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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



    ChristianW.

    Posted

    18 minutes ago, HughJanus said:

     

    Does this happen during normal gameplay, a fight or are you playing around with the trainer?

    The value 800 is assigned to NPCs who are supposed to survive the burning, while they are on fire (so they dont die). After the burning stops, their health is reset to the normal value. All the other values (400, 155) dont ring any bells.

    It happened sometimes in normal gameplay but very rarely, the 155 was me modifying the npc health and I didn't modified anything else such as the fire health

    HughJanus

    Posted

    On 5/3/2021 at 7:07 AM, ChristianW. said:

    It happened sometimes in normal gameplay but very rarely, the 155 was me modifying the npc health and I didn't modified anything else such as the fire health

     

    So those with a health of 800 were not burning nor have they burned?

    The 400 is a mystery to me. Might have to check the code for this value.

    ChristianW.

    Posted (edited)

    13 minutes ago, HughJanus said:

     

    So those with a health of 800 were not burning nor have they burned?

    The 400 is a mystery to me. Might have to check the code for this value.

    My father was playing today and raiding a camp with a bonfire, and two enemies took few more shoots than usual, they didn't burn but my guess it just for passing by the flame their HP was altered, I have this hunch because yesterday my dad was also playing and I was obsorving, and you know a random encounter that a guy in a tent keeps yelling that he needs help and when you get closer he ambushs you? there's also a bonfire in there and my dad shoot him twice making him bleeding and fall but he took 4 more shots to die in the ground. he didn't burned but there was fire near him.

     

    So that's my observation.

    Edited by ChristianW.
    ChickenCatcher

    Posted

    On 5/9/2021 at 11:14 AM, HughJanus said:

    Hey guys, new testing version attached.

    The majority of the euphoria tweaking was done by @AnymYo, so props to him!

    Please provide us some feedback on this build, if you have time.

     

    @ChristianW. this build might also fix your issue with NPC health.

    PedDamageOverhaul.ini 31.35 kB · 24 downloads PedDamageOverhaul.asi 349 kB · 24 downloads

    Player and horse invincibility are enabled in settings. Should it work in this way?

    ChristianW.

    Posted (edited)

    On 5/9/2021 at 6:14 AM, HughJanus said:

    Hey guys, new testing version attached.

    The majority of the euphoria tweaking was done by @AnymYo, so props to him!

    Please provide us some feedback on this build, if you have time.

     

    @ChristianW. this build might also fix your issue with NPC health.

    PedDamageOverhaul.ini 31.35 kB · 27 downloads PedDamageOverhaul.asi 349 kB · 27 downloads

    First of all, I loved now how they react more to shots, holding the part hit in most cases, and when they fall to the ground many times holding the wound and looking at you.
    Also, as it now seems that they fall and get up more often, it gives the impression that the shot was really strong and made them lose their balance.
    That bug that I noticed also seems to be gone.
    But I wanted to know how I can change some things, like when the enemy is shot and runs away bleeding, I wanted it to happen more often, because many of the times that I see that the animation is going to happen they have so little health points that they just fall and when they get up they fall again, nothing against this happen, but I wanted to see them running away bleeding more often and for longer.
    Another thing I noticed was that now it’s not possible to configure how fast they stumble when shot in the legs, it’s kind of funny to see them taking two or three steps and falling again, but I don’t think they should react like that.

    Edited by ChristianW.
    HughJanus

    Posted

    @foxy9911 Thanks for the feedback!

    @ChickenCatcher Its the testing ini, you can tweak it as you like.

    @ChristianW. The bleeding thing is a tricky one, because we dont know what tasks cause it, so its a game of chance. The only way to make them run for longer is to increase the NPC health, unfortunately. You can still tweak the running speed for stumbling.

    • Like 2
    IIrish

    Posted

    Hi great work on the mod, it adds so much to the game!

     

     I've noticed that in versions after 1.53 (IIRC), NPCS don't die/bleed out within the time specified in the ini. In fact they don't die at all in dying states until I shoot them after losing patience.. They can be visibly bleeding on the ground, yet won't die. This is also the case with latest test build.

    rizzle45

    Posted

    hey, love the mod. been using it since it came out pretty much. i downloaded the build you posted in the comments on may 9th and i got it setup how i like it, only thing is when i injure peds they keep screaming the same 3 lines over and over and it gets really annoying in a big fight. i looked through the ini for a way to turn it off but all i could find was an option for DSaudio which doesnt seem to fix it.

    HughJanus

    Posted

    @IIrish Could not reproduce it, but may have found the line of code causing the problem. Should be fixed in this version.

