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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



    coltraz

    Posted (edited)

    Would anyone be willing to upload their .ini with all the cool settings enabled sensibly for realism? I'm having a lot of trouble setting mine up to behave as expected. @SAC Like maybe yours, now that you updated it? : ) If you don't mind!

     

    Thank you : )

    Edited by coltraz
    HughJanus

    Posted

    @coltraz What exactly did you have in mind? (so people know if their ini is right for you)

    coltraz

    Posted (edited)

    @HughJanus Realism when it comes to shooting or knifing NPCS - shots to the legs not causing death, but maybe fall at first then being able to get back up and limp, bleeding from the belly or non-vital areas slow and painful, with suffering, visible blood spilling when trying to run or fight back, shots to the spine paralyzing, with suffering and bleeding, shots to vital region (head, heart, lungs) quicker deaths. Stuff that makes you go, "Damn, that was brutal," once the shooting finally ceases. : )

     

    BTW, I was complaining a couple pages back about insta-killing NPCs with a punch but seems to be solved now with your latest beta. Now I just can't get the .ini settings to perfectly reflect the above. Thank you!

    Edited by coltraz
    SAC

    Posted

     

    Sure, give this a shot.

     

    Main "features": long (and deadly) bleedouts, minimalistic (long) hangings, muted dying convulsions, spine paralysis 100%

    PedDamageOverhaul.ini

    • Like 1
    HughJanus

    Posted

    @coltraz Great to hear the problem is fixed for you 🙂

    @SAC Concerning the Ctrl+R to reload the scripts - are you using ABs script hook and/or any other hooks? Worked fine for me the last time I tested.

    SAC

    Posted

    1 hour ago, HughJanus said:


    @SAC Concerning the Ctrl+R to reload the scripts - are you using ABs script hook and/or any other hooks? Worked fine for me the last time I tested.

     

    I'm not sure how to tell. These are the files named "scripthook" in my RDR folder, but I don't know if I have others too

     

     

     

    image.thumb.png.746fff02adde66968654dff5922ef8f1.png

     

    HughJanus

    Posted

    @SAC Yeah, ABs blog is the place to go. The latest version is the one from July 19th 2021: https://www.dev-c.com/rdr2/scripthookrdr2/

    I dont have the ScriptHookDotNet installed - might be that this one spits in your soup? I have no idea.

    Just wanted to clarify, that I do not have any other hooks installed and it works as intended for me -> maybe try to uninstall other hooks for one run and check if it works then?

    IIrish

    Posted

    Is there any way to stop NPCs launching themselves off the ground while in the more 'lively' dying state stage? It's kinda immersion breaking. They spin around through the air and it seems a little too much.

    HughJanus

    Posted

    @IIrish Did you change anything in the ini? There should be no force applied to NPCs in dying states.

    IIrish

    Posted

    7 hours ago, HughJanus said:

    @IIrish Did you change anything in the ini? There should be no force applied to NPCs in dying states.

    Nothing major. Just enabled longer bleed outs and bleedwhenshot.

     

    It seems that when they start to roll, it sometimes becomes excessive to the point that they leave the ground and it looks odd. Using the beta you posted on Friday btw.

    HughJanus

    Posted

    @IIrish Could it be that youre using an old ini file? What you are describing is exactly the behavior which used to happen when we used force pushes in dying states (before we discovered how to use the wounded animation). After discovering the wounded animation, we deactivated the force pushing, but left it in the ini in case someone wanted to still use it.

    • Like 1
    IIrish

    Posted

    That was it I think, my bad..

    • Like 1
    UhOkayThen

    Posted

    Got it, thank you.

    coltraz

    Posted

    On 10/16/2021 at 4:37 PM, SAC said:

     

    Sure, give this a shot.

     

    Main "features": long (and deadly) bleedouts, minimalistic (long) hangings, muted dying convulsions, spine paralysis 100%

    PedDamageOverhaul.iniUnavailable

    Thank you!! 

    HughJanus

    Posted (edited)

    New beta.

    Fixed a bug and added an ini parameter which disables NPCs being forced to the ground when under the dyingmovementthreshold, they will stay on the ground if they go down by themselves, though (this is an experimental setting for euphoria mod compatibility).

     

     

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
    • Like 1
    SAC

    Posted

    1 hour ago, HughJanus said:

    New beta.

    Fixed a bug and added an ini parameter which disables NPCs being forced to the ground when under the dyingmovementthreshold, they will stay on the ground if they go down by themselves, though (this is an experimental setting for euphoria mod compatibility).

     

     

    Hi

     

    What bug, and what is the name of the ini setting? 🙂

     

    Thx

     

    HughJanus

    Posted

    @SAC EuphoriaModInstalled is the ini setting and the bug I stumbled upon when implementing the setting (had to do with force pushes being applied too late - dont know if it would have been noticed while playing, but it was some incorrect code).

    • Like 2
    AdmirerOfClouds

    Posted

    Excited to try out the new update with C.E.R.R, thank you Hugh!

    masisork1741

    Posted

    On 10/12/2021 at 3:14 PM, HughJanus said:

    New beta.

     

    @SAC the last described problem should now be solved (the bleeding should not stop on the threshold exactly).

    @Henk90 could you try this latest beta please and report back?

    @Gintero this mod does no measurements of distances, those are the vanilla mechanics. What do you mean by "walk for 40 seconds then fall down"?

    @ggNaisu since there is no proper documentation, I honestly dont know for sure. But according to our tests, the peds around the player character are the ones affected.

    @masisork1741 I tweaked the ini hoping it would help your problem. Could you please test?

    PedDamageOverhaul.iniUnavailable PedDamageOverhaul.asiUnavailable

    They're unavailable now, I figured out that it's mainly the higher-damage weapons that make the peds just stand still when  you shoot them and they slowly fall to the ground.

    HughJanus

    Posted

    Hey all,

     

    I am planning on removing the force push option for dying states (which is disabled by default).
    Is anyone using this? Because currently it just makes implementing new features a lot harder, since we have to test everything with this option off and on.

    It is buggy (physics go wild while time is slowed down (e.g. while in weapon wheel)) and doesnt look as good as the wounded animations.

    Would be nice to get some feedback on this (to know if a shitstorm will break loose when removing this option).

     

    BR
    HJ

    masisork1741

    Posted (edited)

    On 10/23/2021 at 5:22 AM, HughJanus said:

    New betas seem to have a bit of a performance hit compared to the new ones.

     

    I'll try it out now!

     

    EDIT: Issue seemed to be lessened, but still exists, even with most revolvers now, when you shoot them in the chest-stomach, they just sort of freeze up and collapse,

    Edited by masisork1741

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