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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



    vtap

    Posted

    I've been enjoying version 1.52, but I've noticed that every second or third NPC will snap out of its dying state and attempt to have a go at me, usually with a knife, pistol, or empty hand clutching an invisible pistol. I tried messing with the settings and it appears that this will happen regardless of my setup. NPCs will come out of all three dying thresholds in a Hail Mary pass to get me. It occurs when thresholds are as default, it occurred when I set them all one hp apart, it occurs whether or not knockback chance is zero or one thousand, and it occurs when knockbackthreshold is 0, 1, or 95. When it happens, the NPC appears to have very little health, any amount of damage at that point is an instant kill. It happens somewhat less if I have long bleedouts disabled, but it still happens.  This seems to be distinct from intended knockback behavior. I'm using scripthook and asiloader from the AB site, and I got the same results with and without my other mods. Is this meant to happen, and if so, is there a way that I can prevent it?

    I'd also like to report that there very rare instances of NPCs taking around twenty shots before they stop getting up, but I enjoy those.

    Cheers.

    HughJanus

    Posted

    @vtap @salveta New version out - I hope I fixed the stuff you mentioned.

    • Like 1
    salveta

    Posted

    The newest version fixed the issues i had in the previous one. In the newest one, NPCs that get shot on horseback sometimes glitch into a seating position a little bit above the horse. Its like they get pushed by the saddle and plop up above it. It mostly happens when i shoot them in the stomach while they are riding a horse.

    HughJanus

    Posted

    16 hours ago, salveta said:

    The newest version fixed the issues i had in the previous one. In the newest one, NPCs that get shot on horseback sometimes glitch into a seating position a little bit above the horse. Its like they get pushed by the saddle and plop up above it. It mostly happens when i shoot them in the stomach while they are riding a horse.

     

    I fear the forced ragdoll flinch causes them to do this.

    If thats ture, I dont think I can circumvent that without introducing other (formerly fixed) bugs concerning riders :/

    vtap

    Posted

    New version does appear to have fixed it.

    nooo

    Posted (edited)

    this mod is one of my favorites i rdr2, but in the latest version i am playing (1.53) neck shots doesn't seem to cause consistent artery bleeding/critical hits. in vanilla, mod disabled in game, or older versions of the mod (specifically 1.49 and maybe lower) the neck shots always cause artery bleeding when shot. though i don't really know if this condition is a bug or by design for version 1.53.

    Edited by nooo
    HughJanus

    Posted

    16 hours ago, nooo said:

    this mod is one of my favorites i rdr2, but in the latest version i am playing (1.53) neck shots doesn't seem to cause consistent artery bleeding/critical hits. in vanilla, mod disabled in game, or older versions of the mod (specifically 1.49 and maybe lower) the neck shots always cause artery bleeding when shot. though i don't really know if this condition is a bug or by design for version 1.53.

     

    Artery shots seem like they occur by chance (depending on different factors like NPC health and point of impact) - I was never able to produce them on purpose.

    That said, we didnt change anything about neck damage, NPC health or anything that might impact the bleeding behavior (at least from what I understand).

    ChristianW.

    Posted

    First Of all, I love the work that you guys made with those variables, But I have some questions that may be stupid but it's worth asking.
    The first one if I wanna for example, shot in close to mid range with a shotgun, using buckshot and the enemy would most likely just to fall in pain and bleed for a very long time what config should I thinkering to make this effect?

    I wanna make like a very hard shoot out and die with a few shoots but I wanna to like give two to three shoot with a pistol and the enemy mostly likely to just be in pain laying in the ground Bleeding slowly from every bullet wound, and I wonder if is possible to make them take more cover and be less agreesive to fit more the gameplay, what would be the variebles that I should mess around with ?

    Thanks again 😄

    PS: Oh and I liked how sometimes they flee bleeding or get up bleeding and try to flee, but they just do this for a few seconds, how can I make this happen more often and last longer?

    HughJanus

    Posted

    @ChristianW. I would suggest playing with the following variables for the following effects:

    • How much damage NPCs can take before going down: increase/decrease DyingMovementThreshold
    • How quickly they bleed out: increase/decrease BleedingChanceDying1 and BleedingChanceDying2
    • How much damage you take: increase/decrease NPCWeaponModifier

    If you want NPCs to lose health after you have shot them once (even if they are not down) enable BleedWhenShot and configure BleedingChanceShot to control how quickly they lose health.

