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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



    New Denim

    Posted

    @HugeAnus Well, I see then. Thanks for clarifying! Maybe the melee stuff ought to be disabled by default then

    Entreped

    Posted (edited)

    5 hours ago, New Denim said:
    7 hours ago, Entreped said:

    2) You have the melee portion of the mod turned on? 

    I do believe it was enabled. Can't recall tinkering with it. What exactly does the melee portion consist of? As far as I could see it just modifies the damage values, so I wouldn't have thought of that to be the reason, but maybe it is..?

     

    It's two specific functions that @HughJanus mentioned. 

     

    They both come turned off by default so only way is if you turned them on.

     

    At least they are in the latest beta which is somewhere on page 32 and not on the actual website for download.

    Edited by Entreped
    New Denim

    Posted

    @Entreped Well that just leaves me confused again, because I know I didn't touch those settings in the ini

    HughJanus

    Posted

    @New Denim Could you check your ini to see if its enabled? And if not, provide us a list of other mods and hooks you are using?

    samawry

    Posted

    Having done some more testing, i dont feel like WERO or CERR add much if anything to PDO. And, that PDO adds enough ragdoll and stumbling, realism, to warrant anything extra useless.

     

    And also ive perfected the ini to my likings now, after messing with them too much, and reverting to the beta ini - making a few changes again, I have the peds bleeding out about as much as i want, and taking/giving damage as much as i want, quite a nice balance!

    Have included my ini if anyone wanted to try it out.

     

    (Have worked out a sweet western reshade as well so games looking and feeling real nice now)

     

    Thanks for arguably the top rdr2 mod!

     

    rockstar should hire you (they wont and if they did theyd underpay you and work you to death lol)

    PedDamageOverhaul.ini

    • Like 1
    Entreped

    Posted

    3 hours ago, samawry said:

    Having done some more testing, i dont feel like WERO or CERR add much if anything to PDO. And, that PDO adds enough ragdoll and stumbling, realism, to warrant anything extra useless.

     

    And also ive perfected the ini to my likings now, after messing with them too much, and reverting to the beta ini - making a few changes again, I have the peds bleeding out about as much as i want, and taking/giving damage as much as i want, quite a nice balance!

    Have included my ini if anyone wanted to try it out.

     

    (Have worked out a sweet western reshade as well so games looking and feeling real nice now)

     

    Thanks for arguably the top rdr2 mod!

     

    rockstar should hire you (they wont and if they did theyd underpay you and work you to death lol)

    PedDamageOverhaul.ini 27.74 kB · 2 downloads

     

    You did have the functionality of CERR/WERO enabled in the PDO ini right?  

     

    Both those mods add very clear ragdoll / weapon reactions that PDO doesn't touch.  Just so people don't get the wrong impression from your post and choose not to try those amazing mods out.  

    samawry

    Posted

    1 hour ago, Entreped said:

     

    You did have the functionality of CERR/WERO enabled in the PDO ini right?  

     

    Both those mods add very clear ragdoll / weapon reactions that PDO doesn't touch.  Just so people don't get the wrong impression from your post and choose not to try those amazing mods out.  

    Yes i had euphoria setting enabled in PDO but i swear i dont notice much added effect compared to the kills, stumbling and ragdoll, in PDO.

    Is easy to see the effects of PDO because you can enable it and disable it on the fly.. 

     

    But the euphoria mods ... on top of PDO, i dont notice a big difference to the way they fall/stumble from being shot or injured .. so i didnt bother with them

    What differences do you see? ..maybe they arent working for me 

    Entreped

    Posted

    22 hours ago, samawry said:

    Yes i had euphoria setting enabled in PDO but i swear i dont notice much added effect compared to the kills, stumbling and ragdoll, in PDO.

    Is easy to see the effects of PDO because you can enable it and disable it on the fly.. 

     

    But the euphoria mods ... on top of PDO, i dont notice a big difference to the way they fall/stumble from being shot or injured .. so i didnt bother with them

    What differences do you see? ..maybe they arent working for me 

     

    I can't speak for WERO, but as far as CERR is concerned, there is so much more going on beyond "stumbling and ragdoll."

     

    I could type it out in my own words but it's in the description.

     

    - All modified euphoria tasks are completely rebuild from the ground up
    - NPCs reacting longer to shots without collapsing
    - Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
    - Each weapon category has its own reactions
    - A Lowered stiffness to create more "fluid" motions
    - And more!

