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

You may also like

  • Lenny's Mod Loader RDR
    By LMS
       2617458   750   6
  • RDR 2 Asi Loader
    By LMS
       1632502   160   5
  • Red Dead Offline
    By LMS
       836653   450   12
  • Improvements in Blood
    By Cazanu
       79891   8   0
  • Bandit Hideouts
    By Gunter Severloh
       39491   33   2
  • Lenny's Simple Trainer
    By LMS
       1161059   1351   25
  • User Feedback

    Recommended Comments



    HughJanus

    Posted

    @xuru I see. No, currently thats not possible (for the same reason different health values for different affected npcs arent possible - NPCHealth currently is used as an anchor for the mods functions, you cant deviate from NPCHealth without making the mod useless for the affected npc).

    • Like 1
    HughJanus

    Posted

    @xuru I have now begun to remove the NPCHealth-check from the mods functions. Please check if everything still works as expected. If it does, I can move onward (eventually being able to set different health values for different npcs).

     

    If anyone has ideas on which NPCs should receive different health values, please share.

    This is what I had in mind:

    • Friendly Story NPCs
    • Other Story NPCs
    • Lawmen
    • All other NPCs

    PedDamageOverhaul.asi

    • Like 2
    xuru

    Posted

    3 hours ago, HughJanus said:

    @xuru I have now begun to remove the NPCHealth-check from the mods functions. Please check if everything still works as expected. If it does, I can move onward (eventually being able to set different health values for different npcs).

    Just massacred Blackwater for the 12th time, and everything seems to work perfectly. Is there anything specific you want me to test?

    • Thanks 1
    HughJanus

    Posted

    50 minutes ago, xuru said:

    Just massacred Blackwater for the 12th time, and everything seems to work perfectly. Is there anything specific you want me to test?

     

    No, thats it. Thank you.

    The two currently excluded sheriffs are no story npcs, are they? I would remove them from the "other story npcs" since they would be lawmen then anyway (adhering to the new npc categories). Or should we keep them there to ensure they wont be limping? (in case people want lawmen to not be different from regular npcs)

    ChristianW.

    Posted

    I dunno if is a glitch or not, but last night a entered an epic fist fight with that crazy old dude that lives on the salon in valentine....I couldn't kill or knock him down, and the acted all crooked up but after a while he just talk me off dismising me saying "Do what you want I don't care" and walk it off all crooked up to the salon again.

     

    It was great! I ain't complaining

    xuru

    Posted

    14 hours ago, HughJanus said:

    No, thats it. Thank you.

    The two currently excluded sheriffs are no story npcs, are they? I would remove them from the "other story npcs" since they would be lawmen then anyway (adhering to the new npc categories). Or should we keep them there to ensure they wont be limping? (in case people want lawmen to not be different from regular npcs)

    Both of them appear in story cutscenes, but I'm not sure if you can consider them story NPCs.
    Unless you know another method of fixing the limping bug, I'd leave them the way they are

    HughJanus

    Posted (edited)

    @ChristianW. Whats the name of the NPC or the model hash?

    Are you using the "vanilla" ini settings or your own, customized ones?

     

    @xuru @ChristianW.@Cullen Bohannon@bbastion@Crysii OK, now I added/switched to the following ini values:

    • NPCHealthMin = 75
    • NPCHealthMax = 75
    • FriendlyStoryNPCHealthMin = 450
    • FriendlyStoryNPCHealthMax = 450
    • OtherStoryNPCHealthMin = 0
    • OtherStoryNPCHealthMax = 0
    • PoliceNPCHealthMin = 75
    • PoliceNPCHealthMax = 75

    Setting NPCHealth Min and Max to 0 does not disable the feature, leaving all NPCs at their vanilla health (because I need some sort of anchor for the DyingStates).

    All other Min and Max can be set to 0 to leave those NPCs at their vanilla health.

     

    Please test! A lot! lol

     

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    Edited by HughJanus
    • Like 4
    xuru

    Posted

    I think I found a small mistake with the .ini.
    unknown.thumb.png.005bfe549385daa6ad41a5e597d1cc66.png
    The description for OtherStoryNPCHealth and PoliceNPCHealth seem to be inverted. Definitely not a big deal, but wanted to let you know for the next release

    HughJanus

    Posted

    On 4/23/2022 at 2:44 PM, xuru said:

    I think I found a small mistake with the .ini.
    unknown.thumb.png.005bfe549385daa6ad41a5e597d1cc66.png
    The description for OtherStoryNPCHealth and PoliceNPCHealth seem to be inverted. Definitely not a big deal, but wanted to let you know for the next release

     

    Thanks, fixed that.

