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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



    Wicker

    Posted (edited)

    4 hours ago, HughJanus said:

    @Wicker Can't say that I have. Will take a look at it on the weekend. How would I be able to reproduce the behavior?

    @ChristianW. Youre supposed to only activate one (I think its in the ini description :D). Use only ShowNPCHealth, please.

    Hmmm. Well npcs just randomly drop weapons that are partially invisible (I believe in all cases they're normal quality weapons instead of worn, and leave weapon icons on the minimap) when they die (being disarmed or not doesn't matter), so just kill a bunch of people and see if you notice that happen I guess. Sorry I can't really offer any more insight. Thank you for looking into it.

     

    Edit: I should also mention that the INI setting that disables disarming is working, I can't disarm lawmen of their handguns, it only occurs with them once they're dead. 

     

    Edited by Wicker
    HughJanus

    Posted

    @Wicker Ah, you mean the dropping of weapon when transitioning into DyingStates. Yes, thats a thing. Otherwise they would hold their guns and cock/release them randomly (without them firing). Very weird.

    You want an option to bring that back?

    Wicker

    Posted (edited)

    50 minutes ago, HughJanus said:

    @Wicker Ah, you mean the dropping of weapon when transitioning into DyingStates. Yes, thats a thing. Otherwise they would hold their guns and cock/release them randomly (without them firing). Very weird.

    You want an option to bring that back?

    Well ideally I'd like an option to disable all changes to how dropping weapons works and disarming entirely, so none of this happens. Is that not possible?

    Edited by Wicker
    HughJanus

    Posted

    @Wicker Currently not, no. But I can implement something. Don't know if I have that much time this weekend, though.

    Wicker

    Posted

    48 minutes ago, HughJanus said:

    @Wicker Currently not, no. But I can implement something. Don't know if I have that much time this weekend, though.

    It'd be much appreciated. Thank you for taking the time to consider my issue and reply to me😊

    ChristianW.

    Posted (edited)

    21 hours ago, HughJanus said:

    @ChristianW. Thanks for the videos. Could you try lowering the ZValueForHeadBone ini parameter?

    The dying state only keeps npcs down (in the euphoria compatible version) if they are "not standing". Standing is defined the following way:

    • x is the position of the ground directly under the NPCs head
    • y is the value from the ini
    • if the head of the NPC is lower than "x + y", then the NPC is not standing

    If you lower the value, the NPCs should not sack down when crouching.

    The same behavior happened, I tried those values for ZValueForHeadBone:160,60,10,1,0.... and the same thing happens in the same way.

    Edited by ChristianW.
    HughJanus

    Posted

    9 hours ago, ChristianW. said:

    The same behavior happened, I tried those values for ZValueForHeadBone:160,60,10,1,0.... and the same thing happens in the same way.

    Mh, then thats a bug. Gotta take a look at it.

    Wicker

    Posted

    @HughJanusIs there any hope of being able to fix the partially invisible gun thing? Or is it just a complete mystery? 

    HughJanus

    Posted

    @Wicker We use a native function to drop the currently equipped ped weapon. We dont do anything special, so I dont really know why this happens.

    Of course, we could implement our own "force npc to drop gun" function in which we might get to the root of the problem, but since its no major flaw, we have always decided to use our time for new stuff or fixes for critical bugs.

    ChristianW.

    Posted

    13 hours ago, HughJanus said:

    Hey, I tested and still happened, But I noticed A few more things, the npc's were bleeding But I had disable the BleedWhenShot, I checked and it was set to 0, then the other value the BleedingChanceShot has his own value 21 right? and i again put 0, and the bleeding stopped but the same behavior still happened, I changed the value BleedWhenDying to 0 and the same thing, and only when I set all the DyingMovementThreshold's to 0 the behavior stopped, then I changed everything to vanilla and only put 0 to all the DyingMovementThreshold values and the same bahavior occured, why? ins't that weird? I thought at the end that was the DyingMovementThreshold that was the culprit but it only "worked" when setting him and I guess the BleedingChanceShot and BleedWhenShot to 0 too. So yeah, I'm confused

    Wicker

    Posted

    On 8/31/2022 at 3:41 AM, HughJanus said:

    @Wicker here you go. was easier than i though (if it works). the new ini value is below the disarming one.

