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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



    Cullen Bohannon

    Posted

    6 hours ago, HughJanus said:

    @lurk@Cullen Bohannon There were people who used low ModEffectRanges before and reported that there was no difference. We did not check ourselves, thats why ModEffectRange is still at 75 in the ini. We are still working on performance for the full v2.0, please use the "workaround" with ModEffectRange=10 in the meantime (and report any unwanted behavior which might be caused by the setting, please).

    Ah gotcha, will do, thanks for all the hard work man, love the mod. 

    oturan

    Posted (edited)

    this mod dont work fo me i dont why. if i shoot just one bullet in leg EVERYONE enemy just fall and lie on the ground. they DONT " 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." its make me sad. if i disabled (F9) mod in game - all wounded enemies just stand up lmao

    Edited by oturan
    HughJanus

    Posted

    @lurk@Cullen Bohannon Please try this new beta version and tell us if it helps you with the framerate issue (you can use your current ini with it).

     

    @oturan Which version are you using? Are you using any other mods or hooks?

    PedDamageOverhaul.asi

    • Thanks 1
    sweet777cj

    Posted

    Thank you 🙂 Great mod and it works like charm for me. Only one issue, the TieYourLasso function in the newest version doesn't work. I can attach npc on the ground or under the gallows but their hands are no longer handcuffed like they used to be, they just casually stand there also they won't keep looking into my character like the ini file describes they would. It's a bit silly and breaks the immersion a little. I tried to turn off the TieYourLasso function by changing the value to 0 but no use, I have to turn off the whole PDO or rollback to an older version of PDO to make npcs can be handcuffed again. Can you help me with this? Thanks!

    HughJanus

    Posted

    10 minutes ago, sweet777cj said:

    Thank you 🙂 Great mod and it works like charm for me. Only one issue, the TieYourLasso function in the newest version doesn't work. I can attach npc on the ground or under the gallows but their hands are no longer handcuffed like they used to be, they just casually stand there also they won't keep looking into my character like the ini file describes they would. It's a bit silly and breaks the immersion a little. I tried to turn off the TieYourLasso function by changing the value to 0 but no use, I have to turn off the whole PDO or rollback to an older version of PDO to make npcs can be handcuffed again. Can you help me with this? Thanks!

    I dont know if PDO could be causing this.

    However, try the latest asi above your post and then try without PDO - check if it works then.

    Since I dont knowingly do anything to bind or unbind their hands, I would have to search for side-effects of other code (but I dont suppose PDO does that, as stated).

    oturan

    Posted (edited)

    9 hours ago, HughJanus said:

     

    @oturan Which version are you using? Are you using any other mods or hooks?
    Hi. @HughJanus Im used simlpe lenny trainer/ scriphook by alexblade/ bdero. i try differnt version - 1.45/2.0 light vers but still dont work fo me. other mods works fine.

     

     

    Edited by oturan
    oturan

    Posted (edited)

    HughJanus wow man. i just put(and replace) your asi file in my main folder and now mod is working. thank you so much!
    p.s. used 2.0 BETA (With Optional LML Files - Euphoria Mod Compatible/light

    Edited by oturan
    sweet777cj

    Posted

    On 1/28/2022 at 4:12 AM, HughJanus said:

    I dont know if PDO could be causing this.

    However, try the latest asi above your post and then try without PDO - check if it works then.

    Since I dont knowingly do anything to bind or unbind their hands, I would have to search for side-effects of other code (but I dont suppose PDO does that, as stated).

    Thank you, the file above works perfectly

    Lokenstien

    Posted

    The mod shows up in LML but there's nothing to indicate that its active whatsoever in game, the commands don't show anything when used, and NPCs will just get back up from gun shots until just dying regardless of where you shoot them.  

    When I downloaded LML I had followed this guide that had me download a script hook off nexus that says it was based on the one you said to download which seems to work for the only other two mods I have (LST and red dead offline). For this mod I did the manual download, extracted the file, opened up the standard file and dragged the contents into my game directory.  It shows up in LML but nothing happens in game.  

    I really need some help with red dead modding since I really feel like I don't know what I'm doing. 

    bbastion

    Posted

    12 hours ago, Lokenstien said:

    The mod shows up in LML but there's nothing to indicate that its active whatsoever in game, the commands don't show anything when used, and NPCs will just get back up from gun shots until just dying regardless of where you shoot them.  

