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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
   (5 reviews)

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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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  • User Feedback

    Recommended Comments



    On 2/13/2022 at 8:09 PM, Stefacar2 said:

    GTX 1060 6GB

    AMD Ryzen 5 2600x

    16gb ram single channel

    HDD 1 TB

     

    Settings are mostly medium i copied it from one website: https://www.pcgamesn.com/red-dead-redemption-2/pc-performance-analysis

    FPS in Valentine without PDO reaches around 55-60

    With is 51-49

    Thanks for the reply!

    PDO is a mod that uses and adds many real time calculations to the already heavy in calculations game that has NPCs with their own ''life schedules'' and stuff.

     

    You've got an HDD, this tech is so slow and old that you cant really expect it running smooth at all nothing.

     

    its time to upgrade in my opinion if you want something smooth in your gameplay

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    @k1ng.j3w @HughJanus The global Impulse is something you can change in the physicstasks.ymt file. There is also a weapon.meta file in which you can configure the impulse for each weapon.

    Location:
    ...\update_4.rpf\x64\packs\base\data\ai\weapons.meta

    Unfortunately Im not familiar with the weapon tags, you need to re-add (If I remeber correct)

    You can use the ymt Unhasher to get a quite readable version of the file.
     

     

    Edited by AnymYo
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    I think this is great, but I have a problem, how do I change the ini when I don't want to bind any controls?

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    @Xlie I dont understand your first question. The optional files are one for longer dismemberment reactions and one for increased bleeding chance on neck shots (and a little increased on gut shots).

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    Sorry my English is not very good, what I want to express is that I want to turn off these controls F9.F8.F7, how should I set the bound controls

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    On 3/2/2022 at 10:16 AM, Xlie said:

    Sorry my English is not very good, what I want to express is that I want to turn off these controls F9.F8.F7, how should I set the bound controls

    You have to choose at least one key to use, then you can set all the toggle keys to this one and just never use it.

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    Hi @HughJanusI've taken a hiatus off RDR2 and have recently come back to playing it. Really love what you have added with your mod, it seems alot more concise now,

     

    There was something that I have noticed which is how easy it is for the player to 'push' about npcs. This is very exaggerated when npcs are in a dying state and can be bumped about like a soccer ball. I was wondering if there is a way to make npc bodies more heavy, at least when they are in their dying states. There is a mod called 'lower bullet force' which causes corpses to become heavy and much more unmovable. I've found the line from physicstasks which they have set (maxplayeractivationlimit=350/ this causes corpses to move less when pushed by player)

     

    Do you have any recommendations for changes I can make to the physicstask file? (if possible) I have had quite a thorough look and tried changing a number of paramaters with no luck,

     

    thanks again for this mod, you are doing gods work,

     

    cheers,
     

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    I am using the crime rebalance mod, this damage mod, and a trainer and for some reason specific npcs do not die no matter what. I am on the mission where you get sheep with john and then use deadeye to kill cornwalls men outside the saloon, all his men can be killed except the two holding john and strauss hostage, no matter how much they are shot in the head they still just kill john and strauss and the mission fails. I had to just fail so many times that it gave me the option to skip cause otherwise I couldn't get past that part. It seems like any npcs that are engaged in a scripted animation are essentially invincible. If the mod causes this is there a fix? Has anyone else had this problem. I would think it's the PDO mod causing it but I am wondering if it's maybe a specific setting or something that causes issues, I skimmed through comments on the mods page and didn't see anyone reporting this issue. It seems that any npcs that are in a animation of some kind are essentially unkillable now. Even shot that one stranger guy who collects plants or whatever and he just sat there like nothing happened while he was sitting in his tent doing some kind of animation.

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    @k1ng.j3w I am not that savvy in modifying game files. You could ask AnymYo, he is quite the magician when it comes to ymt-editing.

