Jump to content

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

You may also like

  • Lenny's Mod Loader RDR
    By LMS
       2609892   750   6
  • RDR 2 Asi Loader
    By LMS
       1629228   160   5
  • Red Dead Offline
    By LMS
       834988   449   12
  • Ultra Realistic Live Leak Ragdolls
    By AnymYo
       1712   2   0
  • Lenny's Simple Trainer
    By LMS
       1160109   1351   25
  • Bandit Hideouts
    By Gunter Severloh
       39326   33   2
  • User Feedback

    Recommended Comments



    HughJanus

    Posted

    9 hours ago, zigaliro555 said:

    This mod doesn`t work with RagePluginHook unfortunately 😞 Is it possible to fix this or it will never be compatible with it?

     

    Afaik the compatibility issue is between ABs script hook and RPH.

    To solve it for this mod would mean to completely rewrite the mod in C# and make use of RPH instead of ABs script hook (which would be a whole load of work^^).

    lexo1000

    Posted

    13 hours ago, HughJanus said:

     

    OK, thank you.

    I hope I will have enough time tomorrow to properly take a look at the problem.

     

    Edit: Another try for a quick fix (see attached).

    PedDamageOverhaul.asi 334.5 kB · 2 downloads

     

    It is better but I don't see guys with broken leg flee and fall so much.
    Any reason to set NeckDamageModifier to 5 in latest .ini? It seems pretty low.

    HughJanus

    Posted

    4 minutes ago, lexo1000 said:

     

    It is better but I don't see guys with broken leg flee and fall so much.
    Any reason to set NeckDamageModifier to 5 in latest .ini? It seems pretty low.

     

    It's so the artery shot for the neck can trigger. If the health is too low after the neck shot, NPCs cant get up afterwards.

    lexo1000

    Posted (edited)

    More testing here.

    I set HeadDamageModifier to 5 for testing but ennemies still die after a headshot. Is it normal?

    Also, please can you add NPCKnifeModifier?

     

    Thanks

    Edited by lexo1000
    HughJanus

    Posted (edited)

    5 hours ago, lexo1000 said:

    More testing here.

    I set HeadDamageModifier to 5 for testing but ennemies still die after a headshot. Is it normal?

    Also, please can you add NPCKnifeModifier?

     

    Thanks

     

    Yes, headshots to the actual brain are always one shot kills.

    Also the way the body part modifiers work is that we check how much damage was done by the last wound and then give back a portion of health to the NPC (according to the modifier).

    So if a shot is a instant kill shot, the body part modifiers are of no use.

     

    Edit: I just tested it and the leg shots work, as do the dying states. Everything seems fine to me. Just played 20mins (shooting NPCs, law disabled) and everything worked as it should.

    Edit2: New version with two other bugs fixed (reported by the mod team).

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    Edited by HughJanus
    • Like 1
    tahlaskerssen

    Posted

    Are these files you are uploading here standard version or overhaul version?

    lexo1000

    Posted (edited)

    Hi there. Thanks for the update. 
    I found a bug with a peasant who is invincible and two times I see cops who stay on the ground on dying state endlessly.
    Also I noticed since the beginning I'm using your mod that peds on horse are way less resistant and often dye in one shot. Do you know why? Which setting should I edit to avoid this?

    Please could you also add CoreDepletion for horse?

    Edited by lexo1000
    HughJanus

    Posted (edited)

    On 11/28/2020 at 9:42 PM, tahlaskerssen said:

    Are these files you are uploading here standard version or overhaul version?

     

    Overhaul, but those are testing versions.

     

    On 11/29/2020 at 7:39 AM, lexo1000 said:

    Hi there. Thanks for the update. 
    I found a bug with a peasant who is invincible and two times I see cops who stay on the ground on dying state endlessly.
    Also I noticed since the beginning I'm using your mod that peds on horse are way less resistant and often dye in one shot. Do you know why? Which setting should I edit to avoid this?

    Please could you also add CoreDepletion for horse?

     

    There is a setting called HorseFallingDelta - take a look at it, description is in the ini.

    Thanks for the bug report, I will take a look at it.

     

    Edit: made a new version fixing the following bugs:

    • overpowered bolt action rife (tweaked the modifiers)
    • dying states forever (new ini value for maximum time in dying states)
    • falling from horses can still be instant kills (had an error in the time computation which is now fixed)
    • invincible NPCs (if the health was exactly at a dying state threshold, some actions werent triggered - now fixed)

     

    Please test, friends.

    This is a release candidate. If everything works out, we should be able to release this.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
    • Like 1
    lexo1000

    Posted (edited)

    I tried new version 10 minutes and all seems perfect now!

