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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

    I haven't tested this hypothesis thoroughly, but I've come to believe OnlyBleedOnTorsoShot = 0 disables BleedWhenShot = 1

     

    Meaning that the combination of OnlyBleedOnTorsoShot = 0 and BleedWhenShot = 1 results in no bleeding (at least not above DyingMovementThreshold). My interpretation of BleedWhenShot = 1 is that a shot will result in bleeding, regardless of the point of impact and health level.

     

    However, OnlyBleedOnTorsoShot = 1 + BleedWhenShot = 1 + torso shot seems to run fine (i.e. bleed)

     

     

     

    masisork1741

    Posted

    Any other tips to help with performance other than setting the number of NPCs?

    ChristianW.

    Posted

    Why in this last beta almost everytime an NPC gets shoot, they fall to the ground even if when lowering the knockback values.

     

    I'm doing something wrong ?

    ShirAhn

    Posted

    Guys, I hope you can help. I have been trying to get this amazing mod to work but I am really struggling.

     

    - The PEDs seem to almost die with one hit, if I disarm them and I hit the arm they die.

    - Sometimes when I lasso someone of a horse, they just die

    - When I hit someone in the leg, they lie on the ground and die after 25ish seconds. They never get up and run/fall

     

    I reinstalled the mod twice with a new version.dll (one that is 872kB) but I still get the same results. The F9 button shows that I enable/disable it so its doing something atleast.

    ShirAhn

    Posted

    On 9/18/2021 at 6:35 AM, ChristianW. said:

    Why in this last beta almost everytime an NPC gets shoot, they fall to the ground even if when lowering the knockback values.

     

    I'm doing something wrong ?

     

    I Guess i have the same issue,

    ChristianW.

    Posted

    10 hours ago, ShirAhn said:

     

    I Guess i have the same issue,

    I Noticed the same thing for unarmed NPC, huh strange

    ShirAhn

    Posted

    14 hours ago, ChristianW. said:

    I Noticed the same thing for unarmed NPC, huh strange

    Maybe its no longer supported, shame the video looks really cool.

    UhOkayThen

    Posted

    Does this mod work with Writhy's Euphoria Overhaul?

    Xialoh

    Posted (edited)

    Is it possible to disable a hotkey altogether? I have several mods using F keys and I don't need longer bleedout or friendly fire toggles. I've tried changing the numbers to None, changing them to 0, and commenting out the lines entirely, but the key just stays assigned to default 2 and 7.

    Edited by Xialoh
    HughJanus

    Posted

    @keboks Sounds like you have friendly fire turned on.

    @SAC This is not how its supposed to work, I will have to check that. Wrote it on my list.

    @ShirAhn@ChristianW. Are you using the mod with ABs script hook? Are you using any other mods or hooks? When testing the latest beta, I didnt notice anything like the behavior youre describing.

    @UhOkayThen Havent tried, but it should work.

    @Xialoh No, you cant disable them currently. You could set them all to the same F-key and just not use this one key.

    Psyskellar

    Posted

    Where can one find the beta build?

    masisork1741

    Posted

    On 9/26/2021 at 3:00 PM, HughJanus said:

    @keboks Sounds like you have friendly fire turned on.

    @SAC This is not how its supposed to work, I will have to check that. Wrote it on my list.

    @ShirAhn@ChristianW. Are you using the mod with ABs script hook? Are you using any other mods or hooks? When testing the latest beta, I didnt notice anything like the behavior youre describing.

    @UhOkayThen Havent tried, but it should work.

    @Xialoh No, you cant disable them currently. You could set them all to the same F-key and just not use this one key.

    I've noticed that somtimes when I shoot NPCs with high-powered rifles, they seem to just sort of stand still and fall down, and don't get knocked back at all.

    ChristianW.

    Posted

    On 9/26/2021 at 4:00 PM, HughJanus said:

    @keboks Sounds like you have friendly fire turned on.

    @SAC This is not how its supposed to work, I will have to check that. Wrote it on my list.

    @ShirAhn@ChristianW. Are you using the mod with ABs script hook? Are you using any other mods or hooks? When testing the latest beta, I didnt notice anything like the behavior youre describing.

    @UhOkayThen Havent tried, but it should work.

    @Xialoh No, you cant disable them currently. You could set them all to the same F-key and just not use this one key.

    It was the WERO, i forgot that I had it on

    cactuscraze

    Posted

    Im also having the issue where peds fall down with one shot. Not die just fall to the ground. Sometimes they get back up sometimes not. This only happens outside of missions however. Inside missions I one shot kill almost everyone with a "headshot" even if I hit them in the stomach, chest, arm whatever. Now the strange thing is I havnt updated the mod or my game since I started playing many months ago. So I got the beta and latest script hook (ABs) and still have the same issue. Are there any INI settings I can tweak to change this? Or any other way to fix it? Any help would be greatly appreciated.

