Jump to content

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

You may also like

  • Lenny's Mod Loader RDR
    By LMS
       2607251   750   6
  • RDR 2 Asi Loader
    By LMS
       1628077   160   5
  • Lenny's Simple Trainer
    By LMS
       1159803   1351   25
  • Red Dead Offline
    By LMS
       834410   449   12
  • Ultra Realistic Live Leak Ragdolls
    By AnymYo
       1628   2   0
  • Dark Nights
    By Alsharad
       52487   47   1
  • User Feedback

    Recommended Comments



    lexo1000

    Posted

    On 12/11/2021 at 6:19 AM, HughJanus said:

     

    There are some new and some tweaked ones.

    You can use notepad++ and the plugin "Compare" to compare the two inis - should be a matter of minutes to get yours up to date 🙂

     

    Also here is an optional LML-part of our mod.

    It makes artery shots a little more likely (when shooting at certain body parts) and enables longer reactions to dismemberment.

    The dismemberment reactions are done in the same file as euphoria mods use - so if you use a euphoria mod, dont install this.

    PDO v2.0 Extended Features.zip 126.78 kB · 22 downloads

     

    Should we set EuphoriaModInstalled = 1 if using PDO Extended Features?
    Thanks

    HughJanus

    Posted

    @SAC Thats good 😄

    @lexo1000 No, this is just for "proper" euphoria mods (which implement their own stumbling and stuff).

    parkerpar10

    Posted

    Can someone explain to me what the "ModEffectRange" settting actually does? I know it can affect your performance if it is a high value but i want to know how it affects the mod if it is at a lower value like 10-25?

    HughJanus

    Posted

    6 hours ago, parkerpar10 said:

    Can someone explain to me what the "ModEffectRange" settting actually does? I know it can affect your performance if it is a high value but i want to know how it affects the mod if it is at a lower value like 10-25?

    Alexander Blades script hook provides a function which gets all (loaded?) npcs.

    You tell that function how many npcs you want to store - this number is the modeffectrange.

    Since there is no proper documentation for that function, we dont really know what its doing, but we suppose it takes the x npcs closest to the player.

    There were people testing with values of 10 and they couldnt spot a difference - I dont know how they tested, though. A proper test would be to set the npc health to some value (like 100) and let the rampage trainer show the health of each npc. then set the modeffectrange to something low, spawn a lot of npcs (or go to saint denis or so) and check if each one gets its health set.

    • Like 1
    NotThatImportant

    Posted (edited)

    On 12/10/2021 at 3:28 PM, HughJanus said:

    New beta, please test.

    No changelog since I dont want you actively noticing things. Please just play and provide feedback if everything feels good while playing.

    PedDamageOverhaul.asi 318.5 kB · 41 downloads PedDamageOverhaul.ini 30.53 kB · 41 downloads

    Feels a bit like people take up quite a few bullets to put down and don't really deal that much damage in return either. Compared to 1.57 standard anyway.

     

     

    On second inspection, turns out invincibility was turned on in the ini when downloaded.

    Edited by NotThatImportant
    HughJanus

    Posted

    3 hours ago, NotThatImportant said:

    Feels a bit like people take up quite a few bullets to put down and don't really deal that much damage in return either. Compared to 1.57 standard anyway.

     

     

    On second inspection, turns out invincibility was turned on in the ini when downloaded.

     

    So after turning invincibility off, did you still feel NPCs take too many bullets?

    It should depend on the weapon and ammo used, how many bullets they take (though three shots to the chest should take any NPC down, no matter which condition your weapon is in or which ammo you use).

    NotThatImportant

    Posted

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

     

    So after turning invincibility off, did you still feel NPCs take too many bullets?

    It should depend on the weapon and ammo used, how many bullets they take (though three shots to the chest should take any NPC down, no matter which condition your weapon is in or which ammo you use).

    Now it feels alright, yeah. Go down as would expect them to, likewise for myself, go down reasonably quickly after a few shots. Nothing else standing out as odd or unusual.

    • Like 1
    xuru

    Posted

    Would it be possible to make it so NPCs don't immediately go down in one punch after being disarmed?

    HughJanus

    Posted

    2 hours ago, xuru said:

    Would it be possible to make it so NPCs don't immediately go down in one punch after being disarmed?

    This is vanilla behavior - I think its scripted and I dont know how it is activated.

    If you want, you can use the tools at the bottom of the ini and find out which task is triggered for the NPC. I could then try to abort this task when it is executed, but I dont know if this would then prevent other scripted knockouts 😕

    xuru

    Posted

    On 12/17/2021 at 1:37 AM, HughJanus said:

    This is vanilla behavior - I think its scripted and I dont know how it is activated.

    If you want, you can use the tools at the bottom of the ini and find out which task is triggered for the NPC. I could then try to abort this task when it is executed, but I dont know if this would then prevent other scripted knockouts 😕

    I'm not sure how this works exactly, but these are the values that show up when I do the thing

    HughJanus

    Posted

    Is it always 153,121,605? (no matter which npc)

    xuru

    Posted (edited)

    43 minutes ago, HughJanus said:

    Is it always 153,121,605? (no matter which npc)

    Just tested it again with a couple other NPCs, and apparently the values depend on the weapon they're holding. 153, 153 when disarming a revolver; 153, 349, 349 when disarming a rifle; 121, 605, 605 when knocking them out.

