in and out of missions) and the NPCDamageModifiers.

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    Hey great mod! Anyone can suggest what change in the INI file in order to have every enemy injured in the ground doing the writhe animation but not dying automatically? I would like to have them always injured (except headshots and lots of damage caused by lots of bullet) in a realistic way but never have them died by blood lost. Thanks a lot and keep on keeeping on!

     

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    1 hour ago, Alexkide92 said:

    Hey great mod! Anyone can suggest what change in the INI file in order to have every enemy injured in the ground doing the writhe animation but not dying automatically? I would like to have them always injured (except headshots and lots of damage caused by lots of bullet) in a realistic way but never have them died by blood lost. Thanks a lot and keep on keeeping on!

     

     

    Set the BleedingValue to 0 and set MaximumDyingStateTime to something high, like 1800000 (which equals 30min).

    But be advised that missions can be tedious, since you have to find every enemy you injured and kill them (if the mission script is waiting for all enemies to die in order for the mission to proceed).

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    Hello i've got a question, how do i make my npcs stumble? I set DSStumbleChanceBothLegs to "1" and set the stumblechance for both legs to a 100 and also tried 1000. Still dosent work for me. I tried the default settings downloaded right off the website here and they dont seem to stumble for me

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    39 minutes ago, yeetmaster47 said:

    Hello i've got a question, how do i make my npcs stumble? I set DSStumbleChanceBothLegs to "1" and set the stumblechance for both legs to a 100 and also tried 1000. Still dosent work for me. I tried the default settings downloaded right off the website here and they dont seem to stumble for me

     

    1. Make sure EuphoriaModInstalled = 1 only if you have WERO or CERR installed, otherwise set to 0

     

    2. Make sure you have these settings

     

    RunningThresholdBothLegs = 24
    RunningThresholdOneLeg = 32

     

    3. Make sure you shoot them in the leg to stumble (to state the obvious)

     

    If all these are correct, then idk, HughJanus is the man to ask

     

     

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    10 hours ago, SAC said:

     

    1. Make sure EuphoriaModInstalled = 1 only if you have WERO or CERR installed, otherwise set to 0

     

    2. Make sure you have these settings

     

    RunningThresholdBothLegs = 24
    RunningThresholdOneLeg = 32

     

    3. Make sure you shoot them in the leg to stumble (to state the obvious)

     

    If all these are correct, then idk, HughJanus is the man to ask

     

     

    I tested it again a few hours ago and it works now apparently. Some npcs just dont stumble for me lol but thanks for the help anyways!

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    Is the beta recommended for a playthrough or should I stick with the latest release version? I noticed that PlayerInvincibility is turned on in the beta ini, which made me wonder if the latest builds are intended for testing purposes only.

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    On 12/7/2021 at 3:28 PM, Corvah said:

    Is the beta recommended for a playthrough or should I stick with the latest release version? I noticed that PlayerInvincibility is turned on in the beta ini, which made me wonder if the latest builds are intended for testing purposes only.

    You can use it for your playthrough, but you might have to adjust the ini a little (invincibility, on screen tools if enabled, etc.).

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    5 hours ago, HughJanus said:

    New beta, please test.

    No changelog since I dont want you actively noticing things. Please just play and provide feedback if everything feels good while playing.

     

     

    Just in time for the weekend 🙂

     

    Are there new parameters in the ini, or I can use the ini from the previous version?

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    8 hours ago, SAC said:

     

    Just in time for the weekend 🙂

     

    Are there new parameters in the ini, or I can use the ini from the previous version?

     

    There are some new and some tweaked ones.

    You can use notepad++ and the plugin "Compare" to compare the two inis - should be a matter of minutes to get yours up to date 🙂

     

    Also here is an optional LML-part of our mod.

    It makes artery shots a little more likely (when shooting at certain body parts) and enables longer reactions to dismemberment.

    The dismemberment reactions are done in the same file as euphoria mods use - so if you use a euphoria mod, dont install this.

    PDO v2.0 Extended Features.zip

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    On 12/10/2021 at 5:28 PM, HughJanus said:

    New beta, please test.

    No changelog since I dont want you actively noticing things. Please just play and provide feedback if everything feels good while playing.

     

     

    I don't notice anything. Not sure if this is good or bad 🙂

     

     

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