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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 32
  • Thanks 7
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    Recommended Comments



    10 minutes ago, Cuddlecreeper8 said:

    surviving dismemberment was done in a fallout 4 mode before, but then again completely different engine.

     

    Yeah, not really relevant at all really. 

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    Changing NPC Health appears to not change anything, I still 3 shot people when NPC Health is set to 1000, this shouldn't happen. It worked perfectly on an old version of the mod.(forgot which though.)

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    Downloaded AB Scripthook, currently trying to use version 1.49, and it just isnt working. 

     

    It's not a problem with scripthook, since I also have no bullet trails and no hit markers both working, so I'm 100% certain its a problem somewhere with this ped damage overhaul.

     

    To be sure I wasn't just imagining things, I went into the .ini and turned on player invincibility, loaded up the game again, and threw myself off a cliff and still recieved damage. Attempting to toggle the mod with F9 doesn't work either. I'm at a loss of what to try now. 

     

    Edit: Here's the log from asiloader.txt

    // RDR 2 ASI LOADER (build Nov 14 2019)
    //     (C) Alexander Blade 2019
    LIB: "C:\WINDOWS\system32\dinput8.dll" => 00007FFFC92F0000
    API: "DirectInput8Create" => 00007FFFC92F8F80
    API: "DllCanUnloadNow" => 00007FFFC9309EB0
    API: "DllGetClassObject" => 00007FFFC9309F80
    API: "DllRegisterServer" => 00007FFFC9313CB0
    API: "DllUnregisterServer" => 00007FFFC9313F30
    LOADER: Loading *.asi plugins
    ASI: Loading "E:\SteamLibrary\steamapps\common\Red Dead Redemption 2\NoBulletTrail.asi"
         "NoBulletTrail.asi" => 00007FFFD6610000
    ASI: Loading "E:\SteamLibrary\steamapps\common\Red Dead Redemption 2\NoHitmarker.asi"
         "NoHitmarker.asi" => 00007FFFCBD70000
    ASI: Loading "E:\SteamLibrary\steamapps\common\Red Dead Redemption 2\PedDamageOverhaul.asi"
         "PedDamageOverhaul.asi" failed to load
    ASI: Loading "E:\SteamLibrary\steamapps\common\Red Dead Redemption 2\ScriptHookRDRDotNet.asi"
         "ScriptHookRDRDotNet.asi" failed to load
    LOADER: Finished loading *.asi plugins
     

    PedDamageOverhaul failed to load for some reason, and I can't figure out why.

     

    EDIT 2: Fixed it. Had to reinstall all the ScriptHook stuff, and managed to get it working.

    Edited by zanyquack
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    On 10/3/2020 at 1:47 PM, Maro said:

    What about being able to surrender at any wanted level ? Of course just once during a gunfight to spice things up

     

    If you can tell me which native to use to make the player surrender, I can do it 😛

     

    On 10/3/2020 at 10:46 PM, Cuddlecreeper8 said:

    Changing NPC Health appears to not change anything, I still 3 shot people when NPC Health is set to 1000, this shouldn't happen. It worked perfectly on an old version of the mod.(forgot which though.)

     

    Hm, thats weird. Which config and version are you using? Do you have any other mods or trainers in use?

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    So strange happenings... happened twice now so seems pretty rare but sometimes when I go to tie someone up, I get tied up and they run away... pretty funny but worth mentioning.

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    For what little it's worth in my observations: On my end, NPC health is changing appropriately in my game. I did, however, have an issue with fistfights (in this case, recovering Lilly Millet's debt) causing opponents to die. I forget if that's INTENDED or not, but flipping DyingStatesForMelee to 1 and MeleeDyingStateKnockout to 1 made that specific case no longer an outright murder, but assault. However, I don't know if that fixes a different bug I've been having, with both 1.48 and 1.49, wherein Benedict Allbright would be killed, thus failing the mission, upon hogtie when rescuing him from the river. Was funny but clearly not intended behavior to have the bounty dredged out of the water, roped up, then promptly murdered by scripted punch to the dome. Toggling the mod for that scene fixed it, obviously, but I figured I'd report the issue, as it might be as simple as including him in that story NPC exclusions list you got going.

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    15 hours ago, HughJanus said:

     

     

    Hm, thats weird. Which config and version are you using? Do you have any other mods or trainers in use?

    Always use the latest version (1.49 currently) of Ped Damage Overhaul as it comes out, I Have Native Trainer that comes with Script Hook, JediJosh920's Trainer, Photomode Enhancer and TieYourLasso

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    Firstly, I want to thank you for your fantastic mod. Though I think I've encountered some issues with NPCs's behavior.  The first situation happened at Valentine. A guy threw a cheater out of the saloon. Then I walked in and saw everybody was standing right there and staring outside where the incident happened. I tried to running around and bump into them then they were back to normal. The second is a kidnapped woman near Saint Denis. After I killed the kidnapper, it always ended up that she screamed and ran away, once it even decreased my honor. I tried removing the mod then that incident worked properly. She was calmer and asked me to cut her free, then thanked me and went away. Honor increased. That was Realistic Version 1.49. I don't use other mods.

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    On 10/6/2020 at 7:02 AM, lininop said:

    So strange happenings... happened twice now so seems pretty rare but sometimes when I go to tie someone up, I get tied up and they run away... pretty funny but worth mentioning.

     

    lol what? Arthur gets tied up??

     

    @Clibanarius Benedict Allbright has been added to the to do list. Sorry for not going deeper into your post, I dont have much time right now.

    @Cuddlecreeper8 I will test, but we havent changed anything concerning these values for a long time, so there might be compatibility issues with some other mods you are using (since other users are reporting the health values to work correctly).

