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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
   (5 reviews)

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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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    Recommended Comments



    8 hours ago, Slasindg123 said:

    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.

     

    The setting for Arthurs health isnt working properly, unfortunately. Please use the NPC Damage Modifier to make NPCs deal more or less damage instead of changing Arthurs health (the effect should be the same).

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    7 hours ago, HughJanus said:

     

    The setting for Arthurs health isnt working properly, unfortunately. Please use the NPC Damage Modifier to make NPCs deal more or less damage instead of changing Arthurs health (the effect should be the same).

    Thank you for the info, I will give that a try and report back.

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    For those waiting for new versions to test.

    Here is the first beta (already some days old). We are currently tweaking values and getting rid of bugs, but it is feature complete.

    Have fun^^

    PedDamOv_v1.4b1.zip

    • Like 1
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    Generally I like this mod.

    Question: is there a chance wounded peds would get up again and flee or continue to fight? As for now I only experienced wounded peds moaning and moving on the ground and finally bleeding to death.

     

     

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    11 hours ago, Krokx said:

    Generally I like this mod.

    Question: is there a chance wounded peds would get up again and flee or continue to fight? As for now I only experienced wounded peds moaning and moving on the ground and finally bleeding to death.

     

     

     

    Depends on what you mean by "wounded".

    There is the knockdown feature which makes peds stay down for a while, but get back up again - so I guess thats what you want?

    If you dont want the actual wounded or dying states, just set their thresholds low - like this:

    NPCHealth = 300

    KnockbackThreshold = 290 (so the first shot can not knock an enemy back, but from the second one onwards, its possible)

    DyingThreshold = 40 (and other thresholds as low as well)

     

    Just an example, so the dying modes would only set in when at 40 health, so you have 250 health you can inflict to a ped while which he can be knocked down and get back up again.

     

    ...does that make sense?

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    Ok I got it. I changed the values you described in your last post. I wonder why by default you set dyingthreshold on 250. So if I understand right, when I inflict damage from 300 down to 249 the ped won't get up again? Is that not too soon? I set now to 180 lets see how this works out. Does every shot take away 10 damage only?

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    7 hours ago, Krokx said:

    Ok I got it. I changed the values you described in your last post. I wonder why by default you set dyingthreshold on 250. So if I understand right, when I inflict damage from 300 down to 249 the ped won't get up again? Is that not too soon? I set now to 180 lets see how this works out. Does every shot take away 10 damage only?

     

    The idea was that if you shot someone three times with a rifle (should be about 50 damage with the correct modifier), they would be downed, but not dead. The 250 health they have left create a ~2min bleedout phase, which would be appropriate, so we thought.

    But all the values will be rebalanced in v1.4 anyway, so feel free to play around with them.

    The damage one shot equals to, depends on the weapon itself and the modifiers you have set in your ini.

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    @fitfondue

    @HughJanus

     

    Alright i may have found another bug, but i'm not sure if it has been reported so here it is.

     

    On the mission "A Really Big Bastard"  with John, we're about to capture our target, when it's done and the npc is lasso-ed on the horse, the hands, including the lasso is ticking rapidly and the npc die shortly after that, i would say it's a minor glitch but it would be an issue if it happens with every lasso-ed npcs, i know it has something to do with the mod because once i disabled everything goes back to normal ! 

     

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    Hey @Maro, thanks for reporting the possible bug. Has the target been damaged? Is it possible that the NPC is bleeding out?

    What version are you playing with?

     

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    The very last version posted in this thread ! which is PedDamOv_v1.4b1 i believe. I'm going to run more test with npcs outside of this quest and best bet would be to include this npc aswel on the blacklistl. As for the bleeding, it could be possibe as Sadie knock out the target during a cutscene ! @HughJanus 

     

    PS: the npc name is marshall thurwell

    Edited by Maro
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    I just forgot to ask, any news about animations, sounds ? dismemberment features ? that could be possibly achieved via openIV @HughJanus I believe i can compile a good amount of good ideas for advanced features from users and myself in this thread. I'll also try on my side to tweak those dyingpush options and see which one fit for a most realistic behaviours

    Edited by Maro
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    @Maro

    I have taken a look at the files and searched for the combat animation names (so we can use them in the script), but unfortunately the combat animation names are still hashed in this version of OpenIV.

    Also we can currently not modify any game files with this version, so any changes in how dismemberment works or things like that, are not possible atm. We need to wait for the next version.

    Edited by HughJanus
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    Fair enough ! @HughJanus this mod is by far the most complete one i've seen yet from the rdr 2 mod community  already ! keep it up guys 🙂

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    1 hour ago, Maro said:

    Fair enough ! @HughJanus this mod is by far the most complete one i've seen yet from the rdr 2 mod community  already ! keep it up guys 🙂

     

    Thank you for the flowers 🙂

    It really makes me happy seeing people enjoy the same stuff that I enjoy.

    • Like 1
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    @HughJanus @fitfondue

     

     

    Alright, i may have found a critical issue, I'll link you a video here, but what happens is that it seems i got a drastic fps drop while facing the lawman under the mod behaviours effect. I aswell disabled it and get my fps back as normal, i think the video will be better to explain what was going on. this was the first time i've seen this before though. And i potentially suspect a trainer being the cause of it. but i'm not entirely sure, so here it is 

     

    PS : i couldn't post the file straight here, so i had to upload it on youtube. here's the link https://youtu.be/rsOQh0pv4M0

     

    as it is showcased in the video, the framedrop start at 0:15 when i was facing the lawman, i believe he was just under the horse

    Edited by Maro
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    I'm using Jedijosh trainer ! aswell as rage hook but use this particular for a time scale mod that requires it. i add the same issue with the bank robbery mod but it was a problem with lenny trainer. could it be possible i am facing the same issue here. @HughJanus

    Edited by Maro
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    However it seemed that the framedrop issue was fixed after disabling and enabling the ini again. So we can put this aside from now on i guess.

    Edited by Maro
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    28 minutes ago, Maro said:

    However it seemed that the framedrop issue was fixed after disabling and enabling the ini again. So we can put this aside from now on i guess.

     

    Hm, weird. Well, thanks for reporting.

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    10 hours ago, Maro said:

    However it seemed that the framedrop issue was fixed after disabling and enabling the ini again. So we can put this aside from now on i guess.

     

    I've been using JediJosh's trainer to test the mod since the beginning, so the trainer might not be the culprit. If it is, it seems that it happens very, very rarely. Let us know if it occurs again and thanks for reporting!

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    Hi Hugh, one thing that has really bothered me through my play through is the fact that shooting NPC's seems to throw them around, do you know if there is a way to change it so that bullets don't move NPC's as much (sort of like GTA 4, I have been nostalgia playing it)

    As always keep up the great work,

     

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