     

    @Ryman Our nexus uploader mentioned something similar about duels which was reported to him. He tested it with the duels mod and there everything worked, so I have to figure out what exactly seems to be the problem (since the scripted task does not seem to be the issue - maybe it has something to do with the missions). This is to be done, so no fix as of now 😕

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    New beta solving the bugs related to hostage situations (in some of those situations NPCs holding other NPCs hostage were unkillable).

    Please use with the ini of the current release version (2.0 beta).

    PedDamageOverhaul.asi

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    I found a bug which I believe is related to this mod. Upon dueling Flaco Hernández and disarming him, he will become stuck in a surrender animation, instead of drawing his other gun and shooting Arthur.
     

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    @xuru We have gotten reports of bugged duels from nexus as well, so you are correct, it seems. Do you know if a mission with a duel can be replayed via menu? (in order for us to debug this)

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    12 hours ago, HughJanus said:

    @xuru We have gotten reports of bugged duels from nexus as well, so you are correct, it seems. Do you know if a mission with a duel can be replayed via menu? (in order for us to debug this)

    I don't think so, but I could provide a save if necessary.

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    On 1/15/2022 at 11:11 AM, HughJanus said:

     

    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.

     

    @ChristianW.@Cullen Bohannon@bbastion@Crysii I took a look at the health thing (turning off the health setting for NPCs in PDO) but I could not find a proper solution as of now. The health setting plays a part in so many functions (it helps check if an NPC was affected by the mod and also allows to track the "healthiness" of an NPC or how weak he is / should act - if the base health is not known, these functions will have to be re-thought and re-written to fit all kinds of health values).

    The easier thing for me would be to exclude the NPCs you want excluded. Are those NPCs from certain mods or do you guys want all NPCs to have different health values?

    Because if theyre from a mod, the mod author could flag them with a decorator and I could exclude all NPCs with this decorator from PDOs effects.

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    3 hours ago, HughJanus said:

    @xuru Please check if its fixed for you (I could kill Fiaco with one headshot).

    PedDamageOverhaul.asi 307.5 kB · 0 downloads

    Unfortunately, it still remains for me. Upon shooting him anywhere in the body, he will lay down and won't be able to get up, but will still take several headshots to kill. However, if I shoot him twice in the arm while he is diving in the air he will play his surrender animation.
    This is a really strange bug. Maybe it has to do with my .ini settings?

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    5 hours ago, xuru said:

    Unfortunately, it still remains for me. Upon shooting him anywhere in the body, he will lay down and won't be able to get up, but will still take several headshots to kill. However, if I shoot him twice in the arm while he is diving in the air he will play his surrender animation.
    This is a really strange bug. Maybe it has to do with my .ini settings?

    I now exluded the NPCs from the mod (the gunslingers).

    Please check.

    PedDamageOverhaul.asi

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    14 hours ago, HughJanus said:

     

    @ChristianW.@Cullen Bohannon@bbastion@Crysii I took a look at the health thing (turning off the health setting for NPCs in PDO) but I could not find a proper solution as of now. The health setting plays a part in so many functions (it helps check if an NPC was affected by the mod and also allows to track the "healthiness" of an NPC or how weak he is / should act - if the base health is not known, these functions will have to be re-thought and re-written to fit all kinds of health values).

    The easier thing for me would be to exclude the NPCs you want excluded. Are those NPCs from certain mods or do you guys want all NPCs to have different health values?

    Because if theyre from a mod, the mod author could flag them with a decorator and I could exclude all NPCs with this decorator from PDOs effects.

    I guess it would be nice that they have a difference in health per NPC to give some variety. 

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    5 hours ago, HughJanus said:

    Here is another version. I think we managed to increase the performance a bit more.

    PedDamageOverhaul.asi 307.5 kB · 7 downloads

    Well, a strange situation happens with my game now with this .asi. The NPCs are limping. They walk like they were shot. The .asi from 25 march didn't do this. Am i the only one?

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