     

    Yes some of this is covered in PDO, but a lot of it isn't.  I personally use CERR because of the unique reactions based on weapon and hit zone which is definitely not touched in PDO.  But at the end of the day, if YOU don't notice a difference, then it really doesn't matter.  Nothing I write is going to convince you otherwise and it's not meant to.  If you don't need/want the mod, that's perfectly fine.  🙂   

    samawry

    Posted (edited)

    4 hours ago, Entreped said:

     

    I can't speak for WERO, but as far as CERR is concerned, there is so much more going on beyond "stumbling and ragdoll."

     

    I could type it out in my own words but it's in the description.

     

    - All modified euphoria tasks are completely rebuild from the ground up
    - NPCs reacting longer to shots without collapsing
    - Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
    - Each weapon category has its own reactions
    - A Lowered stiffness to create more "fluid" motions
    - And more!

     

    Yes some of this is covered in PDO, but a lot of it isn't.  I personally use CERR because of the unique reactions based on weapon and hit zone which is definitely not touched in PDO.  But at the end of the day, if YOU don't notice a difference, then it really doesn't matter.  Nothing I write is going to convince you otherwise and it's not meant to.  If you don't need/want the mod, that's perfectly fine.  🙂   

     

    No i believe you, ill have to try it out again! thanks for a thoughtful response.

     

    Many people, new to these mods, struggle to understand from the description which to try or choose, so every perspective helps paint a clearer picture of what they add. The differences can be a bit subtle seems theyre essentially doing the same kind of thing.

     

    There's an update to CERR released today btw

    Edited by samawry
    Entreped

    Posted

    3 hours ago, samawry said:

    There's an update to CERR released today btw

     

    Yeah downloading now hah thx.  

    SAC

    Posted

    9 hours ago, HughJanus said:

    New beta.

    Please just play with it (ini can be adjusted as you want) and give feedback if the gameplay feels fluid and believeable.

    PedDamageOverhaul.ini 29 kB · 10 downloads PedDamageOverhaul.asi 316.5 kB · 12 downloads

     

     

    You seem to have done something (good) to the hanging grunts, they now hang silent when so configured in the ini. Call me bipolar (undecided), but can you make them grunt on lower volume / attenuated? The original sound is too high pitched for females, silent is too... well, silent. Anyway, silent beats squealing, so thank you.

     

    One issue about the bleedout: I've had peds running away and bleeding out (correctly), but standing (hidden somewhere). When the health reached zero, they just dropped down dead. A more realistic approach would be to constantly test their health versus some (dying) threshold, then drop them to the ground / knock out them, automatically, when below the dying threshold, and activate the dying sequence / animations.

     

    Adding an automatic blip to the bleeding targets would be most useful in finding them, and subsequently finishing them off.

     

    Anyway, good progress, all looks very good, thank you!

     

     

     

     

     

    HughJanus

    Posted

    @SAC I cant do anything about the volume, unfortunately.

    Concerning the bleeding and standing - could you use the tools at the bottom of the ini and check at which health NPCs are standing and bleeding?

    Husain Mirza

    Posted

    Downloaded the file 1.57 from nexus and 2 out of 3 times npcs drop and before dying infinite guns are spawned. Help

    Entreped

    Posted

    1 hour ago, Husain Mirza said:

    Downloaded the file 1.57 from nexus and 2 out of 3 times npcs drop and before dying infinite guns are spawned. Help

     

    Download the version directly above your comment.  1.57 is several beta's behind.  If that doesn't fix it, you have a mod conflict or installed something incorrectly.

    • Like 1
    SAC

    Posted

     

    @HughJanus

     

    My values are

     

    NPCHealth = 175
    KnockbackThreshold = 170
    DyingMovementThreshold = 120
    DyingMovementThreshold2 = 80
    DyingThreshold = 55

     

    Basically, any shot which puts the health between 175 and 120 (above 120) and is not in the legs (in which case they stumble and eventually stay down) results in the NPC running away, hiding standing up and bleeding out. When the health eventually goes to zero, they simply collapse and die, but before that, they will hide standing up.

     

    HughJanus

    Posted

    @SAC Hm, maybe the health is too high for the games function to work? Could you enable "ShowNPCHealth" in the ini and report back if the NPC loses health when bleeding?

    If not, try enabling BleedWhenShot and check if it helps.

    I guess the falling down and squirming only happens when health is low (like 5 or 10) and due to the NPC never getting this low health, it never triggers properly.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    SAC

    Posted

    2 hours ago, HughJanus said:

    @SAC Hm, maybe the health is too high for the games function to work? Could you enable "ShowNPCHealth" in the ini and report back if the NPC loses health when bleeding?

    If not, try enabling BleedWhenShot and check if it helps.

    I guess the falling down and squirming only happens when health is low (like 5 or 10) and due to the NPC never getting this low health, it never triggers properly.

