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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



    fitfondue

    Posted

    @HughJanus Incredible work! It's much better. I'm being able to test more thoroughly now. I already came across the first randomizer we DO need: whether the relative X push is positive or negative.

     

    Here's what I mean: if you set a relative X force push to, say, 40, it will always pull to the right of the character. So if a character ends up lying down on their right side, the force push will push them towards the ground, and that comes into conflict with the Z-force that is being used to get the character to rise from the ground and roll. Therefore, they get stuck.

     

    The relative x-force only has one use: making sure a character has SOME lateral movement so they can't get stuck in an "unrollable" position. But if the x-force always pulls to the same side, characters will still get stuck.

     

    If the code is able to randomize between, say, 40 and -40, the NPC will sometimes be pulled to their left, and sometimes to their right, therefore guaranteeing that they will, at some point, end up in a new position. A 50% chance to either side is fine. It doesn't look bad when the NPC is pushed towards the ground; they just tense up in a way that looks okay. As long as they eventually pull to their other side, it won't be an issue.

     

    A few extra details:

    - The randomizer's decision should be the same for all the bones, which is to say, if it decides that a X push should be negative, then it should be negative to all the bones. The reason for this is to avoid one bone pushing to the left while another pushes to the right.

     

    - The randomizer should affect the X force push of all the bones. The value of the push is always the one set in the .ini and the only thing that changes is whether it's positive or negative (in the .ini, the value is always set to positive. The decision to make it negative happens in the code).

     

    - No changes to the .ini are necessary. It doesn't have to be configurable. It can always affect all the bones and it can always operate on a 50/50 chance.

     

    I should point out that negative values don't work in the .ini, so I wasn't able to test any pushes to the left. Can this be done in the code?

     

    One other thing we'll need, but that's for later: the code will have to check whether the NPC is currently at rest, to make sure that the force push won't trigger while they are already moving. If the force push triggers while they are moving, the forces are magnified and the NPC visibly "hovers". So the dying force pushes should trigger only if the character is detected to be reasonably at rest (I think checking a spine bone should be enough because the extremities aren't as important). As I said, though, that's something to worry about later.

     

    As for the timescale values, I don't know how to access them in code, but I know they can be accessed because they're a common feature with trainers. However, there's no hurry, we can find that one later. It's a very minor bug that's not affecting the tests. 🙂

    • Like 1
    fitfondue

    Posted (edited)

    @HughJanus In case you're wondering how it looks so far, I posted a video below. It's still a bit too floaty (I'm overusing x-pushes to the calves and the z-push is still a bit aggressive) but as you can see, I can always get the character to roll to a new position until they end up lying on their right side. At that point, they get stuck and I need to unceremoniously push them into a new position. In fact, at one point in the video Arthur angrily yells "MOVE!", which was unexpectedly appropriate.

     

    EDIT: At the very end you see the character get stuck while their right side is facing up. That is because their limbs ended up splayed in various positions, and the X-push is affecting the limbs (the spine is always affected by a Z-push only). I'll figure out how to avoid that later on. 😄

     

     

    Edited by fitfondue
    • Like 1
    Yutsuko

    Posted

    idk why but i was fist fighting one guy for like 20 seconds and he killed me. like he had god mode or something 

    fitfondue

    Posted

    16 hours ago, Yutsuko said:

    idk why but i was fist fighting one guy for like 20 seconds and he killed me. like he had god mode or something 

     

    I actually realized that yesterday. It was caused by some of the damage modifiers in the .ini being set to 0. That wasn't supposed to deactivate damage, it's supposed to leave the damage at the vanilla game's default values. However, some of the modifiers are actually deactivating damage for some reason. Setting all these modifiers to 100 fixed it.

     

    @HughJanus I've attached a hotfix below. I downloaded the mod from Nexus and changed those values (and ONLY those values) in the .ini. I recommend publishing this as a hotfix, both here and on Nexus.

    The 1.3 version that is currently published makes some missions quite difficult to beat, especially the Strauss missions which require a lot of melee. You can still beat them because some melee moves are hardcoded to knock out NPCs regardless of health, but it can take a full five minutes of fighting to pull that off. Also, for some reason, knocked out NPCs die shortly after being knocked out, and if the NPC is important this can lead to a "mission failed". Fortunately, changing the .ini values seemed to fix both problems.

