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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



    @HughJanusI reduced SpecialWeaponModifier and WeaponModifier to 10 (i.e. according to the description of 10% of standard damage) and also LegDamageModifier and ArmDamageModifier to 1 and admittedly using navy revolver with gunshots in arms and legs they did not die but with carbine repeater tests they died every time. what else would be best to change?

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    @HughJanus

     

    Did more testing, didnt run into that standing paralysis bug again once so I assume you fixed it. Unfortunately I found a new one. all the peds in dying states scream constantly even after I turned off the pain sounds and aim reaction sounds in the ini. Again, I can make a vid of it if you want but right now I just hear a constant stream of "BLEEYAAUUUGGHH" from all the wounded after a gunfight

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    After all those tests, I noticed something that I cannot unsee now, everytime the DyingState is activated, and if NPC is stationary, the NPC will always starts to stumble to the left and do a clockwise motion stumbling while walking.

     

    And thanks for the tip about reseting the script while in-game, That made me notice one more thing, it's the DyingThreshold responsible for the weird stiffness that some folks mentioned, if deactivated this never occurs...

    Edited by ChristianW.
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    @Gintero The weapon is already in the weapons list. I just checked by spawning it and shooting a few police men. It works as it should. They go down by 1-2 shots to the torso and enter dying states after 2-4 to the legs. Do you have any trainers active or other hooks installed?

     

    @GiveAlexAUsername I lowered the audio chance and made it configurable in the ini (see attached) --> SpineParalysisAudioChance

     

    @ChristianW. I have tried changing the stumbling a bit (making the push more random). Please check if it worked (see attached). The value which governs the amount of stumble time as well as the occurence of stiffness, it seems, is DSMaxStumbleTime.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

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    @HughJanusI have installed:

    Lennys mod loader

    Lennys simple trainer

    Red dead offline

    Crime and law rebalance

    Duels

    Simple high stakes (poker)

    Then I have to delete mods one by one and see what makes a mess. Thanks for your help and great respect for creating the mod because it has definitely been a lot of work and you have been caring about this mod and community issues for over a year after its release. Really great respect

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    If disabling all Dying Movement Threshold, the bleeding works very well, without standing around while bleeding, or trying to stand just to immediately fall again, but it's a trade off, or you choose for some nice behaviors from the DyingMovementThreshold like rolling in the ground while dying, but it has some caveats too, like that stiffness or the bleeding while running... 

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    Hello 🙂

     

    I'm trying to tweak the damage values (some of the combat missions with the whole gang are over before I can blink).

    So I've got a question and a suggestion.

    First the suggestion: would it be possible to add a specific NPC to NPC damage modifier?

    Now for the question: How does the "SpecialWeaponModifier" and "WeaponModifier" interact with the "Bodypart Damage Modifiers"? Does the percentages stack? Does one replace the other? Are they multiplied?

     

    Tanks in advance, and for the awesome mod 🙂

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    7 hours ago, Daneman200 said:

    Hello 🙂

     

    I'm trying to tweak the damage values (some of the combat missions with the whole gang are over before I can blink).

    So I've got a question and a suggestion.

    First the suggestion: would it be possible to add a specific NPC to NPC damage modifier?

    Now for the question: How does the "SpecialWeaponModifier" and "WeaponModifier" interact with the "Bodypart Damage Modifiers"? Does the percentages stack? Does one replace the other? Are they multiplied?

     

    Tanks in advance, and for the awesome mod 🙂

     

    I would not know how to implement an NPC to NPC modifier without tanking the FPS even more.

    As or the modifiers, they just co-exist. The weapon modifiers alter the damage a weapon does, the body part modifiers divide or multiply that damage (depending on if the modifier is below or above 100%).

    Example:

    The cattleman revolver usually does 10 damage - the weaponmodifier is set to 200%, so it does 20 damage. The leg damage modifier is set to 50% and you shoot an NPCs leg, the revolver does 10 damage (50% of 20).

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    Found some bugs in Friendly fire function.

     

    1. Cant use melee weapons like knife and fists ( punch only when robbing).

    2. Can be disabled in time to time.

     

    PS: When use Friendly fire in camp game can go to gameover while "You bring enemy in camp". So very need a function to disable all camp/safe zone restrictions.

