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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
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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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    Recommended Comments



    Hello, is it possible to allow the rob mechanic while an NPC is down and alive? I see the correct prompt during the interaction but the animation won't start.

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    16 minutes ago, Alexkide92 said:

    Hello, is it possible to allow the rob mechanic while an NPC is down and alive? I see the correct prompt during the interaction but the animation won't start.

    In order for the rob mechanic to work, the NPC would have to be able to play the "toss coin" animation or similar. This is not the case when they are down.

    I dont think its possible.

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    8 hours ago, Cullen Bohannon said:

    Would this be compatible with the Crime and Law Rebalance mod by chance? 

     

    What does this mod do exactly?

    I suppose it should be compatible, since PDO does not touch anything crime- or law-related.

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    1 hour ago, HughJanus said:

     

    What does this mod do exactly?

    I suppose it should be compatible, since PDO does not touch anything crime- or law-related.

    Yeah I can test it out and see, there is some health and damage edits to the lawman so I'm wondering if that could possibly conflict. 

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    28 minutes ago, Cullen Bohannon said:

    Yeah I can test it out and see, there is some health and damage edits to the lawman so I'm wondering if that could possibly conflict. 

    Hm, could be.

    I took a look at the mod's contents and you could try removing the pedhealth.meta file from the crime mod (or delete the corresponding line in the install.xml) and check if everything works then.

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    Thanks, I ended up playing with both mods but it's hard to say if it broke anything, guess I could delete that file just to make sure. 

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    3 hours ago, Cullen Bohannon said:

    Thanks, I ended up playing with both mods but it's hard to say if it broke anything, guess I could delete that file just to make sure. 

    It should be fine since all it changes is the players health regen rate and the health amount for the 4 law tiers (Easy, Med, Hard & Sheriff). But nothing drastic, so you regenerate health a bit faster and lawmen take a hit or two more.

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    On 1/12/2022 at 3:32 PM, Emoon said:

    It should be fine since all it changes is the players health regen rate and the health amount for the 4 law tiers (Easy, Med, Hard & Sheriff). But nothing drastic, so you regenerate health a bit faster and lawmen take a hit or two more.

     

     

     

    Seems that the ;NPCHealth tag in PDO overwrites the heath buffs for the law tiers, if there is a way to disable that in the config, it could work.

    Edited by Crysii
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    8 hours ago, Crysii said:

     

     

     

    Seems that the ;NPCHealth tag in PDO overwrites the heath buffs for the law tiers, if there is a way to disable that in the config, it could work.

    Since almost everything is based on the NPC health value in PDO, you cant disable it. But what you could do is just set the default NPC health to the one you want them to have.

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    On 1/14/2022 at 12:20 AM, HughJanus said:

    Since almost everything is based on the NPC health value in PDO, you cant disable it. But what you could do is just set the default NPC health to the one you want them to have.

     

    The law rebalance has different health for different law levels (local law is 100, marshals 130, sheriffs 150 or something of that nature)  and with ( what I'm  guessing , sorry new at this! ) PDO setting all spawned NPCs at its setting the health buffs portion of the mod wont work.

     

    The other portions of law rebalance work fine with it and PDO makes the fights feel like Hollywood haha.

     

    The PDO effects seemed to work on NPCs I spawned in with it disabled, making all those NPCs spawned in prior to enabling PDO have either less or more health but still use the same dying thresholds as if they had the PDO health.

     

    If PDO had the option to not set a flat health value to all NPCS, and was able to let another mod dictate this would it still work?

     

    Also wanted to just say thank you , this mod is amazing, starting a modded playthrough tomorrow with this at the forefront.

     

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    1 hour ago, Crysii said:

     

    The law rebalance has different health for different law levels (local law is 100, marshals 130, sheriffs 150 or something of that nature)  and with ( what I'm  guessing , sorry new at this! ) PDO setting all spawned NPCs at its setting the health buffs portion of the mod wont work.

     

    The other portions of law rebalance work fine with it and PDO makes the fights feel like Hollywood haha.

     

    The PDO effects seemed to work on NPCs I spawned in with it disabled, making all those NPCs spawned in prior to enabling PDO have either less or more health but still use the same dying thresholds as if they had the PDO health.

     

    If PDO had the option to not set a flat health value to all NPCS, and was able to let another mod dictate this would it still work?

     

    Also wanted to just say thank you , this mod is amazing, starting a modded playthrough tomorrow with this at the forefront.

     

     

    As of now, PDO affects NPCs which have their health at the set ini value (condition for the big loop).
    I would have to adjust some things in order to implement such a feature. Ill put it on the list.

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    Which Line in the "ini" do I have to edit to stop enemies going down after a few hits and bleeding out on the ground? I'm trying to make my NPC's stay on their feet when shot the longest I can. 

