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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



    SAC

    Posted (edited)

    On 8/20/2021 at 9:11 PM, HughJanus said:

     

    New beta - should improve performance (and tweaked the ini a bit to make the mod more compatible with other mods - also this is a testing ini, so stuff like invincibility is enabled).

    Please provide feedback, if possible.

     

     

     

    Hi,

     

    - in this version TieYourLasso hanging victims no longer die suddenly (as reported in 1.57), which is good 🙂 however the health boost function for hanged NPCs doesn't seem to work

    - spine paralysis victims never bleed out, even below DyingMovementThreshold (like in 1.57)

    - NPCHealth does no longer limit (hard cap) the health of NPCs (meaning I can set manually a health value for an NPC in Rampage higher than NPCHealth, which was not possible in 1.57 - this is good), however some of the NPCs spawn with health 75, then jump to NPCHealth when first shot; it seems random, some spawn with 75, some with NPCHealth

    - BleedingValue seems to be stuck at 4 even though the ini setting is 1

    - BleedWhenShot = 1 does not work (as reported in 1.57), meaning a shot victim above DyingMovementThreshold never bleeds out

    - in this version victims below DyingMovementThreshold don't seem to emit sounds (like moans, screams etc), they keep quiet

    - UseForcePushesWhenAnimUsed = 0 seems to disable force pushes at all times (i.e. also when no animation seems to play); never tested this setting in 1.57, always had it set to 1 before this beta

     

    Feature request: please add a blip to injured (mod-tracked) NPCs while they are still alive, if above DyingMovementThreshold civilians run off when injured and are hard to find 

     

    Thanks!

    Edited by SAC
    IGORMSH

    Posted

    9 hours ago, SAC said:

     

    May I ask why? Reason for asking is that I've tweaked a lot of values in the ini, replicating them into the new ini is a bit difficult

     

    Thx

     

    As he said, he tweaked some things and improved performance, using an older version .ini may not be so compatible as it might not have all the options correctly disposed for the mod's coding; or having outdated options better configurated in the updated version. 

     

    Maybe not much in this version as there is no major changes, but if a mod version adds new things, you need an updated .ini to validate this configuration.

    masisork1741

    Posted

    18 hours ago, IGORMSH said:

    How much fps on wilderness?

     

    Because now it is looking like the old versions of the mod, are you sure you are using the beta now? Same skydiving fps with no mods at all?

     

    In the wilderness, a good 65. When I'm in towns, drops to about 25, like I said. Without mods, the FPS in towns is about 40-50.

    IGORMSH

    Posted

    6 hours ago, masisork1741 said:

    In the wilderness, a good 65. When I'm in towns, drops to about 25, like I said. Without mods, the FPS in towns is about 40-50.

     

    Well, i am also having high fps drops in towns, but it has nothing to do with the mod, activating or not, uninstaling the mod or no, nothing changes. 

    This game is weird. 

    masisork1741

    Posted

    25 minutes ago, IGORMSH said:

     

    Well, i am also having high fps drops in towns, but it has nothing to do with the mod, activating or not, uninstaling the mod or no, nothing changes. 

    This game is weird. 

    Yeah, it's the game's fault, then, it's weird. 

    IGORMSH

    Posted

    On 8/30/2021 at 12:19 AM, masisork1741 said:

    Yeah, it's the game's fault, then, it's weird. 

     

    Are you using any launch arguments? I was using -high and -USEALLAVAILABLECORES and now that i stopped using them it got a bit better, more playable in towns again. Maybe it has something to do with that?

    CndConnection

    Posted

    Sorry to kinda go off topic I know a lot of people here post for help and such.

    I just wanted to say this though to the mod creators : @fitfondue and @HughJanus. 

    This has to be one of the greatest mods of all time. It is so unbelievably fucking incredible that this mod exists. This mod singlehandedly made RDR2 a 50/10 game for me, possibly one of the greatest games I ever played. Replaying the entire story with this mod was a trip, it was like playing one of the most intense and realistic wester movies ever filmed. For someone who has been a massive fan of euphoria since it's implementation in GTA 4....I wholeheartedly believe Rockstar should hire you both to work on their physics or some other company should take advantage.

    I want you both to understand that this mod is really fucking amazing and that we appreciate you for the effort you put in consistently updating and improving this mod. 

    Someone on reddit recently reached out to me to get help getting the mod to work and I wasn't sure I wanted to go through the hassle of helping someone online....but I had to. I had to let him enjoy this amazing mod. I helped him out as best as I could and he got it to work and now he too is amazed...right now our conversation on reddit is just us both gushing about how amazing it is.