    @rizzle45 You have to lower DyingStateAimReaction if you want them to talk less when aimed at.

     

    Here is the new beta. Please try and post feedback.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    • Like 1
    • Thanks 1
    IIrish

    Posted

    I can confirm the issue is fixed for me in the beta. Thanks for that!

     

    Best one yet for me. Only bug I noticed from testing so far is the lasso glitches when used on npcs on horseback. They freeze upright in the air momentarily.

    yuar23

    Posted

    @IIrish If you have the Euphoria Overhaul mod from Nexus try uninstalling it.

    • Like 1
    Qaones

    Posted

    In towns for some rason when I enable ped damage overhaul I'm getting -20 fps is there fix to that or is it just how this is ? I really wanna use the mod

    Cuddlecreeper8

    Posted

    11 minutes ago, Qaones said:

    In towns for some rason when I enable ped damage overhaul I'm getting -20 fps is there fix to that or is it just how this is ? I really wanna use the mod

    I'm sorry what? -20 FPS? That's not possible, you cannot get negative frames per second.

    Qaones

    Posted (edited)

    I was talking about I'm getting 60 fps always in game but when I activate the mod its dips down to 35-40 range only in towns

    Edited by Qaones
    HughJanus

    Posted

    @IIrish I think @yuar23 is correct. I checked the nexus page of the mentioned mod and there is an open bug tracker ticket which describes exactly the same problem you reported.

    @Qaones Try setting ModEffectRange to 50 in the ini and check if it helps.

    • Like 1
    Qaones

    Posted

    @HughJanusThanks for your reply I even tried 1 and 0 on that one it doesnt help unfortunately

    IIrish

    Posted

    13 hours ago, yuar23 said:

    @IIrish If you have the Euphoria Overhaul mod from Nexus try uninstalling it.

    You were right, that mod was causing the lasso glitch. I've uninstalled it for now.

     

    @HughJanus I noticed the odd random ped still goes well past the maxdyingstatetime. When this happened in my brief testing of newest beta, the peds in question were witnesses. One stayed on ground for near 5 mins, until I went over and pushed him and he got up walked off. This might be intended though?

    HughJanus

    Posted

    @IIrish Its definitely not intended. The problem most probably has to do with the exception for NPCs who are bleeding out visually. Since we cant really tell which NPCs are bleeding out, we have narrowed down the tasks NPCs execute. If one of three tasks is executed by an NPC, it is saved from the bleedout feature - this is so they can run around bleeding. This does not work for all the bleeding NPCs, but for enough for it to feel balanced. Yet, from time to time there seem to be NPCs also executing one or more of those three tasks which dont seem to be bleeding.

    I think these are the NPCs you see. Until now we havent been able to come up with a solution, unfortunately. We are open to suggestions, of course :)

    Qaones

    Posted

    @HughJanus I used 1.56 and the beta as well, and this is my second playtrough, used your mod with the first one as well with no problem tough it was a earlier version cant remember which one... My specs are RTX 2060 16GB Ram i710750H CPU game is on ssd

    Qaones

    Posted

    @HughJanus From what I see from nexus this is a problem that you cant solve atm. I was trying to find a mod like yours but there is none unfortunately, I just wanna at least make the enemies and myself less bulletspongy is that possible with a mod or just an ini. tweak from game files ?

    IIrish

    Posted

    1 hour ago, HughJanus said:

    @IIrish Its definitely not intended. The problem most probably has to do with the exception for NPCs who are bleeding out visually. Since we cant really tell which NPCs are bleeding out, we have narrowed down the tasks NPCs execute. If one of three tasks is executed by an NPC, it is saved from the bleedout feature - this is so they can run around bleeding. This does not work for all the bleeding NPCs, but for enough for it to feel balanced. Yet, from time to time there seem to be NPCs also executing one or more of those three tasks which dont seem to be bleeding.

    I think these are the NPCs you see. Until now we havent been able to come up with a solution, unfortunately. We are open to suggestions, of course 🙂

    Ah ok. It seems to happen way less often in the new betas though which is good. So not a big deal really.

    HughJanus

    Posted

    @Qaones Our nexus uploader made an ini file which only enables the longer burning. You could use that and just increase enemy damage and decrease NPC health.

     

    @IIrish Here is a new version - I added the navy revolver to the weapons list, so it should now also be affected. Also I removed one of the tasks just for testing's sake - please report if this has fixed the problem.

    PedDamageOverhaul.ini PedDamageOverhaul.asi


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