    3ric2hew

    Posted (edited)

    Can you add recovery for peds in dyingmovementThreshold1 and dyingmovementThreshold2 but longer time to recover, that makes them somehow able to try to walk away home etc after a fistfight or 2 bullets to the torso 

     

    or maybe the npc recovers and still wanna catch these hands

    Edited by 3ric2hew
    HughJanus

    Posted (edited)

    13 hours ago, 3ric2hew said:

    Can you add recovery for peds in dyingmovementThreshold1 and dyingmovementThreshold2 but longer time to recover, that makes them somehow able to try to walk away home etc after a fistfight or 2 bullets to the torso 

     

    or maybe the npc recovers and still wanna catch these hands

     

    There is the Knockback-Feature for that - you just have to configure it to your liking in the ini file 🙂

    Edited by HughJanus
    • Thanks 1
    3ric2hew

    Posted (edited)

    Quote
    On 4/29/2022 at 3:15 PM, HughJanus said:

    There is the Knockback-Feature for that - you just have to configure it to your liking in the ini file 🙂

     

    I tweaked it and works very well 😁but does it work for melee as well?

    Because I noticed that it does work with melee but only on sucker punch or 1st punch ragdoling the npc and not in fist fights 

    i toggled their health to see no DS state triggered 

     

    and i see that knife doesn't cause bleeding like BleedOnShot function

    Edited by 3ric2hew
    millermob4

    Posted

    Mine says missing ini I have all 3 installed via mod manager but only standard selected. I put the asi and configuration settings files in the directory aswell so im not sure whats missing?

    HughJanus

    Posted

    5 hours ago, millermob4 said:

    Mine says missing ini I have all 3 installed via mod manager but only standard selected. I put the asi and configuration settings files in the directory aswell so im not sure whats missing?

    Dont install via mod manager, it wont work (I dont know why).

    ChristianW.

    Posted

    I was checking some old releases like 1.54 and they seem to try to hold themselves more in furniture, box, barrels etc etc when shoot. Those new releases they don't do that much ._. But in those new releases they are much more reactive to the shoot itself, hold in the wound and stumble in more interesting ways, But testing the old release I shoot one guy on the sallon in Van Horn and he try to hold himself in the chair, stumble in the chair making the chair move and he fell head first into the table...that was nice 😄  I don't see things like that much in the new releases. I love love love this mod. 

    12uniflew

    Posted (edited)

    After the new update this works brilliantly, i installed it by just dragging the asi and ini to main then the rest into the correct lml folders

    keep up updating this it's getting so realistic and immersive certainly a must have mod!

     

    Just curious to this line below have you had any luck getting it to work? love the gruesome blood trails and damage on these peds hehe

     

    ;ArteryShotHealth is the health value an NPC gets when it is bleeding from an artery shot (the higher the value, the longer NPCs will run around bleeding)
    ;ArteryShotHealth = 400 -> not working yet

    Edited by 12uniflew
    HughJanus

    Posted

    @ChristianW. If you are using a Euphoria Mod, it will overwrite whatever PDO would do to reactions. If not and youre not satisfied, you can increase DSEuphoriaStumbleMax (its set to 3 seconds by default, because many people complained about the long stumbling being too unrealistic).

     

    @12uniflew Unfortunately not. We cannot determine wheter an NPC is currently bleeding out by an artery shot or not. You dont however need this option, if you increase the NPCHealth to about 100 or so (and leave the thresholds low enough, so and NPC can get artery shot without entering any dying state - this way the NPC can walk around bleeding - you have to adjust the FallTimeDeath and FallTimeDown in the ini, though - otherwise NPCs will survive falls they are not supposed to survive - they will also be able to eat more bullets, so theres a tradeoff (one we were not willing to accept, thats why we lowered the NPCHealth and sacrificed the long running around bleeding feature)).

    • Like 1
    ChristianW.

    Posted (edited)

    @HughJanus I actually did that in the newer version I changed the max from 3 to 6 and changed the minimum to .82 sec haha, But When I said that I tested to older version I removed any other Euphoria Mod. Don't get me wrong I love the newer version more, But I noticed what I discribed in my other comment, I don't see things like that very often with the newer version, but in the defence of the newer version, It's night and day the difference, the reaction of the NPC's getting shoot, stumbling in open space is alot better in the newer version, and when they stumble on something is alot more reactive in the newer version, the only thing that I'm missing from the older version is the npc trying to hold at walls or other props .