    Concerning the bleeding and fleeing, it is a bit complicated.

    Its like this: when NPCs are bleeding, they start doing certain tasks (the running around is a task, for example). We dont know all the tasks which are linked to the bleeding and running, only some of them. For those we know, we have already made exceptions in the code, so NPCs dont get forced to the ground, even if their health is below the thresholds. For those tasks we dont know, NPCs will only be able to run around bleeding as long as their health does not cross any of the thresholds.

    So there is really nothing much you can do at the moment. We tried to improve it in the new version (v1.54), but it still occurs.

    • Thanks 1
    ChristianW.

    Posted

    13 minutes ago, HughJanus said:

    Here is a new beta version for v1.54. Please test and provide some feedback, guys (ini is configured for tests - you might want to disable invincibility).

    PedDamageOverhaul.ini 29.86 kB · 0 downloads PedDamageOverhaul.asi 347 kB · 0 downloads

    Oh I will ! I was right now trying to figure it out how every DyingState triggers to try to make them run when bleeding but the information that you provided answers some of my questions, so all the thresholds even the knockout one? That's interresting I will make some tests with this new version 😄

    ChristianW.

    Posted

    27 minutes ago, HughJanus said:

    @ChristianW. I would suggest playing with the following variables for the following effects:

    • How much damage NPCs can take before going down: increase/decrease DyingMovementThreshold
    • How quickly they bleed out: increase/decrease BleedingChanceDying1 and BleedingChanceDying2
    • How much damage you take: increase/decrease NPCWeaponModifier

    If you want NPCs to lose health after you have shot them once (even if they are not down) enable BleedWhenShot and configure BleedingChanceShot to control how quickly they lose health.

    Concerning the bleeding and fleeing, it is a bit complicated.

    Its like this: when NPCs are bleeding, they start doing certain tasks (the running around is a task, for example). We dont know all the tasks which are linked to the bleeding and running, only some of them. For those we know, we have already made exceptions in the code, so NPCs dont get forced to the ground, even if their health is below the thresholds. For those tasks we dont know, NPCs will only be able to run around bleeding as long as their health does not cross any of the thresholds.

    So there is really nothing much you can do at the moment. We tried to improve it in the new version (v1.54), but it still occurs.

    Oh and one more question, whats the purpose of the DyingMovementChance and why Stage 1 is 550 and the stage 2 is 10 ?

    HughJanus

    Posted

    @ChristianW. No, the knockout threshold does not interfere with the bleeding and running. When Im talking about thresholds, its always the DyingMovementThreshold, DyingMovementThreshold2 and DyingThreshold.

    If you have UseAnimChance set to 100, the DyingMovement-Values are obsolete to you. The DyingMovement-Values are the ones used if the animations are not played -> NPCs are moved via force pushes (this was the usual way before we figured out how to use animations and it stayed in because some people liked it).

    ChristianW.

    Posted

    12 hours ago, HughJanus said:

    Here is a new beta version for v1.54. Please test and provide some feedback, guys (ini is configured for tests - you might want to disable invincibility).

    PedDamageOverhaul.ini 29.86 kB · 2 downloads PedDamageOverhaul.asi 347 kB · 3 downloads

    I did noticed some odd things when Testing, Besides I had tweaked the values from AlwaysBleedoutLonger 1,OnlyBleedOnTorsoShot 0, BleedWhenDying ,BleedWhenShot 1 and BleedingChanceShot 1000, I maintained everything vanilla.

    The most consistent thing was Sometimes the enemy will be "I guess" knockDown and not die, I Think that when they enten the dyingmovent they do bleed out, but not when just fall flat on the ground.

    And when this occurs You can shoot them in the legs and arms without making them bleeding and takes alot of hits to take them down.

    I noticed that they move their hands now when incapacited right? But if they get knockdown and if the revolver still in the hand they still cycle thorugh the round and fire the gun, But I guess it's just the animation and no shoot is registred.

    I noticed too that now the cling to objects more often Like this NPC that I shoot him in the chest and he bled from that shoot and stumbled around and tried to hold the wall and guardrail, it was awesome, and one other dude that stumbled and grabed a barrel while bleeding and slowly just succumbed to the ground, I love this kind of behavior.