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    54 minutes ago, MattyReady said:

    Which Line in the "ini" do I have to edit to stop enemies going down after a few hits and bleeding out on the ground? I'm trying to make my NPC's stay on their feet when shot the longest I can. 

    Lower those lines "DyingMovementThreshold and 2" and "DyingThreshold"

    Edited by ChristianW.
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    On 1/16/2022 at 9:55 PM, ChristianW. said:

    Lower those lines "DyingMovementThreshold and 2" and "DyingThreshold"

    This seemed to help, thanks. Do you have any recommendations for PDO ini / Euphoria Mod tweaks that keep npc's on their feet for much longer when being shot? I'm trying to recreate something similar to the "Rage Euphoria" Mod for GTA V where you can pepper them with bullets and they won't go down after a few shots. Thanks mate 

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    5 hours ago, MattyReady said:

    This seemed to help, thanks. Do you have any recommendations for PDO ini / Euphoria Mod tweaks that keep npc's on their feet for much longer when being shot? I'm trying to recreate something similar to the "Rage Euphoria" Mod for GTA V where you can pepper them with bullets and they won't go down after a few shots. Thanks mate 

    I think you would have to edit the physicstasks file and make them balance for longer (so they can actually get their balance back, after being thrown off by a bullet).

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    13 hours ago, MattyReady said:

    This seemed to help, thanks. Do you have any recommendations for PDO ini / Euphoria Mod tweaks that keep npc's on their feet for much longer when being shot? I'm trying to recreate something similar to the "Rage Euphoria" Mod for GTA V where you can pepper them with bullets and they won't go down after a few shots. Thanks mate 


    If you use an euphoria mod, go to the .ini, look for "EuphoriaModInstalled" and set it to 1. What it does is well explained above that parameter.
    How long NPCs remain in a balancing sequence is depending on your euphoria mod 🙂

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    21 hours ago, MattyReady said:

    This seemed to help, thanks. Do you have any recommendations for PDO ini / Euphoria Mod tweaks that keep npc's on their feet for much longer when being shot? I'm trying to recreate something similar to the "Rage Euphoria" Mod for GTA V where you can pepper them with bullets and they won't go down after a few shots. Thanks mate 

    How much did you lower yours by chance, sounds like an interesting idea. 

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    On 1/18/2022 at 4:39 AM, HughJanus said:

    I think you would have to edit the physicstasks file and make them balance for longer (so they can actually get their balance back, after being thrown off by a bullet).

    Thanks for the reply. Would you be able to tell me the specific lines I'd need to edit in the file to get the desired effects? Like you said - balance longer / Get their balance back) 

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    7 hours ago, MattyReady said:

    Thanks for the reply. Would you be able to tell me the specific lines I'd need to edit in the file to get the desired effects? Like you said - balance longer / Get their balance back) 

     

    I would have to look at the whole file again, since its nothing I do on a regular basis.

    @AnymYo is the guy to ask, if you search any euphoria knowledge. Maybe he could be so kind to give a few hints 🙂

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    Could of swore I read a comment somewhere about FPS but can't seem to find it, I just now realized that I get a stable 60fps with the mod off but when enabled I dip down to 34, is there a fix for this by chance? 

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    Massive FPS hitches in any ped dense areas.  That is all towns, and most encounters that involve >10 Peds.  Not sure what's causing it, I've tried disabling all other mods, but the issue persists until I drop the ModEffectRange to ten.  All settings are default otherwise.  I do have WERO installed and in use most of the time.

    image.png.faf97299deff48a6f8baf92e702fac59.png

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    4 hours ago, lurk said:

    Massive FPS hitches in any ped dense areas.  That is all towns, and most encounters that involve >10 Peds.  Not sure what's causing it, I've tried disabling all other mods, but the issue persists until I drop the ModEffectRange to ten.  All settings are default otherwise.  I do have WERO installed and in use most of the time.

    image.png.faf97299deff48a6f8baf92e702fac59.png

    Ah I think I do remember reading something about ModEffectRange, 10 seems to be good enough?, I don't usually go on killing sprees in towns so we could just turn it off when we arrive, good thing we can disable/enable on the fly, thanks for the reply. 

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    hello, I made an account especially to thanks the owner of this mod. This improved my gameplay so much. I had issues previously but you provided us with solutions all throughout the comment section. Thanks a lot!

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    @lurk@Cullen Bohannon There were people who used low ModEffectRanges before and reported that there was no difference. We did not check ourselves, thats why ModEffectRange is still at 75 in the ini. We are still working on performance for the full v2.0, please use the "workaround" with ModEffectRange=10 in the meantime (and report any unwanted behavior which might be caused by the setting, please).

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