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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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  • User Feedback

    Recommended Comments



    2 hours ago, k1ng.j3w said:

    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,

     

     

    There is :)

    Set the value DyingPushChance to 0.

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    So can anyone help me im trying to configure it so everytime i shoot someone they start to bleed so can someone help?

    Edited by Drokmar
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    So can anyone help me im trying to configure it so everytime i shoot someone they start to bleed so can someone help?

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    3 hours ago, Drokmar said:

    So can anyone help me im trying to configure it so everytime i shoot someone they start to bleed so can someone help?

     

    Enable the ini value BleedWhenShot by setting it to 1.

    You can edit the chance of bleeding with the value below. The number of deducted health points is taken from the BleedingValue parameter.

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    3 minutes ago, HughJanus said:

     

    Enable the ini value BleedWhenShot by setting it to 1.

    You can edit the chance of bleeding with the value below. The number of deducted health points is taken from the BleedingValue parameter.

    8 hours ago, Drokmar said:

    So can anyone help me im trying to configure it so everytime i shoot someone they start to bleed so can someone help?

    ;BleedWhenDying can be set to either 1 or 0, if set to 1 an NPC will continuously lose health when under the KnockbackThreshold
    BleedWhenShot = 1

    ;BleedingChanceDying is the "percentage" chance of bleeding per script iteration (= every ~millisecond) when NPC is under the KnockbackThreshold (values: integers between 0 and 1000 (so it can be tweaked more precisely => so a value of 30 would equal 3%))
    BleedingChanceShot = 1000

     

    So i have that but every time i hit someone its not 100% to make them bleed more like 25%

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    3 hours ago, Drokmar said:

    ;BleedWhenDying can be set to either 1 or 0, if set to 1 an NPC will continuously lose health when under the KnockbackThreshold
    BleedWhenShot = 1

    ;BleedingChanceDying is the "percentage" chance of bleeding per script iteration (= every ~millisecond) when NPC is under the KnockbackThreshold (values: integers between 0 and 1000 (so it can be tweaked more precisely => so a value of 30 would equal 3%))
    BleedingChanceShot = 1000

     

    So i have that but every time i hit someone its not 100% to make them bleed more like 25%

     

    How did you test it?

    The code works like this: if the NPCs health is under the knockbackthreshold and above the dyingthreshold, there is the chance of BleedingChanceShot that BleedingValue is deducted from that NPCs health.

    So to properly test it you should set the BleedingValue extremely high, so bleeding will instantly kill an NPC.

    It should work, though. We tested the feature.

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    10 hours ago, HughJanus said:

     

    How did you test it?

    The code works like this: if the NPCs health is under the knockbackthreshold and above the dyingthreshold, there is the chance of BleedingChanceShot that BleedingValue is deducted from that NPCs health.

    So to properly test it you should set the BleedingValue extremely high, so bleeding will instantly kill an NPC.

    It should work, though. We tested the feature.

    It's hard to explain but idk im trying to do what you are saying so yeah i have what you said so everytime i shoot someone they should start to bleed correct? cause it doesnt work for me

     

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    10 hours ago, HughJanus said:

     

    How did you test it?

    The code works like this: if the NPCs health is under the knockbackthreshold and above the dyingthreshold, there is the chance of BleedingChanceShot that BleedingValue is deducted from that NPCs health.

    So to properly test it you should set the BleedingValue extremely high, so bleeding will instantly kill an NPC.

    It should work, though. We tested the feature.

    Oh i think i get what your saying like i actually want them to get shot and see the blood pouring out like when you get the red cross hair thats what i want everytime i shoot someone 

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    On 3/5/2020 at 1:05 AM, steeljacket488 said:

    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.  