    Thank you both fitfondue and HughJanus.....really appreciate the work you guys do. 

    • Like 2
    masisork1741

    Posted

    15 hours ago, IGORMSH said:

     

    Are you using any launch arguments? I was using -high and -USEALLAVAILABLECORES and now that i stopped using them it got a bit better, more playable in towns again. Maybe it has something to do with that?

    What does -high do? I'll put them both in.

    IGORMSH

    Posted

    43 minutes ago, masisork1741 said:

    What does -high do? I'll put them both in.

    I have no idea. Probably priority. I was using both but now that i stopped using them, it is running more smoothly, probably because my CPU is old and would bottleneck the GPU.

    You can try to see if it improves the fps.

    Valentino18

    Posted

    There is a setting capping my health at around a quarter of the full amount and it isn't moving though I still take damage. It's just a visual cap so I can't see how close I am to dying, anyone know which setting this is? Using the beta btw

     

    IGORMSH

    Posted

    2 minutes ago, Valentino18 said:

    There is a setting capping my health at around a quarter of the full amount and it isn't moving though I still take damage. It's just a visual cap so I can't see how close I am to dying, anyone know which setting this is? Using the beta btw

     

     

    Invincibility? As the mod's creator said, the beta has invincibility on, you need to turn it off in the .ini file.

    Valentino18

    Posted

    1 minute ago, IGORMSH said:

     

    Invincibility? As the mod's creator said, the beta has invincibility on, you need to turn it off in the .ini file.

    Nah, invincibility maxes your health. I'm still able to take dmg however my core looks like this

    Screenshot (151).png

    IGORMSH

    Posted

    11 minutes ago, Valentino18 said:

    Nah, invincibility maxes your health. I'm still able to take dmg however my core looks like this

    Screenshot (151).png

     

    But did you disable invincibility? Try my .ini which has it turned off. If it still the same, then it probably is other mod's fault.

    PedDamageOverhaul.ini

    Valentino18

    Posted

    18 minutes ago, IGORMSH said:

     

    But did you disable invincibility? Try my .ini which has it turned off. If it still the same, then it probably is other mod's fault.

    PedDamageOverhaul.ini 32.59 kB · 1 download

    This worked, it probably was because I changed all the values to the ones after the ; Thanks for this though

    • Like 1
    ni0g0a

    Posted (edited)

    I set on the option "always killing wounded". It's a pitty because i love the animations when they die with killing wounded off. I dont know if the animations are different when killing wounded is on, but i feel like they fall very fast when is on. 

     

    The game is hardly playable with that option off. I mean, in a lot of missions the friendly npcs are just waiting without advance and shooting to the air because of the wounded enemies. Many times those enemies are far and is hard and "out of the mission script" leaving the path to kill them. It breaks the pace of the missions (is a very cinematic and scripted game, the pace is crucial), and having to press F8 to see the message "Killing wounded enable" breaks the inmersion

     

    It would be great something like enemies dying in a max of 5 seconds when they are on the ground of something like that. Many times the mission doesnt continuo and is hard to know why cause you dont see the enemy which is alive 

     

     

    I love this mod and the features like enemies dying with 1 or 2 shots, more gold loss when i die, more need of food.... but sadly it makes the missions sometimes frustrating. Several times i ended up a bit tired of missions because there are several missions with  very chaotic action parts where is nearly impossible not to receive shots.

     

    Enemies have a lot of damage, and that is great when you have a good map to cover with, but most of the time the covers doesnt work very well. This game is very far from TPS like Uncharted, Gears of war, Tomb raider, spec ops the line....in terms of cover system. It's something that surprinsingly Rockstar haven't  done well yet. Specially when you are in the nature, the characters can barely cover with rocks, its clunky and many times you gonna get shot before the character complete the cover animation correctly. The last mission for example is a torture with all those rocks and terrain

     

    Another example of this is the horse action parts. Many times there are enemies coming in horses while you ride, and is hard to aim from the horse. You gonna receive many shots  before killing them (for example 3-5 enemies riding and shooting, you wont kill them without taking some shots)

     

    What i mean is, a gameplay where we die with few shots is perfect when you have a game with a good cover system, but in this game the covers use to fail and is basically impossible to complete a mission without receiving any shot, and enemies with much damage can make several missions really frustrating. Im trying with enemies damage set to 120 instead of 180. For them moment looks more enjoyable

     

     

    I know this situations are easily solved with deadeye, but that is like using cheats lol. That feature is totally broken. 