    When I downloaded LML I had followed this guide that had me download a script hook off nexus that says it was based on the one you said to download which seems to work for the only other two mods I have (LST and red dead offline). For this mod I did the manual download, extracted the file, opened up the standard file and dragged the contents into my game directory.  It shows up in LML but nothing happens in game.  

    I really need some help with red dead modding since I really feel like I don't know what I'm doing. 

    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 Ped Damage Overhaul'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!


    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).

     

    i just copypasted this info from nexus. did u follow all steps?

    • Like 1
    Maro

    Posted (edited)

    @HughJanusI'm not sure if anyone reported it yet but i've been having issues with the brawl. it happned more than once but when i knockdown an npc with a weapon, they often get back up with their arms up (surrender feature ) just like that, instantly. once they are knocked down again it doesn't happen anymore however.

    i'm using the standard 2.0 beta version.

     

    any chace what causes this?

     

    Also which parameters that is responsbile of longer laster dismemberment reaction ?

     

    and how can i increase the time of when an npc is running while being in a neck shot dying state ? I tried to use longerbleedout but they still do collapse a few seconds after the shot, i assume it's another parameter

    Edited by Maro
    HughJanus

    Posted

    9 hours ago, Maro said:

    @HughJanusI'm not sure if anyone reported it yet but i've been having issues with the brawl. it happned more than once but when i knockdown an npc with a weapon, they often get back up with their arms up (surrender feature ) just like that, instantly. once they are knocked down again it doesn't happen anymore however.

    i'm using the standard 2.0 beta version.

     

    any chace what causes this?

     

    Also which parameters that is responsbile of longer laster dismemberment reaction ?

     

    and how can i increase the time of when an npc is running while being in a neck shot dying state ? I tried to use longerbleedout but they still do collapse a few seconds after the shot, i assume it's another parameter

     

    This has not been reported, thank you.

    Its probably the hands up logic. If you set the hands up chance (on disarming) to 0, it should not happen.

     

    Longer dismemberment can be tweaked in the physicstasks file (under <Item type="CTaskNMInjuredOnGround__Tunables">). Thanks to @AnymYo for teaching me this stuff.

     

    The running you cant adjust as of yet, unfortunately. What you can do is increase the NPC health, so they have a longer time (before their health drops into the dying states) for running around. This will make them spongier to bullets, though.

    • Like 1
    Maro

    Posted (edited)

    @HughJanusAlright ! I'll keep bug testing and let you know if i found any or replicate the issue, i'll provide a video if i can.

     

     

    ps : Do you plan to have a parameter for longer running around ?

    Edited by Maro
    ChristianW.

    Posted

    16 hours ago, HughJanus said:

     

    This has not been reported, thank you.

    Its probably the hands up logic. If you set the hands up chance (on disarming) to 0, it should not happen.

     

    Longer dismemberment can be tweaked in the physicstasks file (under <Item type="CTaskNMInjuredOnGround__Tunables">). Thanks to @AnymYo for teaching me this stuff.

     

    The running you cant adjust as of yet, unfortunately. What you can do is increase the NPC health, so they have a longer time (before their health drops into the dying states) for running around. This will make them spongier to bullets, though.

    I tried in the past increasing the NPC Health and increased the guns modifiers to compensate, but i did nothing to help, if for exemple you put 500 of health they will still loose their health as if accounting for the extra health...

    HughJanus

    Posted (edited)

    @Maro To implement a setting, we would first need to be able to know which NPCs are currently bleeding out. In the past we have tried to search for a task ID, but it seems that the behavior is not tied to a certain task. At the moment we are not able to properly determine wheter an NPC is bleeding out (visually) or not.

    Could you check the attached version (you can use your current ini)? (if the knockout handsup still happens)

     

    @ChristianW. In the first versions of PDO the NPCHealth was set between 120 and 140 (and the thresholds started at 80 or so I believe). Back then NPCs used to run around bleeding for hundreds of meters. I suppose the trick is not setting the health too high (and the thresholds of course as well). I have never played around with it, since it frustrated me that I could not programatically tell if an NPC was bleeding out or not.

    PedDamageOverhaul.asi

    Edited by HughJanus
    Maro

    Posted

    @HughJanusI have changed the disarmhandsup chance to 0 was previously set to 100. It's not happening anymore now. However, i'd like to say, it doesn't happen all the time when i have it bumped to 100. It seems something is triggering it, like pointing at the downed NPC , I'm not too sure yet. but what you suggested fixed the issue.