     

    Please, we need drain the cores, so that it makes sense to go to the store to buy food

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    Please, we need drain the cores, so that it makes sense to go to the store to buy food

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    10 hours ago, Drokmar said:

    Oh i think i get what your saying like i actually want them to get shot and see the blood pouring out like when you get the red cross hair thats what i want everytime i shoot someone 

     

    Oh, you want them to visually bleed - thats not possible at the moment (at least not with this mod).

     

     

    4 hours ago, mache82 said:

    Please, we need drain the cores, so that it makes sense to go to the store to buy food

     

    We have that on our agenda. It should be possible already with the natives we found in the database.

     

    Edit: I have attached our current testing build. You can enable and configure the depletion of the cores in the ini. Be aware that some ini settings are turned on or off for testing (e.g. invincibility is turned on).

     

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
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    Thanks friend. Can these files load and start playing? or should I wait for the new update to be released. Sorry for my English
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    I can second what mache82 said having all cores drain on death does make food and consumables more of a must have Hardcore Difficulty may it R.I.P did this and some of what this mod does as far as damage increase, but I loved it for the core drains. This mod does more then it did, and adding core drain to it will be icing on the cake, making it a must have mod for any play-through. Thanks for all your work on this mod guys. 

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    That's true steeljacket488. Since it is also a survival game, hunting, fishing, buying food, to be able to survive, not only at the moment of action of shots and fight.

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    You have to go into the ini and search for "CoreDepletion = 0" and make it "CoreDepletion = 1". The current settings make you lose 5% of your cores every 5 minutes, but you can change that in the ini.

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    Thanks HughJanus and Fondue!!! this works "CoreDepletion"!! now it makes sense to hunt, fish, cook and eat for survival, since before, only life was lost notably when fighting. If it were not for people like you who are dedicated to helping the game be more fun and real ... thank you very much friends!!! 🙂...sorry for my english

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    18 hours ago, HughJanus said:

     

    Oh, you want them to visually bleed - thats not possible at the moment (at least not with this mod).

     

     

     

    oh okay know any mods that can and is it possible for you to make a mod that does that?

     

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    Fond that also, it is good the Cores deplete now, but can you also make it so all cores deplete to the red on death? That will make dying cost more then just time and a reload of a save.

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    When they kill you, you wake up with a very low life 💔...and you need to eat to recover... I was trying, I better know that

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    5 hours ago, Drokmar said:

    oh okay know any mods that can and is it possible for you to make a mod that does that?

     

    Unfortunately no. Not at the moment at least. We will need to access the game files for that and OpenIV (a program which can enable us to do that) currently does not support editing game files.

     

    @steeljacket488@mache82: see attached files. You have to alter the ini value CoreDepletionAfterDeath = 0 to CoreDepletionAfterDeath = 1

    PedDamageOverhaul.ini PedDamageOverhaul.asi

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    14 hours ago, mache82 said:

    Thanks HughJanus I already modified it and it works perfect. Genius! 👏👏👏

     

    we released the new features as a pre-version (v1.41 instead of 1.5), so people dont have to wait for what is tested and finished.

    Hope you have fun 🙂

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    On 4/12/2020 at 1:03 AM, HughJanus said:

     

    Unfortunately no. Not at the moment at least. We will need to access the game files for that and OpenIV (a program which can enable us to do that) currently does not support editing game files.

     

    @steeljacket488@mache82: see attached files. You have to alter the ini value CoreDepletionAfterDeath = 0 to CoreDepletionAfterDeath = 1

    PedDamageOverhaul.ini 15.06 kB · 1 download PedDamageOverhaul.asi 301 kB · 0 downloads

    Open iv has rdr2?

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    2 hours ago, Drokmar said:

    Open iv has rdr2?

     

    OpenIV currently supports viewing some of the files (a lot of files are still hashed, so you cant read the animation names, for example).

    You would need to edit the game files that cause the bleeding and set them so the bleeding occurs everytime - or at least know how the bleeding is triggered to make use of it in a script. Maybe someone can do it with the current version of OpenIV - I unfortunately cant^^

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