     

    I dont want you to see this posts like a complain or something like that. I appreciate a lot your work and i say it as feedback from my user experience with the mod. Thanks

    Edited by ni0g0a
    ChristianW.

    Posted

    7 hours ago, ni0g0a said:

    I set on the option "always killing wounded". It's a pitty because i love the animations when they die with killing wounded off. I dont know if the animations are different when killing wounded is on, but i feel like they fall very fast when is on. 

     

    The game is hardly playable with that option off. I mean, in a lot of missions the friendly npcs are just waiting without advance and shooting to the air because of the wounded enemies. Many times those enemies are far and is hard and "out of the mission script" leaving the path to kill them. It breaks the pace of the missions (is a very cinematic and scripted game, the pace is crucial), and having to press F8 to see the message "Killing wounded enable" breaks the inmersion

     

    It would be great something like enemies dying in a max of 5 seconds when they are on the ground of something like that. Many times the mission doesnt continuo and is hard to know why cause you dont see the enemy which is alive 

     

     

    I love this mod and the features like enemies dying with 1 or 2 shots, more gold loss when i die, more need of food.... but sadly it makes the missions sometimes frustrating. Several times i ended up a bit tired of missions because there are several missions with  very chaotic action parts where is nearly impossible not to receive shots.

     

    Enemies have a lot of damage, and that is great when you have a good map to cover with, but most of the time the covers doesnt work very well. This game is very far from TPS like Uncharted, Gears of war, Tomb raider, spec ops the line....in terms of cover system. It's something that surprinsingly Rockstar haven't  done well yet. Specially when you are in the nature, the characters can barely cover with rocks, its clunky and many times you gonna get shot before the character complete the cover animation correctly. The last mission for example is a torture with all those rocks and terrain

     

    Another example of this is the horse action parts. Many times there are enemies coming in horses while you ride, and is hard to aim from the horse. You gonna receive many shots  before killing them (for example 3-5 enemies riding and shooting, you wont kill them without taking some shots)

     

    What i mean is, a gameplay where we die with few shots is perfect when you have a game with a good cover system, but in this game the covers use to fail and is basically impossible to complete a mission without receiving any shot, and enemies with much damage can make several missions really frustrating. Im trying with enemies damage set to 120 instead of 180. For them moment looks more enjoyable

     

     

    I know this situations are easily solved with deadeye, but that is like using cheats lol. That feature is totally broken. 

     

    I dont want you to see this posts like a complain or something like that. I appreciate a lot your work and i say it as feedback from my user experience with the mod. Thanks

    You can change the time in the ini "MaximumDyingStateTime"

    ChristianW.

    Posted

    The only thing that seems off now is shoot npc sitting on the train or in a wagon, the rarely trigger the dying state, so they take more bullets until dropping dead.

    I dont know if this is configurable.

    HughJanus

    Posted

    On 8/29/2021 at 11:49 AM, SAC said:

     

     

    Hi,

     

    - in this version TieYourLasso hanging victims no longer die suddenly (as reported in 1.57), which is good 🙂 however the health boost function for hanged NPCs doesn't seem to work

    - spine paralysis victims never bleed out, even below DyingMovementThreshold (like in 1.57)

    - NPCHealth does no longer limit (hard cap) the health of NPCs (meaning I can set manually a health value for an NPC in Rampage higher than NPCHealth, which was not possible in 1.57 - this is good), however some of the NPCs spawn with health 75, then jump to NPCHealth when first shot; it seems random, some spawn with 75, some with NPCHealth

    - BleedingValue seems to be stuck at 4 even though the ini setting is 1

    - BleedWhenShot = 1 does not work (as reported in 1.57), meaning a shot victim above DyingMovementThreshold never bleeds out

    - in this version victims below DyingMovementThreshold don't seem to emit sounds (like moans, screams etc), they keep quiet

    - UseForcePushesWhenAnimUsed = 0 seems to disable force pushes at all times (i.e. also when no animation seems to play); never tested this setting in 1.57, always had it set to 1 before this beta

     

    Feature request: please add a blip to injured (mod-tracked) NPCs while they are still alive, if above DyingMovementThreshold civilians run off when injured and are hard to find 

     

    Thanks!

     

    As Christian already mentioned, you can cap the maximum time an NPC is bleeding by setting MaximumDyingStateTime.