     

    about the longer running, i tried to bump up the health and they still collapse a few seconds after they run away. Is the ASI you provided fixes this ? 

     

    Lastly i also tweaked the dismemberment to be much longer, however they stop to audibly react to it. is there a way to tweak the audio aswell so it loops more often ?

    HughJanus

    Posted

    @Maro The new asi should fix the hands up problem (so you can keep it at 100).

    I cant fix the bleeding and running, since I cant distinguish bleeding npcs from non-bleeding npc (as mentioned before).

    I dont think you can prolong the audio, but to be sure you could ask @AnymYo.

    Alleg3dLee

    Posted (edited)

    Hey, I am having a weird issue, I can see the enable disable text but showHealth is not working anymore and everyone I shoot regardless of how many shots don't fall and writhe and bleed anymore as if they never enter DS1. I reinstalled and put in the lastest ASI from the comments here. Same issue. I am going to try using the one included in the .RAR here just to be sure. I haven't had this issue before lol 

     

    Edit: I am not using my config for PDO.ini its the base one from overhaul.

     

    Edited by Alleg3dLee
    HughJanus

    Posted

    9 hours ago, Alleg3dLee said:

    Hey, I am having a weird issue, I can see the enable disable text but showHealth is not working anymore and everyone I shoot regardless of how many shots don't fall and writhe and bleed anymore as if they never enter DS1. I reinstalled and put in the lastest ASI from the comments here. Same issue. I am going to try using the one included in the .RAR here just to be sure. I haven't had this issue before lol 

     

    Edit: I am not using my config for PDO.ini its the base one from overhaul.

     

     

    Could you please try one of the default configs (from the 2.0 beta release), just to be sure?

    Stefacar2

    Posted

    For some reason when i downloaded your new updated version Mr. Janus.

    I still have fps drops when i'm in Valentine.. I was testing and turning it off and on and still same results...

    Around 10 fps drops...

    Should i lower the ModEffectRange till the newest update comes out?

    Alleg3dLee

    Posted

    8 hours ago, HughJanus said:

     

    Could you please try one of the default configs (from the 2.0 beta release), just to be sure?

    I am, I just had my brother use it too and it works for him. He can see showHealth and stuff. I reinstalled Scripthook and stuff and I am still having the issue. It's so weird, I didn't install any new mods or anything it just stopped working, here is screen of my root, maybe I screwed something else up. I have renistalled from the newest file on the NEXUS, I will do one more run thru reinstalling. There is just no fucking WAY I can play RDR2 without Ped Damage Overhaul lolz

    unknown.png

    HughJanus

    Posted

    @Alleg3dLee What are simplehook, easyhook and easyload? Maybe those interfere with the script hook?

    @Stefacar2 What are your hardware specs, graphics settings and what are your fps with and without PDO?

    Lowering ModEffectRange is always an option. Just set it to 10 and check if that works for you.

    Stefacar2

    Posted

    26 minutes ago, HughJanus said:

    @Alleg3dLee What are simplehook, easyhook and easyload? Maybe those interfere with the script hook?

    @Stefacar2 What are your hardware specs, graphics settings and what are your fps with and without PDO?

    Lowering ModEffectRange is always an option. Just set it to 10 and check if that works for you.

    GTX 1060 6GB

    AMD Ryzen 5 2600x

    16gb ram single channel

    HDD 1 TB

     

    Settings are mostly medium i copied it from one website: https://www.pcgamesn.com/red-dead-redemption-2/pc-performance-analysis

    FPS in Valentine without PDO reaches around 55-60

    With is 51-49

    Thanks for the reply!

    HughJanus

    Posted

    @Stefacar2 Please use ModEffectRange=10 in the meantime. Although I have to point out that I dont know if we are capable of making the mod a lot more performant at this time.

    Alleg3dLee

    Posted (edited)

    2 hours ago, HughJanus said:

    @Alleg3dLee What are simplehook, easyhook and easyload? Maybe those interfere with the script hook?

    @Stefacar2 What are your hardware specs, graphics settings and what are your fps with and without PDO?

    Lowering ModEffectRange is always an option. Just set it to 10 and check if that works for you.

     

    I don't think its an issue with the mod I must have screwed up, I have no idea what the hell those are, Jim Beam must have installed them LOL!

     

    UPDATE: You were right, I pruned those things u mentioned and it is working again, I wonder how long its been off : X

    Edited by Alleg3dLee

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