    As for other mission bugs: I haven't encountered any. All the features work perfectly, and the game sometimes overrides the .ini with mission scripting (for instance, making an NPC die in one shot for design reasons). So far, pretty much every mission in chapter 2 is playable with the mod. The only potential problem is pacing, because the dying state can delay the progression of the mission. However, the bleed-out feature ensures that the mission will eventually progress. Plus, your allies keep shooting and killing enemies in the dying state.

    Ped Damage Overhaul 1.3 HOTFIX.zip

    • Like 1
    MoonShade

    Posted (edited)

    I may have found a problem with the mod. With the mission where you find the brother of your x girlfriend at the turtle cult camp  "We Loved Once and True-II". Once you chase him down and you stop him from shooting himself by shooting his gun out off his hand, instead of him getting on your horse, he just runs off. Can't seem to lasso him either. Probably have to redo the mission checkpoint with the mod disabled, I'm thinking. I'm using the realistic hotfix 1.3 version.

     

    Thanks for your valuable time and fine service on the mod btw!!! Looking forward to what the modding community can do with this game!

     

    This website the best place to provide more direct feedback, other than Nexus?

     

    EDIT 1: I disabled the mod, went in other direction till the mission failed, restarted checkpoint and he got on my horse, and then enabled the mod. Same as what I did for the Struss missions that required the fist fights, Not a big deal.    

    Edited by MoonShade
    • Like 2
    fitfondue

    Posted

    @MoonShade That's weird, that disarming bug didn't happen for me when I was playing that mission with the mod active. Probably got lucky with the dice roll. And yes, this is the best place to provide direct feedback, so feel free to point out any issues. 🙂

     

    @HughJanus You may want to add CS_JAMIE to the list of NPCs that this mod isn't supposed to affect.

    • Like 1
    Jim Jam Banana Slam

    Posted

    I haven't tried the hotfix but Jules and Bronte both died randomly in missions the other day, so might want to add them to the exceptions as well.

    Frizio

    Posted

    For increased realism, regarding the dying push feature I suggest to add more pain cues if possible and to play them when the force is applied on the ragdoll.

    AnymYo

    Posted (edited)

    @HughJanus @fitfondue
    Thank you very much for that great Mod! Both of you! Ive been waiting for something like that for a long time... the last games Rockstar was caring about such details was GTA4, RDR1 and MP3... In my Opinion they ruined GTA5 completely according to shooting mechanics, Euphoria ragdoll and behavior.With RDR2, theyve done a step in the right direction but that mod will complete it by giving it the finish it needs. That .ini file is very good to create own configurations, thanks for that. Unfortunately im not familiar with C++ scripting and ASI files... I modified the euphoria behavior in GTA5 by my self a little bit but thats it and in RDR2 its not possible yet (as far as i know).
    I have some Ideas wich may fit good to the mod, but im not sure if its possible to realize it yet.

    My Ideas:


    - More movement for NPCs wich are laying on the ground.
      (That "Movement on the ground behavior" like rolling or legs movement could be triggered by a chance (like stumbling/falling down in the current 1.3 version) so it wouldnt be applied on every NPC and adds a more dynamic feeling to shootouts. Also the "Injured behavior" wich we can see a few seconds before a NPC dies could be used for this. That behavior could be also randomly applied on fire survivors)


    - Bullet reactions for NPCs wich are laying on the ground.
      (If they are on the ground and you shoot them, its like they dont care to get shot... only the final shot wich sets the health to 0 and let them die causing a reaction. Maybe its possilbe to cause a reaction to every bullet like holding/touching the wound with the hand)


    - Slower movement/running or limp animation when shot in a leg or both legs.
      (The random fall down wich is caused from leg injuries is such a great thing that i was wondering why it wasnt implemented in the game from the beginning! Sometimes NPCs are     running so fast after they got shot in both legs that i think there is nothing wrong with their legs until i see that they are falling down. Maybe the limp animation would be fit better and   they are forced to ragdoll on the ground for a minimum of 4 seconds before they get up and run again)


    - Reduced knock back force for bullets
     (Sometimes i shoot for example 5 bullets on an NPC and the first 4 dont affect the body while the NPC is in Ragdoll mode but the 5 bullet applies overpowered force to the body and throws the body away like the NPC was hit by a bus or something like that. I think this happens to get the NPC to the ground faster and to avoid long balancing everytime. Maybe its better to let the NPC randomly collapse while he is in ragdoll mode to prevent recurrently long balancing everytime.)




