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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
   (5 reviews)

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This mod is a teamwork of @fitfondue and @HughJanus.

 

The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!

Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).

 

OVERVIEW

This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.

You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.

 

IMPORTANT KEYS (for toggling effects)

These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):

  • F9 - Toggling the mod on/off (the mod is enabled by default).
  • F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States".
  • F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions).
  • F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.

 

FEATURES

Here is a quick overview of the most important features:

First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂

Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.

This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.

 

Light version:

  • NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.).
  • When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss.
  • NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.).
  • There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time.
  • NPCs burn alive for longer when set on fire.
  • There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards).
  • NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents.
  • For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.

 

Standard version:

  • The same features as in the light version apply as well as the following additions:
  • NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges).
  • NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore).
  • You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should).
  • NPCs are less accurate shots and their accuracy declines along with their health.
  • Arm and leg shots do less damage to NPCs.
  • All NPCs can be disarmed (yes, even lawmen).
  • Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.

 

Overhaul version:

  • The same features as in the standard version apply as well as the following additions:
  • Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options.
  • Cores will be fully drained after death.
  • Additional 25% of money lost after death.

 

We hope that you have as much fun with this mod as we have creating and improving it!

 

 

INSTALLATION

  1. Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
  2. Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is).
  3. If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
  4. Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents).
  5. In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory.
  6. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences).
  7. Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder.
  8. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go.
  9. Start the game and have fun!
  10. While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).

 

 

TWEAKING

In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.

There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).

Examples:

  • To turn off the bleeding feature: set BleedWhenDying to 0
  • To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0
  • To turn off the dying state features: set DyingStateChance to 0

 

If you want to disable a feature which is based on chance, just set the chance value to 0.

Examples:

  • To turn off the knocking the wind out of your opponents: set KnockbackChance to 0
  • To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0
  • To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0

 

There are also many other features that can be activated in the ini - here are some examples:

  • LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary)
  • NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to
  • BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)

 

The ini is full of values for those wanting to experiment a little.

One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.

 

 

 

KNOWN "ISSUES" (they are not real issues)

  • The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you).
  • When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.

 

 

The source code of Ped Damage Overhaul can be found here:

https://github.com/HJHughJanus/PedDamageOverhaulRDR2

 

 

If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.

C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:

 

Edited by HughJanus

What's New in Version 2.0 BETA 7   See changelog

Released

Changelog v2.0 BETA 7

 

  • Added an ini parameter to enable/disable the disarming of downed opponents
  • Added an ini parameter to disable the "longer bleedouts" feature in missions
  • Fixed a bug where NPCs in cover would sack down all of a sudden when using euphoria mods
  • Fixed a bug where health for npcs in vehicles would not be set correctly
  • Fixed a bug where health for "Other Story NPCs" would not be set correctly
  • Fixed a bug where damage multipliers would not be applied if they were set above 100%
  • Adjusted some values in case the ini is not found (due to not following the installation instructions, which is very common, it seems^^)
  • Like 34
  • Thanks 7
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  • User Feedback

    Recommended Comments



    @HughJanusHere is something I didnt expect, even everything is disabled by that mod in nexus I'm still getting that fps drops. So it should be the asi file not the tweaks you made to peds

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    22 hours ago, HughJanus said:

    @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 31.39 kB · 10 downloads PedDamageOverhaul.asi 349.5 kB · 12 downloads

    Still happening in this version. Like I noted before, if I push any ped stuck in dying states they'll usually die or get up and walk away.

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    On 5/26/2021 at 8:25 PM, IIrish said:

    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.

    Also have this issue and i dont have the euphoria mod installed.

     

    Also can we please get an optionto disable the F keys completely ? I dont use the keys andso i dont want to have keys assigned at all.

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    Btw the beta version posted in the comments is that the standard version ? Because i dont want the overhaul version, if not can you post a standard version of it ??

    Edited by CyberOps
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    With the latest version posted in the comments I encountered a little issue, When i shoot someone in the arm they go unconscious and if I pick them up and like throw them in the water they just stay alive, same thing goes if I pick them up and use the tie your lasso mod to hang them up in a tree they just stay alive. Can this be fixed somehow ???

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    I noticed that version.dll from the trainer causes a lot of issues with npc's 'ressurecting' from dying state. One of the prime examples is a duel encounter between two npc's. Deleting de version.dll fixes the issue.

    • Like 1
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    @IIrish by "stuck in dying states" you mean those peds who wont die? How often does that occur?

    @CyberOps Could it be that you have other mods, trainers or hooks installed?

    @Larsieman1988 Thanks for the input, this may solve some peoples problems!

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    I have other mods yes but also with them removed it still happens, even tried it on a clean install

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    6 hours ago, HughJanus said:

    @IIrish by "stuck in dying states" you mean those peds who wont die? How often does that occur?

    @CyberOps Could it be that you have other mods, trainers or hooks installed?

    @Larsieman1988 Thanks for the input, this may solve some peoples problems!

    It is very rare with the mod at stock settings and only seems to occur when a ped falls in an awkward position (between objects or on top of a chair).

     

    'Always bleed out longer' causes issues, and peds often won't die with this enabled no matter how they fall.

     

    Btw 'spine paralyze' is causing that audio looping sound from npcs.

    Edited by IIrish
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    In this game bullets have large hit area (or npcs have huge hitboxes). This means that you don't need aim precisely to land a hit. It is possible to change that? Also, it is possible to increase scatter?

     

    Btw, beta version has invincibility turned on. 

