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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



    Entreped

    Posted (edited)

    👍

    Edited by Entreped
    Pubicles5280

    Posted

    I keep getting the message ini not found when pressing f9, used LML to download and activate standard version

     

    Gunter Severloh

    Posted

    On 10/5/2022 at 7:51 AM, Pubicles5280 said:

    ini not found

    Because the

    PedDamageOverhaul.asi

    and

    PedDamageOverhaul.ini

    has to be in the main directory of the game

    which would be here C:\SteamLibrary\steamapps\common\Red Dead Redemption 2

    • Like 1
    HughJanus

    Posted

    On 10/5/2022 at 2:51 PM, Pubicles5280 said:

    I keep getting the message ini not found when pressing f9, used LML to download and activate standard version

     

    What @Gunter Severloh said. Dont install PDO with mod managers.

    TitchyTR

    Posted (edited)

    If possible could someone send me a good ini file, I've been messing about with the mod for awhile with "meh" results, so if anyone could send one that would help alot!

    Edited by TitchyTR
    HughJanus

    Posted

    On 9/29/2022 at 7:45 AM, ChristianW. said:

    It would be nice if others could verify too, but for me the behavior still occurred 

    Could you try again with this build? (same ini as you are currently using)

    Sorry for the delay.

    EuphoriaModInstalled has to be set to 1 (the implemented fix is only working if the setting is 1...if its working at all, that is 😄).

    PedDamageOverhaul.asi

    • Like 1
    jshock12324

    Posted

    Hey,do you have any suggestions on what i could change in the ini file to make npcs stumble more? If so please let me know, would be much appreciated.

     

    HughJanus

    Posted

    On 10/30/2022 at 3:36 PM, jshock12324 said:

    Hey,do you have any suggestions on what i could change in the ini file to make npcs stumble more? If so please let me know, would be much appreciated.

     

    Search for "stumbl" in the ini and you should find a min and max stumbling time. Set those as you prefer.

    ChristianW.

    Posted

    On 10/30/2022 at 1:15 AM, HughJanus said:

    Could you try again with this build? (same ini as you are currently using)

    Sorry for the delay.

    EuphoriaModInstalled has to be set to 1 (the implemented fix is only working if the setting is 1...if its working at all, that is 😄).

    PedDamageOverhaul.asi 302 kB · 14 downloads

    I dunno what you did but you fixed ♥ 

    ChristianW.

    Posted (edited)

    @HughJanus

     

    I tried to missions and it didn't appear to be working the DisableLongerBleedoutInMissions, they still on the ground bleeding .

     

    Edit* I disabled bleeding only from the torso and that fixed the problem.

    Edited by ChristianW.
    akirabelike

    Posted

    Hey! I'm an extreme fan of this mod, and I left this comment on the Nexus page for this mod? To which I was directed by I guess the guy over there to talk to you here! Here's the original comment:

    It's not very realistic maybe but for added depth could you add a stat or maybe a chance-based outcome where an NPC whom enters dying state, can recover? 

    An example would be: An NPC (javier) gets shot in the stomach, and goes down, into the dying state. Most players use this mod to change health values as well because npcs seem like bullet sponges, but what if upon entering the dying state, there was a % chance this NPC would enter a sort of, "recovering state"? There's no difference between these two stages if at all, but if the NPC is able to recover uninterrupted (ex. arthur is distracted by other npcs) this NPC could get up! Maybe using injured animations? And the player can tweak how often the NPCs enter recovering stages, at what HP they would enter it and fall over, and how much hp/second said npc can recover! I think it would add a lot of cinema and depth to combat, and for players who don't like this/don't view it as realistic, they can disable it! 

     

    An extra bit of depth could be the ability to adjust what health threshold the NPC begins to regenerate at (for example, dying state 1 = below 65 health, dying state 2 = 35 health, if the NPC lands anywhere between these two health parameters, they will proc an *also* adjustable percentage chance towards entering "recovery" stages. Then it can be something or other like, "NPC Health = above 75, able to get up, will enter animations x" etc. There can also be an adjustable limit to how many times an NPC will be able to enter this stage before skipping to dying state 3 or just immediately dying. 

    If you want to go even further in depth, perhaps an NPC will crawl (using the animation the player or NPCs make when ragdolled under things they can't walk out from under normally) to safety, or away from the player if in a horrific state? 