    BloodPhysics

    Posted

    On 9/28/2021 at 2:59 PM, ChristianW. said:

    It was the WERO, i forgot that I had it on

    Which mod would you say is more satisfying ped or WERO? it sounds like they dont play together nicely 

    k1ng.j3w

    Posted (edited)

    Hey @HughJanus

     

    Thanks so much for your mod! I started playing around with it again recently and have been trying to find a way to randomize the knockdowns (I want to be able to play so that when I shoot an NPC they will have a change to be incapacitated on the ground for a random number of seconds (around 1-10 say) 

    I can't find anything in the config and have been playing around with the lower bullet force mod - there's a line in the code around time incapicated. That's sort of what I am looking for, but want it randomizable. 

    Do you know if there's a way to do this? And if so can it be done from within your mod? 

    Sorry if I'm missing something obvious,


     

    Edited by k1ng.j3w
    HughJanus

    Posted

    @Psyskellar https://www.rdr2mods.com/downloads/rdr2/scripts/42-ped-damage-overhaul/?do=findComment&comment=3781

    @masisork1741 Is it random or can you reproduce it at will?

    @cactuscraze Could it be that you have some euphoria mod installed? As Christian W. mentioned, PDO does not seem to work as expected with those installed.

    @k1ng.j3wThere are two values governing the knockback: the knockback threshold and the knockback chance. The threshold defines the health under which the knockback can happen. The chance defines the chance per millisecond the NPC is in ragdoll (= if the NPC is ragdolled and knocked back by a shot, each millisecond the chance is computed if the NPC is to stay in ragdoll for longer (= staying knocked down)).

    ChristianW.

    Posted

    On 9/29/2021 at 5:00 AM, BloodPhysics said:

    Which mod would you say is more satisfying ped or WERO? it sounds like they dont play together nicely 

    I prefer PDO, but one thing that I like from WERO is when you dump a magazine to an npc on the ground and and they react with erratic movements. it's like an extra layer of detail, and they surprising work good together besides the incovinience of the npc almost everytime gets a shoot and falls to the ground

    cactuscraze

    Posted

    No the only other mod I have installed is realistic photo reshade or something like that. But that only effects the way the game looks. And I also had it working before with the mod. I truly have no idea what is causing this. 

    coltraz

    Posted

    Just want to echo what @cactuscraze and others are saying : a single shot to the leg of an NPC can kill them, a punch will kill them, carrying an unconscious body and dropping it will kill the body. I don't see any bleedout effects because the NPC will die before that can happen. 

     

    The only other mod I have installed is: "CutDialogueRestorationandEnhancement2.1"

    masisork1741

    Posted

    On 9/30/2021 at 9:48 AM, HughJanus said:

    @Psyskellar https://www.rdr2mods.com/downloads/rdr2/scripts/42-ped-damage-overhaul/?do=findComment&comment=3781

    @masisork1741 Is it random or can you reproduce it at will?

    @cactuscraze Could it be that you have some euphoria mod installed? As Christian W. mentioned, PDO does not seem to work as expected with those installed.

    @k1ng.j3wThere are two values governing the knockback: the knockback threshold and the knockback chance. The threshold defines the health under which the knockback can happen. The chance defines the chance per millisecond the NPC is in ragdoll (= if the NPC is ragdolled and knocked back by a shot, each millisecond the chance is computed if the NPC is to stay in ragdoll for longer (= staying knocked down)).

    Seems to be random, along with the long-standing issue of NPCs having rapid-fire revolvers, that can kill me in a single hit, not sure if it's with this mod or a problem with a game.

    masisork1741

    Posted

    59 minutes ago, masisork1741 said:

    Seems to be random, along with the long-standing issue of NPCs having rapid-fire revolvers, that can kill me in a single hit, not sure if it's with this mod or a problem with a game.

    I should mention, PDO  seem to work the same between arthur and John. With John, it seems to take more bullets to make them go down.

    HughJanus

    Posted

    @cactuscraze@coltraz Are you using the latest beta or another version?

    @masisork1741 Hm, ok, thanks for the feedback. Ill put it on my list - though, as always, I have no idea when I will be able to actually do something about it.

    cactuscraze

    Posted

    I was using an older version and then I started noticing the problem. So I updated to the beta. The thing is I had this mod working perfectly fine before so I never updated my game or the mod to avoid things like this. It just randomly started happening when I opened the game.


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