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    Having an issues after PEDs enter dying state. They will do the same scream/phrase over and over. when multiple peds are downed they will all do the same scream and phrases and start overlapping each other. The screams do not have any delay between each noise/or phrase

     

    Otherwise this is awesome stuff. great work.

     

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    This may be a stupid question, but it's possible to reload the script without closing the game? It would be so more efficient to test some values

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    @IIrish Thanks for the tip - maybe it has to do with the head being above the threshold. I will check it out on the weekend.

    @Atet I honestly dont know. I havent researched anything in this field yet. The invincibility is always on in the testing inis, so you dont have to die a thousand deaths to test things out 🙂

    @Gman2022 Someone mentioned that this happens when SpineShotsParalyze is turned on. I thought I fixed that, but will have to check again. I suppose you have that turned on?

    @ChristianW. There is. Create an empty file called ScriptHookRDR.dev (or however the ScriptHook files are named, just with the ending .dev). Then you should be able to unload/load all the scripts with Ctrl+R ingame.

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    HughJanus

    Posted (edited)

    I think I fixed both the issues with the bleeding (NPCs not bleeing out when in weird poses) and with the looping sound (finally^^).

    This is a release candidate for v1.57, please try it out.

     

    Edit: Fixed a bug I just found and reuploaded.

     

     

     

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
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    Tweaked the ini, so the euphoria behavior works better with all the new euphoria mods.

    Would be great if we could get some feedback on how it works for you (with and without euphoria mods).

    PedDamageOverhaul.ini

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    How do you disable dying states for fist fights? I downloaded the latest beta and people just fall over and die during a fist fight. I checked the INI and MeleeDyingStateKnockout and DyingStatesForMelee are both set to 0. Is there anything I can do to have vanilla fist fights?

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    Hey first off I wanna say thanks so much for this mod. This is really the mod that made me come back to red dead 2 after being so disappointed by vanilla gunplay. Secondly, I found a bug with the new spine shot feature. The bug happened while I was using your mod with Bass Dragon's Euphoria mod, I havent tried to recreate it without the euphoria mod but I imagine that the problem is likely there. Anyway, whenever the spine hit was activated the npc would just stand straight up stiff as a board. They would not react at all to new gunshots (I would literally shoot them in the head and they would remain standing stiff) I can make a vid if you would like but havent yet because I figure its probably a mod conflict and low priority

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    Are online weapons stats added to these files, including navy revolver? because I saw another ragdoll when shot from the navy revolver and carbine repeater, should the shoots behave differently when shooting from pistols and rifles? I have version 1.56

     

    Edit:

    I downloaded the files that you added in the last comment and it looks like the navy relvolver works like the rest, but I have two comments, one is that almost every shot in the leg causes death (not immediate) and the other one I wanted to ask if the weapon modifier works on animals ? if they do not have the changed amount of health, it will be harder to kill them and get perfect skins at the default of 60% damage, and again by changing the damage to 100% by default, will npc immediately die from being shot in the foot?

    Edited by Gintero
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    20 hours ago, HughJanus said:

    This may be basic math and I'm being an idiot, but I have some questions involving some values like for example:

    HeadVecMaxDeltaB 
    HeadVecMaxTimeB

    What's the difference between delta and time? and the values are in milisecond as well? Because this Values is saying that is reponsible by the fleeing when bleeding "and to prvent that behaviour of just standing around" 

    And whats the Diference between Ragdoll and DSRagdoll?

    RagdollingSpeedThreshold 
    DSRagdollingSpeedThreshold

     

    And I'm testing your mod in conjuction with the Bass hero mod, and it's great the two together, but I'm having some problems now, Like now it's more rare to an npc to flee whe bleeding, most of the time the npc just tries to get up bleeding and falls again

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    22 hours ago, HughJanus said:

    Didnt seem to have the standing quasi t-pose that couldnt be knocked down after this. Ironically had a similar issue after I disabled spine shots but was much less common and likely due to me messing with settings i only sorta understand. I did fairly little testing though tbh as I started to feel like a psychopath shooting up valentine for the 4th time in a row.

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    20 minutes ago, GiveAlexAUsername said:

    Didnt seem to have the standing quasi t-pose that couldnt be knocked down after this. Ironically had a similar issue after I disabled spine shots but was much less common and likely due to me messing with settings i only sorta understand. I did fairly little testing though tbh as I started to feel like a psychopath shooting up valentine for the 4th time in a row.

    I feel like one too...but in saint denis killing the little cute blue cops

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    @Gintero The weapons are not affected by the modifier when aiming at animals. I have not encountered NPCs dying by one shoot in the foot. If you have this problem because you changed something in the ini and you dont want to use the default values, I suppose you increased the player damage. This will of course affect the overall damage done (no matter which limb is hit). If you want e.g. the torso to be more vulnerable, I suggest using TorsoDamageModifier (and other modifiers for limbs). Keep in mind, that the limb damage modifiers work by giving back or decreasing health after being hit (depending on the value of the modifier). So if a shot kills an NPC, the modifiers wont help for this shot.

     

    @ChristianW. The delta value specifies a radius around the NPCs head. If the NPCs head does not leave that radius for the amount of milliseconds specified in the time value, the NPC gets forced to the ground.

    The ragdolling speed works as long as the NPC is standing and not in the dying states, the DS ragdolling works as soon as an NPC is in dying states.

    The thing with bleeding and running will always be a problem as long as we dont know exactly which tasks are tied to the bleeding behavior.

     

    @StimPrim Thanks for reporting back.

     

    @GiveAlexAUsername Just be sure to let us know if this still happens, when you encounter it again. Since I (and none of the testing team, afaik) play with spine shot paralysis enabled, we wouldnt know.

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