    PedDamageOverhaul.asi 317 kB · 0 downloads PedDamageOverhaul.ini 29.66 kB · 0 downloads

     

     

    BleedWhenShot is enabled

     

    I know the bleeding works correctly, I have been monitoring it with Rampage. Also, the NPC does die, problem is they do not fall down. I think the mod needs to apply an automatic stumble when health < DyingMovementThreshold

     

    What is changed in this version?

     

    Alleg3dLee

    Posted

    11 hours ago, HughJanus said:

    @SAC Hm, maybe the health is too high for the games function to work? Could you enable "ShowNPCHealth" in the ini and report back if the NPC loses health when bleeding?

    If not, try enabling BleedWhenShot and check if it helps.

    I guess the falling down and squirming only happens when health is low (like 5 or 10) and due to the NPC never getting this low health, it never triggers properly.

    PedDamageOverhaul.asi 317 kB · 5 downloads PedDamageOverhaul.ini 29.66 kB · 5 downloads

    For some reason this fixed all my issues with people running around even though their health was below the limit to keep them on the ground I have all shots cause bleedouts and without ur mod to keep them on the ground it looks funny. Been using this mod since day one LOVE IT.

     

    ChristianW.

    Posted

    I think I saw a Bug in this last build, a guy on horse shoot me like he was using an automatic machine gun, but I don't know how could I reproduce many guys on horses shooting on me to really test it out

    HughJanus

    Posted (edited)

    14 hours ago, SAC said:

     

     

    BleedWhenShot is enabled

     

    I know the bleeding works correctly, I have been monitoring it with Rampage. Also, the NPC does die, problem is they do not fall down. I think the mod needs to apply an automatic stumble when health < DyingMovementThreshold

     

    What is changed in this version?

     

    In this version I corrected a bug concerning the status function for npcs (shown on screen).

    Could you try lower health values and tell me when this stops happening? Then I can bind the stumbling to higher health values so it doesnt conflict with anything else.

     

    @ChristianW. You could test it by making yourself invincible (via the ini) and the gaining a high wanted level. Riders will spawn.

    Could you please enable ShowNPCHealth in the ini while testing - and if it happens, screenshot the values for the rider shooting the machine gun, please.

     

    @Alleg3dLee Thanks for the feedback!

    Edited by HughJanus
    SAC

    Posted (edited)

    On 11/28/2021 at 2:51 PM, HughJanus said:

    @SAC Hm, maybe the health is too high for the games function to work? Could you enable "ShowNPCHealth" in the ini and report back if the NPC loses health when bleeding?

    If not, try enabling BleedWhenShot and check if it helps.

    I guess the falling down and squirming only happens when health is low (like 5 or 10) and due to the NPC never getting this low health, it never triggers properly.

     

     

    It's not about the health amount

     

    NPCHealth = 105

    KnockbackThreshold = 100

    NPCAccuracyThreshold = 100

    DyingMovementThreshold = 50

    DyingMovementThreshold2 = 30

    DyingThreshold = 15

    BleedWhenShot = 1
     

    I've recorded a video with the settings above. It's longer because I have a low bleeding amount and longer bleeding activated, but it's quite evident:

     

    - NPC gets shot in the shoulder (not the legs, hence no reason to stumble later on)

    - Health after shot is above dyingmovementthreshold, so the NPC stands up after being shot

    - NPC runs away

    - NPC bleeds while running / standing

    - NPC dies when health reaches 0

     

    There is no trigger for them to stumble below dyingmovementthreshold, unless you add one, so they will just stand up bleeding until death.

     

    https://drive.google.com/file/d/1Rgq01Nm4-uAPs74GRz_GixCNWb8suGdi/view?usp=sharing

     

    (also, a blip to locate them after they take off and hide would be useful)

     

    Edited by SAC
    HughJanus

    Posted (edited)

    @SAC I understand what you mean, but if you play with NPCHealth=75 you will see that this behavior does not happen and stumbling would conflict with the limping and coughing (vanilla reaction). So there IS a certain health threshold over which the NPCs will start standing around. I suppose this is because they are only tasked to go a certain distance and during walking this distance, if their health falls below 5 or 10, they fall to the ground and squirm for a few seconds. If they can walk the distance without their health getting this low, the falling will not trigger and the NPC will stand until its health reaches 0. Thus we need to know the threshold in order to tackle this problem properly.

     

    Edit: Just watched your video and I see you are not talking about the bleeding out animation. I introduced a new ini parameter "StumblingBelowDSThreshold" which, if enabled, makes NPCs prone to stumbling (like their legs were hurt) if their health is under the dying thresholds.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    Edited by HughJanus

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