    I know this is a huge ask but oh my gosh, this would be absolutely everything I've been looking for and icing on the cake! You don't have to do it exactly as I have written it because I know these things are tough to do but I believe it would be revolutionary and add spice aside from a gameplay standpoint, instead of an NPC going down and staying down, yknow? Imagine, you're in a tough gunfight, and unbeknownst to you an NPC who was shot, but not fatally, crawls away as you deal with his friends. He slowly makes his way to his feet, regaining strength, and right as you turn your back, he stands and shoots once more! 

    Please consider! I've been playing with your mod on and off for the longest!

    HughJanus

    Posted

    On 11/7/2022 at 6:35 PM, ChristianW. said:

    @HughJanus

     

    I tried to missions and it didn't appear to be working the DisableLongerBleedoutInMissions, they still on the ground bleeding .

     

    Edit* I disabled bleeding only from the torso and that fixed the problem.

    They will still be bleeding, but with the normal bleeding values and not the longer bleeding ones.

    Bottz

    Posted

    Why was the animation of vanilla bleeding out deleted from this mod? (Instead, peds walk indefinitely and suddenly fall down dead when bleeding from the artery)

    Is there any way to get it back by any setting from the INIs? I would really appreciate any feedback, I've been searching for a solution for the past few days.

    noab guy

    Posted

    great mod!! the new behaviors really add to the immersion of gunfights. only problem is, if im being honest, im pretty new to modding in this game and all the configuration options in the .ini are a bit overwhelming, not really sure where to begin. ideally id just like the cattleman revolver, as a baseline, to knock down npcs in one shot most of the time, and kill them within 2 or 3. i can figure this out on my own given enough time but if anybody already plays the mod this way and wouldn't mind sharing their .ini, it would be much appreciated 🙂

     

    as a sidenote i've tried multiple versions of the mod and the PlayerInvincibility setting never seems to work when i enable it, any ideas why? and is it possible to bind this setting to an F key in game?

    noab guy

    Posted

    update: i've got some good settings figured out, only problem is with vehicles. i've tried the NPCsInVehicles setting in the ini, but it seems like it's not being implemented correctly, or maybe i don't understand how it should work? for example i set it to 15, NPCs in vehicles would go down in 3 shots, then i set it to 5, and it would take 6 shots. everything else in the ini is working fine. am i doing something wrong?

    whoreallycares

    Posted

    I'm using the overhaul version and I have to keep eating cause I get shot a lot but now my Arthur is pretty tubby. He's become a whale of a man and should be charged for animal cruelty any time he gets on a horse. 

     

    How do I keep him slim and trim and his cores filled at the same time?

    Memento Mori

    Posted

    The beta is so broken, i had to go and find the old one. With the new when you shoot them they just lay there and moan, same if you shot them in the leg which would result in their death. 

    teccbirb

    Posted

    I have an issue installing the mod, maybe I'm still doing something wrong here but I've tried installing with just the asi, and ini file into the main directory, as well as the contents for the scripthook.. it always says "ini not found"

    noab guy

    Posted

    The asi and ini both go into the main directory (Red Dead Redemption 2), the folder labeled with whatever version you're using (ex. mine is PDO v2.0 Extended Features) should go in your lml folder

    teccbirb

    Posted (edited)

    2 hours ago, noab guy said:

    The asi and ini both go into the main directory (Red Dead Redemption 2), the folder labeled with whatever version you're using (ex. mine is PDO v2.0 Extended Features) should go in your lml folder

    I feel like I've done exactly this.. but it still says "ini not found".. it seems the other features work such as friendly fire and longer bleed outs, just the ini won't work!

    Edited by teccbirb
    teccbirb

    Posted

    3 hours ago, noab guy said:

    The asi and ini both go into the main directory (Red Dead Redemption 2), the folder labeled with whatever version you're using (ex. mine is PDO v2.0 Extended Features) should go in your lml folder

    Which version or beta are you using?

    noab guy

    Posted

    after checking it looks like im using the extended version of v2.0 beta 3, which i believe should be the one you get from the download link on the main page. speaking of which, did you download the mod with lml? because i've heard that can cause issues with this mod and i've never gotten it to work with any mod honestly

    black0cs

    Posted

    Any values for slower core depleation? I tried lowering both the coredepleation amount and the time to higher/lower and yet the cores just drain a bit too fast whatever the value.

    JetstreamWolf

    Posted

    how does modeffectrange work? does it pick the closest npcs to you? and is there a range limit on what npcs mod affects? like does this mod affect npcs on other side of the map if i were to increase modeffectrange to a absurd number


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