    In my Opinion it's the best mod for RDR2 for now! 11/10 😁
    Keep up the great work!

     

    Edited by AnymYo
    • Like 1
    steeljacket488

    Posted

    This mod is great is my new go to mod as Hardcore Mod is no longer working and this can do some of the same things plus more. As your fixing things and adding new features, if you could make it to ware your player cores dont regen on death, have them drain completely this will make using consumables more of a necessity. Also lower stamina and health regen rates again putting more need on cooked foods and elixirs. Thanks for your work on this.  

    • Like 1
    Maro

    Posted (edited)

    @HughJanus @fitfondue 

     

    Hey ! Great improvement so far on the mod. Did you guys heard OpenIV has been released with rdr 2 support just yesterday ?Maybe you guys will finally be able to do greater things with it for the mod. Aka more behaviors, animations, dismemberment mechanic etc etc. Can't wait to see ! 

    Edited by Maro
    • Like 1
    Jax765

    Posted

    Are you able to add stuff like npcs using grabs/tackles when fighting? Some enemies during gunfights will sprint and tackle you, wondering if that same AI could be applied during fistfights with normal npcs, as they don't really make use of the full moveset.

    fitfondue

    Posted

    We're keeping track of all suggestions, folks, keep them coming. Currently the mod is halted due to time-consuming real-life stuff, but we plan to go back to it soon. OpenIV adding RDR2 support is amazing news and something we'd been hoping for.

    Frizio

    Posted (edited)

    I've found a strange bug using v1.4a8. I'll attach a short video to show you what I mean. To reproduce it you just need  to shoot few shots on a random civilian and what you see in the video will happen quite often (or at least for me). Sometimes they flee,sometimes they stand still or do some strange animations like the one you see here.

     

    The problem is that  the bugged npc "becomes" a lawman (you can see that from the minimap too) and the player instantly gets the wanted status since the game recognizes the npc as a lawman witness. When I decided to record it, strangely I didn't get wanted but this is still a consistent problem as you can see.

     

    I've played a lot with the never wanted option so I've just noticed this bug recently.

     

    Obv, this is game-breaking because it makes the witness/wanted system completely useless when the bug occurs.

     

     

    I'll try to replace my version with the 1.3 HOTFIX one and if the bug is still there, I'll update this post.

     

     

    EDIT: bug still occurring with 1.3 HOTFIX, this is probably related to a specific feature but I don't really know which one since this seems to happen very randomly.

     

    Edited by Frizio
    AnymYo

    Posted (edited)

    @fitfondue @HughJanus

    Unfortunately, there is no .rpf archive manipulation/modification/import function in OpenIV 4.0 available for now. But it was easy to locate the euphoria behavior files. For example the "Injured on the ground" behavior (wich i mentioned in my comment  before) is located and configured with serveral vailures in:

    "RDR2-Main Folder\data_0.rpf\data\tune\physicstasks.ymt"
    <Item type="CTaskNMInjuredOnGround__Tunables">

    But there are also some other interesting files in wich we can find mechanics and configurations.
    For example:

    RDR2-Main Folder\data_0.rpf\data\tune\combattasks.ymt
    RDR2-Main Folder\data_0.rpf\data\tune\weapontasks.ymt
    RDR2-Main Folder\common_0.rpf\data\demage\dismemberment.meta
    RDR2-Main Folder\common_0.rpf\data\naturalmotion\*.xml



    Maybe that helps you to get access to more features wich could be invoked via script for the mod.

    Edited by AnymYo
    • Like 1
    Jim Jam Banana Slam

    Posted (edited)

    @Frizio I've been playing with 1.3 hotfix and I'm not getting that bug. It's triggered by just shooting civilians you say?

    Edited by Jim Jam Banana Slam
    fitfondue

    Posted

    @Frizio That's weird. I'll try to reproduce that bug in the next build. Thanks for reporting!

    @AnymYo Thanks so much for finding those values! We'll see if they can be used in scripting. 🙂

    • Like 1
    Rodolph der Hase

    Posted

    I dont know if i did smth wrong but if i press F9 it says disabled. That`s fine.

    But the second time it says"PedDAmageOverhaul ENABLED ini file not found"

    You just have to de zip it and it works right?

