Jump to content

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
 Share

You may also like

  • Lenny's Mod Loader RDR
    By LMS
       2438186   746   6
  • RDR 2 Asi Loader
    By LMS
       1542035   160   5
  • TieYourLasso
    By Shtivi
       47127   60   1
  • Red Dead Offline
    By LMS
       789932   447   12
  • Crime & Law Rebalance and Enhancement
    By natsutwt
       106327   25   4
  • Lenny's Simple Trainer
    By LMS
       1133900   1351   25
  • User Feedback

    Recommended Comments



    @foxy9911 Doesnt happen for me. Please try my ini and check (and then check the differences between our inis).

    @xuru Thats weird. Could you please enable "ShowNPCModel" at the bottom of the ini and tell me which model hash shows when you shoot at the gunslinger?

    The ones I noted are the following:

    Emmet Granger: 4196879928

    Billy Midnight: 3736835937

    Flaco Hernandez: 1347320453

     

    Attached you can find a new asi (in this one I even separate friendly story npcs (like gang members) from other story npcs (like the gunslingers)). The story npc health set in the ini only counts for the friendly ones now (so gunslingers are completely ignored).

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    • Like 1
    Link to comment
    Share on other sites

    2 hours ago, HughJanus said:

    @xuru Thats weird. Could you please enable "ShowNPCModel" at the bottom of the ini and tell me which model hash shows when you shoot at the gunslinger?

    The ones I noted are the following:

    Emmet Granger: 4196879928

    Billy Midnight: 3736835937

    Flaco Hernandez: 1347320453

    Flaco is the exact same for me. 
    To be more clear, this headshot issue only occurs after I disarm him in the duel. During the actual duel I can kill him with a headshot just fine

    Link to comment
    Share on other sites

    6 hours ago, xuru said:

    Flaco is the exact same for me. 
    To be more clear, this headshot issue only occurs after I disarm him in the duel. During the actual duel I can kill him with a headshot just fine

    Even with the new version?

    Link to comment
    Share on other sites

    6 hours ago, HughJanus said:

    Even with the new version?

    I just decided to test the mission again without PDO. The bug was still there, this is absolutely not a bug from this mod. Sorry for wasting your time

    Link to comment
    Share on other sites

    5 hours ago, xuru said:

    I just decided to test the mission again without PDO. The bug was still there, this is absolutely not a bug from this mod. Sorry for wasting your time

    No problem, glad that its solved.

    • Like 1
    Link to comment
    Share on other sites

    1 hour ago, HughJanus said:

    No problem, glad that its solved.

    I guess then...you can include them back? haha

    Link to comment
    Share on other sites

    20 minutes ago, ChristianW. said:

    I guess then...you can include them back? haha

    Ill implement an ini option for friendly and one for other story npcs (instead of the merged one that exists now).

    • Like 1
    Link to comment
    Share on other sites

    On 12/20/2021 at 9:46 AM, xuru said:

    I also have another question. Is it possible to have peds react to artery shots in the vanilla way 100% of times instead of the two other reactions this mod adds?

    On 12/21/2021 at 2:44 AM, HughJanus said:

    Currently not (because the reaction depends on different factors behind the curtains). If you want, we could take a look at it for later releases.

    By the way, has this already been added?

    Link to comment
    Share on other sites

    @xuru No and as we currently cannot determine if an NPC has been hit in an artery (we could not tie any task to the behavior). I wanted to check the movement animations (for determining if an NPC is bleeding out) but could not find a native function for it.

     

    @ChristianW. Here you go, added an ini parameter and the asi-logic.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    • Like 2
    Link to comment
    Share on other sites

    12 hours ago, HughJanus said:

    @xuru No and as we currently cannot determine if an NPC has been hit in an artery (we could not tie any task to the behavior). I wanted to check the movement animations (for determining if an NPC is bleeding out) but could not find a native function for it.

     

    @ChristianW. Here you go, added an ini parameter and the asi-logic.