    Edited by xuru
    HughJanus

    Posted

    11 hours ago, xuru said:

    Just tested it again with a couple other NPCs, and apparently the values depend on the weapon they're holding. 153, 153 when disarming a revolver; 153, 349, 349 when disarming a rifle; 121, 605, 605 when knocking them out.

     

    Hm, I guess 121 is the knockout task.

    I will see if I can do something when I have a little more time (I think it will break other scripted events and missions, so I cant include it in PDO - I would have to make a separate little mod for that).

    xuru

    Posted

    I also have another question. Is it possible to have peds react to artery shots in the vanilla way 100% of times instead of the two other reactions this mod adds?

    HughJanus

    Posted

    16 hours ago, xuru said:

    I also have another question. Is it possible to have peds react to artery shots in the vanilla way 100% of times instead of the two other reactions this mod adds?

     

    Currently not (because the reaction depends on different factors behind the curtains). If you want, we could take a look at it for later releases.

    xuru

    Posted

    6 hours ago, HughJanus said:

     

    Currently not (because the reaction depends on different factors behind the curtains). If you want, we could take a look at it for later releases.

    I would love that!

    ChristianW.

    Posted

    The one thing that I would love to see was the ability to make the npc bleedlonger in the open world and enable the normal amount of bleending when in mission so it would not interfere with the gameplay

    selfmade808

    Posted

    I'm using a mod called AMJM Transport and whenever I use the Hired Gun feature it automatically kills the hired gun once they spawn in. As soon as they spawn and I exit the menu they fall to the ground and bleed out. It works fine without PDO. Any idea how I could get it to work with this mod?

    Idk if this helps in anyway but I noticed I can still spawn in camp members just fine, just not non unique npc's, they bleed out every time.

    crossed99

    Posted (edited)

    20 minutes ago, selfmade808 said:

    I'm using a mod called AMJM Transport and whenever I use the Hired Gun feature it automatically kills the hired gun once they spawn in. As soon as they spawn and I exit the menu they fall to the ground and bleed out. It works fine without PDO. Any idea how I could get it to work with this mod?

    Idk if this helps in anyway but I noticed I can still spawn in camp members just fine, just not non unique npc's, they bleed out every time.

    The revive mechanic in AMJM is incompatible with this mod unfortunately, because it needs to change the NPC's max health, but this mod also changes it and "overwrites" it.

    You can disable the revive mechanic in AMJMTransport.ini by setting ALLOW_REVIVE to 0, after that they should work. I'm not sure if it's possible to solve it on PDO's end.

    Edited by crossed99
    • Like 1
    ChristianW.

    Posted

    8 hours ago, crossed99 said:

    The revive mechanic in AMJM is incompatible with this mod unfortunately, because it needs to change the NPC's max health, but this mod also changes it and "overwrites" it.

    You can disable the revive mechanic in AMJMTransport.ini by setting ALLOW_REVIVE to 0, after that they should work. I'm not sure if it's possible to solve it on PDO's end.

    good to know

    HughJanus

    Posted

    Dont know how the revive mechanic works, so I wouldnt know where to start (since leaving out setting the max health doesnt work - unless no one ever wants to change npc health :)).

    selfmade808

    Posted

    On 12/30/2021 at 11:55 AM, crossed99 said:

    The revive mechanic in AMJM is incompatible with this mod unfortunately, because it needs to change the NPC's max health, but this mod also changes it and "overwrites" it.

    You can disable the revive mechanic in AMJMTransport.ini by setting ALLOW_REVIVE to 0, after that they should work. I'm not sure if it's possible to solve it on PDO's end.

     

    Sweet, disabling the revive allows me to use your mod and this mod together just fine, thank you very much for the quick reply 🙂

    • Like 1
    crossed99

    Posted

    On 12/31/2021 at 9:39 AM, HughJanus said:

    Dont know how the revive mechanic works, so I wouldnt know where to start (since leaving out setting the max health doesnt work - unless no one ever wants to change npc health :)).

    Sure, I wouldn't want you to remove it or anything :) The way it works is I add 500 to their HP, and when their health goes under 500 (when they lost their original health amount) they don't die, just go ragdoll until you revive them. So when PDO re-sets their HP to something under 500 they just go ragdoll immediately.

    Anyway, I don't think you can do anything, I might try to implement it some other way at some point..

    AerosolNinja

    Posted

    Wanted to provide some feedback on the beta that I am finding combat quite enjoyable and well balanced.

    I have returned the game after not playing for awhile so perhaps this isn't the most valuable of feedback, but nothing seems wonky or out of place.

     

    Thanks for your hard work!

    HughJanus

    Posted

    @crossed99 Oh, I didnt realize it was your mod, sorry. Thanks for the explanation and also kudos to you for always helping people in the forum!

    @AerosolNinja Thanks for the feedback!

    • Like 1

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now
    ×
    ×
    • Create New...