    Edited by Aztec2012
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    @HughJanusI would also like to ask if there are any limits on damage modifiers? because I set the torso damage modifier up to 500-600 and with express ammunition sometimes after one shot the ped gets up and I would like it to be realistic and that they would die after one shot in the torso

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    @Aztec2012 Thanks for reporting. I dont know if we will spend the time tinkering around with the friendly fire function, since most of the users dont seem to activate it. I will put your points on our list, though.

    @Gintero Not intentionally. Maybe there is something we overlooked in the code. I will check it out for v1.58.

     

    Since there have been no more bug report with v1.57 beta, we will prepare this version for release within the next 10 days.

    Big thanks to all of you who take the time to give us feedback here. And apologies to those, whose complaints dont get implemented - we have very little free time on our hands and try to address the problems most players are having. Your complaints are on our list and will be addressed sometime - we just cant put a finger on the date 😕

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    Having this glitch where incapacitated peds' pushforces will bug out and NPCs on the ground will fling up into the air or spin around like a tornado, like something invisible is tossing them about. Any fixes?

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    5 hours ago, awaawaa said:

    Having this glitch where incapacitated peds' pushforces will bug out and NPCs on the ground will fling up into the air or spin around like a tornado, like something invisible is tossing them about. Any fixes?

     

    Force pushes for downed NPCs have been disabled for some releases now. I suppose you messed with the ini?

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    1 hour ago, HughJanus said:

     

    Force pushes for downed NPCs have been disabled for some releases now. I suppose you messed with the ini?

    Not terribly, just enabled spine shots, always longer bleed, friendly fire & mod affects story characters, but I still notice it sometimes after I'd reinstalled the mod to set it to default.

    Edited by awaawaa
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    2 hours ago, awaawaa said:

    Not terribly, just enabled spine shots, always longer bleed, friendly fire & mod affects story characters, but I still notice it sometimes after I'd reinstalled the mod to set it to default.

     

    Hm, thats weird. The only pushes occuring are the ones to get them to stumble (and those are extremely light). After the NPCs have fallen down, no pushes are applied at all.

    Do you have any other mods installed?

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    12 hours ago, HughJanus said:

     

    Hm, thats weird. The only pushes occuring are the ones to get them to stumble (and those are extremely light). After the NPCs have fallen down, no pushes are applied at all.

    Do you have any other mods installed?

    I do. LML, SimpleTrainer, RDO, WhyEm's Assortment(RDO compatible), Crime & Law Rebalanced, better player humidity, sleep deprivation, consistent timeflow, no hitmarkers, Fixes Graphical Issues, gun metal rework, dark nights, and WERO. I got WERO after i got PDO.

     

    Maybe pushforce was the wrong word - I just surmised that was the cause when I looked at the ini. But its only on downed npcs, not when they stumble. Perhaps its a different force, whatever makes dying peds squirm and turn around.

    Edited by awaawaa
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    Hey not sure where i should ask but after the most recent update to rdr2 I've lost all ability to use any mods whiles playing story mode anyone know how i can fix this

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    16 minutes ago, PackManTM said:

    Hey not sure where i should ask but after the most recent update to rdr2 I've lost all ability to use any mods whiles playing story mode anyone know how i can fix this

    Alexander Blade's Scripthook needs to be updated in order for many mods to work again. While we wait for that, LMS posted an experimental temporary fix:

     

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    11 hours ago, Brumsly said:

    Alexander Blade's Scripthook needs to be updated in order for many mods to work again. While we wait for that, LMS posted an experimental temporary fix:

     

    Thank you it fixed up i appreciate your help

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    On 7/7/2021 at 8:59 PM, awaawaa said:

    I do. LML, SimpleTrainer, RDO, WhyEm's Assortment(RDO compatible), Crime & Law Rebalanced, better player humidity, sleep deprivation, consistent timeflow, no hitmarkers, Fixes Graphical Issues, gun metal rework, dark nights, and WERO. I got WERO after i got PDO.

     

    Maybe pushforce was the wrong word - I just surmised that was the cause when I looked at the ini. But its only on downed npcs, not when they stumble. Perhaps its a different force, whatever makes dying peds squirm and turn around.

     

    The squirming is an animation, not a force.

    As you have RDO installed, I suppose you use RPH along with ABs script hook? As far as I know, RPH and ABs script hook dont work together well (for some people PDO wasnt working properly if RPH was installed).

    Other than that, I have not played with WERO yet, so this might also be the cause.

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    Is the Ped that you are shooting meant to fall over/ragdoll every time they’re shot?

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