    PedDamageOverhaul.asi 307.5 kB · 2 downloads PedDamageOverhaul.ini 31.12 kB · 4 downloads

    I love the work of this community thanks ♥ 

    Link to comment
    Share on other sites

    Well hello again. Another thing that I've observed is that Sheriff Malloy always walk like he's been shot. Whenever he has the gun out he put the other arm around his belly looking like he is shot .  I must mention that if I remove PDO he is alright, and also I'm using the latest files you posted. Am I the only one? I dont have another mods that would make a conflict with the PDO...

     

    Edit:

    If anyone else have this probleme I managed to fix it by changing the npc health value from 75 to 105 as it was in the version 1.57

    Edited by foxy9911
    Link to comment
    Share on other sites

    @HughJanus Hey mate. I'm really happy with my current Euphoria Mod setup, but I really only want PDO's Feature of NPC's Staying down when shot and nothing else.

     

    Is there a way to tweak PDO as to have it implement nothing but that feature (not affect Euphoria)  I've been messing around with PDO to only get this feature running but in-game it still affects my Installed Euphoria Mod, with NPC's acting differently than if the Euphoria was only installed. 

     

    If you have any advice for edits/ tweaks and so on I'd really appreciate it, Thanks mate!

     

    Link to comment
    Share on other sites

    5 hours ago, foxy9911 said:

    Well hello again. Another thing that I've observed is that Sheriff Malloy always walk like he's been shot. Whenever he has the gun out he put the other arm around his belly looking like he is shot .  I must mention that if I remove PDO he is alright, and also I'm using the latest files you posted. Am I the only one? I dont have another mods that would make a conflict with the PDO...

     

    Edit:

    If anyone else have this probleme I managed to fix it by changing the npc health value from 75 to 105 as it was in the version 1.57

    Oh wow, I'm actually experiencing the same thing. Had no idea it was from PDO.

    Link to comment
    Share on other sites

    @foxy9911@xuru Thats because the sheriff is not in the list of story characters, yet (thus his health gets set to 75, which is apparently less than his vanilla health, thus the wounded animation). Could one of you guys please set ShowNPCModel to 1 (at the bottom of the ini), then aim and shoot at the sheriff. You should get his model hash drawn on the screen. If you can pass me this, I can exclude him from the mods effects.

     

    @MattyReady Our nexus uploader created a config which has nothing enabled but the longer burning feature. Just configure NPCHealth, DyingMovementThreshold, DyingMovementThreshold2, DyingThreshold and set EuphoriaModInstalled to 1, then you should be good (I hope I didnt forget anything).

    Link to comment
    Share on other sites

    6 hours ago, HughJanus said:

    @foxy9911@xuru Thats because the sheriff is not in the list of story characters, yet (thus his health gets set to 75, which is apparently less than his vanilla health, thus the wounded animation). Could one of you guys please set ShowNPCModel to 1 (at the bottom of the ini), then aim and shoot at the sheriff. You should get his model hash drawn on the screen. If you can pass me this, I can exclude him from the mods effects.

    • Like 1
    Link to comment
    Share on other sites

    Also, I believe I found another duel issue. This is the same surrender bug that happened with Flaco, but during a random event in Valentine. Normally Arthur and the NPC would exchange dialogue after disarming him, but with the mod he'll just get stuck in a surrender animation and remains as a red dot on the minimap

    • Like 1
    Link to comment
    Share on other sites

    2 hours ago, xuru said:

    Also, I believe I found another duel issue. This is the same surrender bug that happened with Flaco, but during a random event in Valentine. Normally Arthur and the NPC would exchange dialogue after disarming him, but with the mod he'll just get stuck in a surrender 'animation and remains as a red dot on the minimap

    I can confirm this too! Also if you let him stay a little bit longer in this state he will start to do some kind of 'dance' 😄

    Link to comment
    Share on other sites

    @HughJanus  Thanks for the reply mate. I've downloaded the "Burning Only Version" of PDO from Nexus and I'm looking at the Lines you recommended to edit. But do you have any advice on what Values to Set these Particular Lines you said to change to? NPCHealth, DyingMovementThreshold, DyingMovementThreshold2, DyingThreshold and set EuphoriaModInstalled to 1.