    PedDamageOverhaul.ini 33.96 kB · 2 downloads PedDamageOverhaul.asi 311 kB · 2 downloads

     

    Hello again. For some reason this version is causing part of the ini to appear and flicker on screen. It's the same sort of text that appears when you hit f9 to enable or disable the mod. 

    "NPC health: 0 

    Last damaged bone: 14411

    etc, etc" It continues for a few more lines. 

    HughJanus

    Posted

    @ChristianW. Weird indeed. Since the quick fix didnt cut it, I will have to take a proper look at it. Dont know when, though.

     

    @Wicker Just use your old ini and add the new parameter to it.

    • Like 2
    ChristianW.

    Posted

    12 hours ago, HughJanus said:

    @ChristianW. Weird indeed. Since the quick fix didnt cut it, I will have to take a proper look at it. Dont know when, though.

     

    @Wicker Just use your old ini and add the new parameter to it.

    Hey, i noticed something testing older versions, It's not the .asi it's something in the .ini I was going back until a version that worked and I changed the .ini to this newest version and the behavior occurred, I will compare both and make some tests 

    HughJanus

    Posted

    On 9/2/2022 at 3:00 AM, ChristianW. said:

    Hey, i noticed something testing older versions, It's not the .asi it's something in the .ini I was going back until a version that worked and I changed the .ini to this newest version and the behavior occurred, I will compare both and make some tests 

    Did your tests already bear some fruit?

    ChristianW.

    Posted

    @HughJanus Sadly no, the only fix that I found useful was just leaving to 0 the EuphoriaModInstalled, it seems to work either way, they bleed more as you said that the addon would do, and the c.e.r.r seems to be active too.

    ChristianW.

    Posted

    @HughJanusHey It's possible to make the enemies bleed faster in missions to prevent an friendly npc trying to shoot a downed enemy behind a rock, that looks kinda odd, I like the longer bleeding but in missions that can be weird sometimes 

    HughJanus

    Posted

    @ChristianW. I will have to take a proper look at the problem, but I currently cant because Im unable to download the new script hook version.

    And yes, it needs some coding but what you asked (turning off longer bleeding in missions) is possible.

    • Like 1
    HughJanus

    Posted

    I just wanted to check the currently open bugs out (have not reproduced them myself, yet):

    • Case 1
      • Input: ExcludeOtherStoryNPCs = 0, OtherStoryNPCHealthMin = 0, OtherStoryNPCHealthMax = 0
      • Expected Outcome: "other story NPCs" should have their vanilla health, yet be affected by PDO
      • Reported Outcome: Valentine Sheriff is dead on arrival of the player
    • Case 2
      • Input: EuphoriaModInstalled = 1
      • Expected Outcome: NPCs should not stumble when under the DyingMovementThreshold, but stay down when on the ground (for whatever reason)
      • Reported Outcome: NPCs who duck into cover and are under the DyingMovementThreshold collapse and go into Dying State

    Unfortunately, my game throws the FFFFFF error and I have not been able to fix it.

    Since Im out of time for today, I blindly coded the "disable longer bleedouts in missions" (@ChristianW.).

    If anyone (except the guys who reported the bugs) is able to reproduce any of the two cases described above, please let me know.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    MattyReady

    Posted

    @HughJanus

    Hey mate. Is there a way to disable Bleedouts through PDO? By that I mean the animation of NPC's sort of holding their wound and walking away while bleeding.

    I ask because I've been making Edits to a Euphoria Mod I'm using and I'm loving the results but every NPC is bleeding out. So I was just wondering if PDO Has an Option to disable it?

    Thanks! 

    HughJanus

    Posted

    @MattyReady Not via the ini, no. But you can uninstall the PDO extra features (LML), which increase the chance of bleeding.

    Furthermore you could use the file from the PDO extra feature and compare it (e.g. with notepad++) to the vanilla game file -> this way you can learn which values to change in order to lower the chance of bleeding.


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