    Is it possible to increase slow-motion killcams frequency?

    Edited by lexo1000
    HughJanus

    Posted

    34 minutes ago, lexo1000 said:

    I tried new version 10 minutes and all seems perfect now!

    Is it possible to increase slow-motion killcams frequency?

     

    I wouldnt know how 😕

    lexo1000

    Posted

    One thing I noticed is that peds with cripple legs endlessly stumbling. Maybe you should add a value that make stumbling peds goes into dying state after x seconds?

    mache82

    Posted

    Hello, this mod is excellent and gives realism to the game and this I am asking has nothing to do with the shooting, ... it could be incorporated that walking can be done fast? as when it is in the camp or in a building to be able to do anywhere, there is times when it is not necessary to run and walking makes it very slow, this would add more realism to the movement ,because other mod that exist do not work. Thanks and sorry for my english.-

    lexo1000

    Posted

    Hi HughJanus,

    The mod is great now but I still encounter infinite dying states. Sometime peds stay on the ground without moving and never die.

    Thanks

    HughJanus

    Posted

    13 hours ago, lexo1000 said:

    Hi HughJanus,

    The mod is great now but I still encounter infinite dying states. Sometime peds stay on the ground without moving and never die.

    Thanks

     

    First off: do you have any other mods, trainers or hooks installed? Did you change anything in the ini? Which version are you using?

     

    Can you describe those incidents a little more? What exactly do you do to make them live forever? How do they behave before lying on the ground? Do they get shot or melee-ed? How often do they get shot and by which weapon, if they do?

    AnymYo

    Posted (edited)

    @HughJanus
    Is there any option to turn off that NPCs instantly falling down after the first or second shot?

    Here is an example:

     


    Is it possible to make NPCs behaving like Vanilla Euphoria when shot?

     

    Ive searched the .ini and changed values like "KnockBackChance" and so on but it didnt changed anything. The only option at the moment is to turn off the mod 😄 The problem with that is, that i like this mod too much 😄 Is there any other option to configure this behavior?

    Maybe a suggestion for the future:

    A vailure to configure a chance how often a instant fall down or the vanilla behavior appears.

    Edited by AnymYo
    Fenyix

    Posted

    Sounds awesome but does it work side by side with Lenny's simple trainer or will it affect the mod?

    HughJanus

    Posted

    @AnymYo If you mean how to make NPCs stumble, increase DSEuphoriaChance in the ini (it reflects the percentage of NPCs who will stumble around when going down). If you mean they should not go down within a few shots, increase NPCHealth or decrease DyingMovementThreshold.

     

    @Fenyix If the trainer runs with ABs script hook, you should be fine. If it needs RPH, I think there may be some problems since ABs script hook and RPH dont seem to work together well (from what I remember from bug reports).

    • Like 1
    HughJanus

    Posted

    Here is a new testing version for you guys.

    This version has been in internal testing for a while and we still have problems with one particular bug:

    sometimes when you manage to one-shot enemies or decrease their health so far that it jumps one or more dying thresholds, they just drop like sacks of rice.

    In this version we tried to fix it, but none of us has a lot of time for testing.

    Any feedback would be greatly appreciated.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Zere.exe

    Posted (edited)

    Done a little quick testing with the latest version, I'll post more feedback the more I play. It's feeling really good so far, noticing that combat reactions feel a lot more believable than the version I was playing with (the one on Nexus), and the mod seems to be interfering much less with missions now, as previously I was having to toggle Ped off when playing them as it seemed to bug out hard; this is no longer the case! One quick note though, I noticed in the new ini file that player invincibility is toggled on by default so I had to correct that manually.

    Thanks for your work on the mod!

    Edited by Zere.exe
    • Like 1
    HughJanus

    Posted

    @Zere.exe thanks for the feedback. Yes, the testing versions I upload are always with invincibility enabled, so you dont have to fear dying while testing 🙂

    • Like 1
    Xoddam1

    Posted (edited)

    Well i've been using this beta thing for a few days now, a few bugs i've noticed is sometimes people will just die in fist fights and you get wanted for murder, when i shoot people sometimes they just stand upright looking weird, but overal its pretty good so far and feels better than the last one.

     

    Edited by Xoddam1
    Xoddam1

    Posted

    https://youtu.be/nLfBD7o1_Zk this video is demonstration of the "standing upright looking weird" thing i talked about
    I can't seem to make the fist fight death thing happen again so it must be pretty rare

     
     
     
     
     
     
     
     
     
     
     
     

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now
    ×
    ×
    • Create New...