     

    Thanks man! 

    Link to comment
    Share on other sites

    9 hours ago, MattyReady said:

    @HughJanus  Thanks for the reply mate. I've downloaded the "Burning Only Version" of PDO from Nexus and I'm looking at the Lines you recommended to edit. But do you have any advice on what Values to Set these Particular Lines you said to change to? NPCHealth, DyingMovementThreshold, DyingMovementThreshold2, DyingThreshold and set EuphoriaModInstalled to 1.

     

    Thanks man! 

     

    Depends on your preference. Health for the most NPCs is 75 in vanilla RDR, iirc.

    Depending on how many bullets you want them to take, you adjust the DyingMovementThreshold. After that you could divide the DyingMovementThreshold by 2 and set that as your DyingMovementThreshold2. Then you do the same for DyingMovementThreshold2 and DyingThreshold.

    If you dont enable the BleedWhenDying (= downed NPCs slowly bleeding out), then you have to adjust the maximum Dying State Time in the ini (= kills downed NPCs after this amount of time has run out).

    Link to comment
    Share on other sites

    I'm playing "The Tool Box" mission, which is part of Epilogue Part 2, and Charles and the hired guns keep dying within a single gunshot to the Skinners. I'm not 100% sure if this is caused by this mod, so could someone test it?

    Link to comment
    Share on other sites

    48 minutes ago, xuru said:

    I'm playing "The Tool Box" mission, which is part of Epilogue Part 2, and Charles and the hired guns keep dying within a single gunshot to the Skinners. I'm not 100% sure if this is caused by this mod, so could someone test it?

    If you provide me their model hashes, I can exclude them from the mod to be sure. Charles should already be excluded, but maybe he uses another character model in the epilogue?

    Link to comment
    Share on other sites

    On 4/8/2022 at 6:26 AM, HughJanus said:

     

    Depends on your preference. Health for the most NPCs is 75 in vanilla RDR, iirc.

    Depending on how many bullets you want them to take, you adjust the DyingMovementThreshold. After that you could divide the DyingMovementThreshold by 2 and set that as your DyingMovementThreshold2. Then you do the same for DyingMovementThreshold2 and DyingThreshold.

    If you dont enable the BleedWhenDying (= downed NPCs slowly bleeding out), then you have to adjust the maximum Dying State Time in the ini (= kills downed NPCs after this amount of time has run out).

    Should I set the Values of DyingMovementThreshold and DyingMovementThreshold2 to correspond with the NPC Health? So with my NPC Health being at 75, should I set my DyingmovementThreshold to a value of 75 or under and so on with the other lines you said to change for it to take effect?

    If this the case what would you recommend (if you don't mind) setting the values of these lines?

     

    Thanks man

    Link to comment
    Share on other sites

    1 hour ago, HughJanus said:

    If you provide me their model hashes, I can exclude them from the mod to be sure. Charles should already be excluded, but maybe he uses another character model in the epilogue?

    Charles (1407031519)
    1524150959_RedDeadRedemption2Screenshot2022_04.09-17_14_13_33.thumb.png.7d2c00594c4916164faca2eed9c2a8d3.png
    Mr. Devon (2828949318)
    2107136322_RedDeadRedemption2Screenshot2022_04.09-17_14_40_11.thumb.png.3a7122c47a10f378ebbaea251c31e50c.png
    Not sure if this one matters, but Mr. Wayne (2695284288)
    590223051_RedDeadRedemption2Screenshot2022_04.09-17.10_04_58.thumb.png.82f0b64e0f8f12be0ea7bf21c7172c95.png

    • Like 1
    Link to comment
    Share on other sites


    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now
    ×
    ×
    • Create New...