    But be sure to notice that in my uploaded ini there are a lot of settings set to values which wouldnt be used in a release (e.g. TorsoBleedingOverwrite).

    Also NPCHealth is set to 75 now - I dont know why it would be higher?

     

    Thanks to all of you for the input!

    SAC

    Posted

    1 hour ago, HughJanus said:

     

    As Christian already mentioned, you can cap the maximum time an NPC is bleeding by setting MaximumDyingStateTime.

    But be sure to notice that in my uploaded ini there are a lot of settings set to values which wouldnt be used in a release (e.g. TorsoBleedingOverwrite).

    Also NPCHealth is set to 75 now - I dont know why it would be higher?

     

    Thanks to all of you for the input!

     

    Hi, thank you for your reply

     

    I am aware of MaximumDyingStateTime, I have set it to a very high number because I want the NPCs to bleed out "naturally", not die suddenly by crossing an arbitrary time threshold.

     

    I have tested a lot of settings, OnlyBleedOnTorsoShot is set to 0

     

    NPCHealth = 150; I'd be happy to use 75 if only TYL hanging victims would not die out in less than 10 seconds at that setting, considering also the damage inflicted by lasso-ing and hanging them - actually, I am setting hanging victims at around 250 in order to get a proper hanging (20..30 seconds approx). I really wish TYL health boost was working.

     

    Another feature request, if I may: please add a MalePushModifier setting alongside (the existing) FemalePushModifier. For context, I am using FemalePushModifier = 8 so the females don't jump around when downed, however the male's jumpiness could really use a damper.

     

    Thank you!

     

    HughJanus

    Posted

    @SAC The pushing values all apply to the male NPCs. If an NPC is female, the pushing values are divided by the FemalePushModifier. So if you want male NPC to behave differently, just tweak the pushing values.

    Yeah, NPCs dont seem to behave like you would expect them to with TYL, unfortunately. My code is pretty straight forward and just adds health to NPCs who are hanging - I dont know why there are such problems.

    KFMUSH

    Posted (edited)

    So, I had blanked out the hotkeys in the ini file because of conflicts and it was working.  Until I quit the game.  Now the mod is completely ignoring any changes to the ini files and only used the default values.  I had not touched anything else in the ini files besides deleting the F-keys.  I've deleted the mod and changed the keys to other function keys to see if that worked, but everything I change is ignored. I have reloaded saves, relaunched the game, and rebooted my pc.  I'm using the latest version.

    Edited by KFMUSH
    HughJanus

    Posted

    On 9/4/2021 at 11:18 PM, KFMUSH said:

    So, I had blanked out the hotkeys in the ini file because of conflicts and it was working.  Until I quit the game.  Now the mod is completely ignoring any changes to the ini files and only used the default values.  I had not touched anything else in the ini files besides deleting the F-keys.  I've deleted the mod and changed the keys to other function keys to see if that worked, but everything I change is ignored. I have reloaded saves, relaunched the game, and rebooted my pc.  I'm using the latest version.

     

    I would suggest setting the hotkeys all to the same button. Leaving them blank just sets them to the default values.

    Concerning your problem - I think you may have missed something. I would not be able to explain the mod suddenly not taking the ini values anymore.

    rossi646

    Posted (edited)

    Hey, absolutely love this mod. I've used it since it came out and it makes the game ridiculously better. The newest beta seems to have fixed an issue I had with bleeding animations ending early, however the other issue I had still exists. If I have the paralyze setting turned on, every single spine shot will paralyze, regardless of the % chance i use

     

    Edit: I spoke too soon. I started up the game again after turning off spine shots paralyze and now the bleeding animations issue is back. after being hit by a bleed shot, the ped will stand up for a second before immediately collapsing. I'll attach a list of the other mods i use

    rdr2directory.png

    Edited by rossi646
    keboks

    Posted (edited)

    I may be the only one experiencing this but the beta 1.58 breaks some missions for me involving riding carriage. Whenever there's a mission involving carriages, character always pushes NPC out of it and vice versa. When I use 1.57, it doesn't happen. Could you check and see if that's a glitch with the beta? I love the mod BTW, thanks.

    Edited by keboks
    SAC

    Posted

    On 9/3/2021 at 9:52 PM, HughJanus said:

    @SAC The pushing values all apply to the male NPCs. If an NPC is female, the pushing values are divided by the FemalePushModifier. So if you want male NPC to behave differently, just tweak the pushing values.

     

     

    True. However, a multiplier would be more convenient than changing a lot of values


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