     

    I already have downloadaed as told this http://www.dev-c.com/rdr2/scripthookrdr2/

     

    You can also see what files i have downloaded if this helps.

    Script hookRDR2 not zip

     

    Any Ideas ?

     

    Btw sorry that my english is very broken...

    PedDamageOverhaul.asi PedDamageOverhaul.ini PedDamageOverhaul.asi PedDamageOverhaul.ini ScriptHookRDR2_1.0.1232.17.zip

    AnymYo

    Posted

    @Rodolph der Hase

    Only put all the files from the "bin" folder of ScriptHook into your RDR2 main directory + the two files from the mod.
    Ive attached a screenshot where you can see how it should look in your RDR2 main directory.
    1. Files from the "bin" folder of ScriptHook
    2. Mod files

    In German:
    Habe einen Screenshot angehangen, wie es im RDR2 Hauptverzeichnis aussehen sollte.
    1. Sind alle Dateien aus dem "bin" Ordner von ScriptHook.
    2. Sind die Dateien aus dem Mod-Archiv.
    Sieht das so bei dir genau so aus?

     

    RDR2.PNG

    • Like 1
    Jim Jam Banana Slam

    Posted (edited)

    @fitfondue A couple more bugs if you aren't aware of them yet:

     

    With NPCs on horseback, if you shoot their horse, the NPC will sometimes not get back up, they'll just lay there until you shoot them and then they will stand. I thought it was due to the fall damage setting but it doesn't seem to make a difference what it's set at.

     

    I assume it's to do with the NPCs dying when knocked out bug, but any time you stow an NPC on a horse or carry them, they tend to die. So the mission at the beginning with Rev. Swanson, the one where Jules gets his leg bit by the alligator, Bronte getting knocked out, and all the bounty hunter missions are affected. I also noticed that the random event with the people getting bit by snakes, they tend to just drop dead as well, virtually any time someone is injured or knocked out. I have the BleedWhenDying on and I think that might be the cause but I haven't had time to check yet.

    Edited by Jim Jam Banana Slam
    • Like 1
    Rodolph der Hase

    Posted

    @AnymYo

     

    Thanks now it works

     

    I didnt knew that u may not have "Realistic 1.31" and "Standard 1.31" at the same time in the RDR File. I thought u could swap between "Realistic" and "Standard" in game due to a keybind or smth like that

    • Like 1
    HughJanus

    Posted

    Thanks for your input, guys. Unfortunately our private lives have gotten a little stressier over the past month, so we dont have that much time for the mod at the moment - but behind the scenes we keep testing stuff (just not spending as much time on it as we did before), so dont worry :)

    • Like 1
    Jim Jam Banana Slam

    Posted

    @HughJanus No worries! Another bug, Jamie needs to be added to the exceptions as well because shooting the gun out of his hand in the mission makes him run from you 😄

    HughJanus

    Posted

    So here is a new alpha version in which Jamie is excluded, there is an option to only disarm someone if you hogtie them and there is some "advanced" dying movement. We have implemented three stages of being downed now - before there was only the dying threshold, under which the NPC just didnt move (except their head, looking around, making faces and maybe their hands a little) - now there is the dyingmovement state 1 (DyingMovementThreshold), the dyingmovement state 2 (DyingMovementThreshold2) and the disabled state (DyingThreshold, same as before).

    Example for the health:

    NPCHealt = 200

    DyingMovementThreshold = 150

    DyingMovementThreshold2 = 100

    DyingThreshold = 50

     

    They should have their values in this order, because the first state has somewhat agile movement on the ground (rolling around, twitching strongly, etc.), the second state has less movement (just a little twitch or spasm here and there or some light leg kicking) and the DyingState is the same as before (NPC only looking around, now also making more pain noises).

     

    You can tinker with all the values - if you figure out a good combination, please share it with us.

    This version is just a raw configuration of the new values.

    PedDamOv_v1.4a11.zip

    • Like 1
    Slasindg123

    Posted

    Hello, I like using this mod but I was just having problems, I have tried editing certain things in the Config file to adjust Arthur's health but he is always invincible when I active the mod, I don't know what to edit in the Config file and I want to play this mod without the character being invincible, and I was just wondering how I am supposed to fix this.

     

    Also, I have multiple mods that are not to the culprit of the invincibility, because whenever I active the mod the character becomes invincible.


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