    @TNT838 Could you try increasing the NPCsDownThreshold in the ini to 50 and see if it changes anything? (this should disable the NPC fear effects - maybe thats whats causing your problems?)

     

    And thank you all for appreciating the effort we put into this mod!

    I know we dont visit the forum as often as we used to, but we just have a lot going on in our private lives and dont have that much time for our hobbies at the moment 😕

     

    Edited by HughJanus
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    hey love the mod, been using it since it released. I have 1 suggestion though, would there be a way to tweak horse health? i like the npcs having high damage but sometimes they kill my horse faster than i can react. again love the mod and really appreciate the work you've done.

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    The latest scripthook dinput8.dll causes Red Dead to load with a black screen and I can't get through it.  Any help?  

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    Hi all where can i get the latest sourcecode for this mod? i would like to compile it my self and fix the Benedict Allbright bounty failing when this mod is enabled as discussed in previous posts,scince we don't know when the update is coming.  

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    @dtoxic Here is a testing build which already excludes Mr. Allbright.

    @rizzle45 I will take a look at it.

     

    @all: I am looking for the model of this guy: https://www.gtabase.com/red-dead-redemption-2/characters/thomas-skiff-captain

    I have noted those:

    Could anyone with a ped spawner please check if one of those is the guy I am looking for?

    PedDamageOverhaul.asi

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    @HughJanus give me a couple of minutes ill check that for you

     

    Edit:can't seem to get the damn ped spwaner to work (i am using the trainer and whenever i insert one off those names i tells me page not found) cant figure it out

     

    btw thx for the test version for the fix!

    Edited by dtoxic
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    The only thing that bothers me is the massive amount of enemies.
    Is there any way you could reduce the amount of enemies by...70%?
    Especially during missions and such
     

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    13 hours ago, GlutenFreeVapes said:

    The only thing that bothers me is the massive amount of enemies.
    Is there any way you could reduce the amount of enemies by...70%?
    Especially during missions and such
     

    This is just a mod to overhaul ped behaviour, and health if you want, it does not control the amount of peds in missions.

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    Is there any tutorial how to install this MOD? I can't find anything that explains how to do it. I remember that I need other files more. Thank you.-

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    1 hour ago, mache82 said:

    Is there any tutorial how to install this MOD? I can't find anything that explains how to do it. I remember that I need other files more. Thank you.-

    download the mod and script hook

    http://www.dev-c.com/rdr2/scripthookrdr2/

     

    Ped Damage Overhaul choose witch version you like in that folder drop all the files where your RDR2 EXE is also with script hook and off you go

    to check if it;s installed get into game and hit F9 you will see a big text that it;s disabled hit it again and Enabled it goes

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    I just prefer the longer burning feature.
    So, I disabled the other features as instructed in your description. and added "0" to the things you mentioned.
    but it causes bugs in the main story. after certain missions, main NPCs just stand there looking at nothing and doing nothing waiting for invisible enemies to die.
    and mission gets stuck.
    can you please make a more cleaner version where features can be disabled easily without any confusion and without causing any bugs.

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    23 hours ago, srgamerio said:

    I just prefer the longer burning feature.
    So, I disabled the other features as instructed in your description. and added "0" to the things you mentioned.
    but it causes bugs in the main story. after certain missions, main NPCs just stand there looking at nothing and doing nothing waiting for invisible enemies to die.
    and mission gets stuck.
    can you please make a more cleaner version where features can be disabled easily without any confusion and without causing any bugs.

     

    The modding team does not have the time at the moment to implement special requests.

    However, if you want to look at the source code, you can find the part which is in charge of the burning stuff pretty easily (its all commented) - just delete all the rest and compile it. You might need to do some error catching, if you delete all the rest, but it wont take you more than one or two hours I would guess (if youre not familiar with the source code already, that is).

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    22 hours ago, HughJanus said:

     

    The modding team does not have the time at the moment to implement special requests.

    However, if you want to look at the source code, you can find the part which is in charge of the burning stuff pretty easily (its all commented) - just delete all the rest and compile it. You might need to do some error catching, if you delete all the rest, but it wont take you more than one or two hours I would guess (if youre not familiar with the source code already, that is).

    great....
    guess I'll do it myself.
    thanks.

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    6 hours ago, srgamerio said:

    great....
    guess I'll do it myself.
    thanks.

    Sorry, friend.

    But the time we can spare, we use to implement the features for v1.50.

    I can put your wish on our to do list, but I cant say when we will be able to implement it (so you will get it faster if you do it yourself, either by configuring the ini or making your own asi).

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    On 11/2/2020 at 3:33 AM, srgamerio said:

    great....
    guess I'll do it myself.
    thanks.

    They don't owe you a thing! Take you're ungrateful; self elsewhere 🙂

     

     

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    On 10/15/2020 at 2:55 PM, HughJanus said:

     

    lol what? Arthur gets tied up??

     

    @Clibanarius Benedict Allbright has been added to the to do list. Sorry for not going deeper into your post, I dont have much time right now.

    @Cuddlecreeper8 I will test, but we havent changed anything concerning these values for a long time, so there might be compatibility issues with some other mods you are using (since other users are reporting the health values to work correctly).

    @TNT838 Could you try increasing the NPCsDownThreshold in the ini to 50 and see if it changes anything? (this should disable the NPC fear effects - maybe thats whats causing your problems?)

     

    And thank you all for appreciating the effort we put into this mod!

    I know we dont visit the forum as often as we used to, but we just have a lot going on in our private lives and dont have that much time for our hobbies at the moment 😕

     

    Yes Arthur or John get tied up. Actually happened quite a few more times since I've reported it. It gives me the multiplayer button mashing prompts to break free.

    Edited by lininop
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