    I think that they do run when bleeding more often now, But I Don't know how the animation triggers works because sometimes they run bleeding and after a few secods running colapse on the ground, which is pretty cool and few very cinematic, sometimes they are running and stops and change to a more hunched position when bleeding and collapse on the ground, which is cool too, but sometimes they run alot and just stops which their arms on theirs sides and they can still turn around facing always away from you, likely trying to flee, but they don't do nothing, just stay's there ultil collapsing on the ground.

    And lastly It happened just 2 times in the most likle more than 100 npcs that I gunned down, But sometimes some NPC "lawmen" starts to scream for mercy or in panick, but I'm not direct confronting them or anything, and they are not in fear, just acting normal trying to shoot me like the others but scream when doing it, and The BUG part it's that they do this one after the other, like without any pauses, just one audio file being playing after the other, it was funny but very odd. 

    And the legs and arms stills feels too spongy, can I make them take more damage with the leg and arm damage modifiers?

    HughJanus

    Posted

    @ChristianW. Thanks for the feedback. Addressing your points:

    • Enemies are down and dont die: you turned on "AlwaysBleedoutLonger" - turn this off and check if it changes.
    • Enemies dont takte much damage from leg or arm shots: this is intended, so you cant take NPCs down by a few hand or foot shots - you can change it via the ini.
    • Enemies stopping after fleeing from the player: how often did this occur? Is there any way to properly reproduce the scenario?
    • Screaming NPCs in combat: this is the panic chance - it can be configured at the bottom of the ini.
    • Screaming NPCs in combat looping sound: is there any way to reproduce this issue? Does it happen for every scream or only occasionally?
    lexo1000

    Posted (edited)

    I tried latest beta version and I confirm the bug with ennemies that fall down without moving and never die. I set AlwaysBleedoutLonger to 0 fyi.

    Edited by lexo1000
    HughJanus

    Posted

    3 hours ago, lexo1000 said:

    I tried latest beta version and I confirm the bug with ennemies that fall down without moving and never die. I set AlwaysBleedoutLonger to 0 fyi.

     

    Did you activate the spine shot paralysis? This is the only setting allowing NPCs to go down before the thresholds are reached and those NPCs wont be able to move (and if the thresholds arent reached, they wont bleed out either).

    But this feature is disabled by default (exactly because of this behavior - which is logical, but often not wanted).

    HughJanus

    Posted

    19 hours ago, lexo1000 said:

     

    I try it now 😉
    Did you set NPCWeaponModifier=100 & NPCFearChance = 0 for testing purpose or it is the new recommended setting? (previously was 240 and 190)

    Yes, for testing purposes.

    lexo1000

    Posted (edited)

    Tested for many hours and didn't see any bug. Maybe the time is come for 1.54?

    Can you explain how HorseHealth option is working? I would like to make them less resistant to bullets. Does a value of 100 is vanilla? So 90 make them 10% less resistant?
    Also, please could you add this options into the next release?

    - Horse stamina & heart depletion over time
    - Equipped weapons lost while dying in free roam

      Thanks again for all your hard work on this mod 🙂

    Edited by lexo1000
    HughJanus

    Posted (edited)

    @lexo1000 We fixed two more little bugs this weekend and will wrap up the latest build as soon as we are ready. It wont be long, hopefully this weekend 🙂

    Edited by HughJanus
    • Thanks 1
    lexo1000

    Posted (edited)

    The latest version is great thanks! Just one thing which deserve an update is melee fights. The damage inflicted are too low (on both sides) so I and my ennemy can take like 20 hits before falling to the ground. Around 10~15 hits would be more appropriate I think.

    Edited by lexo1000
    HughJanus

    Posted

    2 hours ago, lexo1000 said:

    The latest version is great thanks! Just one thing which deserve an update is melee fights. The damage inflicted are too low (on both sides) so I and my ennemy can take like 20 hits before falling to the ground. Around 10~15 hits would be more appropriate I think.

     

    It was once intentional because only then you really get to see the bruises you can inflict on NPCs.

    You can change it yourself in the ini, but I will take it into consideration and have a talk about it with fitfondue and some testers.

    • Thanks 1
    lexo1000

    Posted

    Thanks! Also is it possible to make horse less resistant to bullets? Actually my horse never die in gunfights and make  horse reviver pointless.


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