    Edited by ChristianW.
    HughJanus

    Posted

    On 5/8/2022 at 6:29 AM, ChristianW. said:

    @HughJanus I actually did that in the newer version I changed the max from 3 to 6 and changed the minimum to .82 sec haha, But When I said that I tested to older version I removed any other Euphoria Mod. Don't get me wrong I love the newer version more, But I noticed what I discribed in my other comment, I don't see things like that very often with the newer version, but in the defence of the newer version, It's night and day the difference, the reaction of the NPC's getting shoot, stumbling in open space is alot better in the newer version, and when they stumble on something is alot more reactive in the newer version, the only thing that I'm missing from the older version is the npc trying to hold at walls or other props .

     

    But are you using an euphoria mod with the new version?

    To properly test the new version, you have to uninstall any euphoria mod, then crank up the min and max time (like min 4 seconds, max 15 seconds), then go somewhere where objects are (like a saloon) and shoot a guy - it will look silly because of the long stumbling, but you will be able to see if the NPC is trying to grab stuff.

    • Like 1
    ChristianW.

    Posted

    @HughJanus I tried to test like you said, with a clean install and no other euphoria mod and with a longer stumble, They didn't try to hold themselves, sometimes a NPC would stumble in something like a table or a box, and they would kinda put their arms into the object as if to absorve the impact but not like a proper holding for dear life

    HughJanus

    Posted

    2 hours ago, ChristianW. said:

    @HughJanus I tried to test like you said, with a clean install and no other euphoria mod and with a longer stumble, They didn't try to hold themselves, sometimes a NPC would stumble in something like a table or a box, and they would kinda put their arms into the object as if to absorve the impact but not like a proper holding for dear life

    OK, now we know its not the stumbling time.

    You could try to adjust the pushing values (the force which makes them stumble). Maybe they only grab onto things when pushed harder/softer than the current setting?

     

    Just to be sure you understand: PDO (asi, ini) does not change the vanilla euphoria settings, it only uses force pushes to trigger euphoria behavior in a way that would not occur in vanilla rdr2.

    So why do older versions of PDO look different euphoria-wise than newer versions? -->What changed between old and new versions are the force pushing settings - those things are adjustable in the ini file.

     

    --> You could try changing the pushing settings (in the new ini) to those of older releases and check how this affects the behavior.

    I would leave the stumbling as long as it is now (just for proper testing).

    • Like 1
    Raphaco

    Posted

    Loving this mod, essential as far as I'm concerned. 

     

    I have a question though, what are the LML optional behaviors? 

     

    It's the only LML mod I have going on. I'm worried LML may cause performance issues though. 

    Scio

    Posted

    Got back into RDR2 recently and decided this time around I'm gonna make an account to report some of the bugs I've been encountering and also make some suggestions regarding gameplay balance when I get around to it.

    Currently using latest stable version from January, and I reckon these 2 bugs that I ran into right after loading my last save are also the only ones I remember from the last time I played:

    1. Sheriff Malloy walking with a limp (pointed out by somebody else in April) 
    2. Random encounter bounties putting their hands up after dispatching of the bounty hunters that had them hogtied.
      Repeated it 5 times, and the bounty ALWAYS puts his hands up. Sometimes he chats shit before getting untied, although unlike when he's pleading when being aimed at, these lines don't have subtitles, similar to other NPCs' chatter when affected by PDO.
      My settings for relevant variables that I can think of are "HogtyingDisarms = 1" and "Disarm[Fleeing/Attack/HandsUp/Cower]Chance = 30/40/30/0"
      I attached the savefile and my pdo settings if you want to recreate it. This particular encounter is South-East of Valentine, on the viaduct right above Citadel Rock on the map.

    SRDR30000 SRDR30000.bak PedDamageOverhaul.ini

    • Like 1
    IIrish

    Posted

    3 hours ago, Raphaco said:

    Loving this mod, essential as far as I'm concerned. 

     

    I have a question though, what are the LML optional behaviors? 

     

    It's the only LML mod I have going on. I'm worried LML may cause performance issues though. 

    The optional (Extended Features) files make peds writhe for longer in dismemberment and increase artery bleed chance.

     

    I use many LML mods and LST and I get random stutters during gameplay (and this is on a 12900K/32GB ram/3090 Ti). I don't think much can be done about it.

    Raphaco

    Posted

    Thank you for the reply IIrish. I'm new to modding, so it's been a complicated couple of weeks trying to get into it and understand the basics. And I'm almost illiterate when it comes to computer stuff lol.

     

    LML is essential to CERR and some functions from PDO, so I'll endure the occasional stuttering and keep playing as these mods alongside camp anywhere and survival mechanics took the whole game experience to another level. Having tons of fun and enjoying the immersion 

    • Like 1

    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...