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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 32
  • Thanks 7
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  • User Feedback

    Recommended Comments



    After downloading the hook, mod and lml i cant open the game. 

    Instead of starting the game, the download sign on the cursor just pops up and disappears after a few seconds. 
    I tried opening the game in administrator mode, but that didn't fix the error
    Edited by sadfy
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    Unfortunately, the peds do not writhe in pain, they just lie there like a log (this is because of WERO, for some reason everything works fine without it, although there should be compatibility) could you somehow fix this, or tell me how to do it yourself?

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    Hi, been a while since I've posted here.
     

    On 1/26/2024 at 2:34 PM, HughJanus said:

    Hey guys, sorry for my absence.

    Here is a new version with some performance improvements (hopefully) and the option to unbind the toggle keys (by setting them to 0 in the ini).

    Here is my ini as well (invincibility enabled for testing purposes).

    PedDamageOverhaul.ini 34.26 kB · 240 downloads PedDamageOverhaul.asi 327 kB · 349 downloads


    While using this, I'm getting a pretty serious game breaking bug. During the "Jim Milton Rides, Again?" mission, in Epilogue 1, John will act like an NPC during the shootout, doing that weird injured animation. You also lose complete control of the character, the inputs become unresponsive and he will sprint forwards indefinitely until the mission fails. Uninstalling PDO fixes this.

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    On 5/18/2024 at 2:32 AM, xuru said:

    Hi, been a while since I've posted here.
     


    While using this, I'm getting a pretty serious game breaking bug. During the "Jim Milton Rides, Again?" mission, in Epilogue 1, John will act like an NPC during the shootout, doing that weird injured animation. You also lose complete control of the character, the inputs become unresponsive and he will sprint forwards indefinitely until the mission fails. Uninstalling PDO fixes this.

     

    Sounds like an incompatibility issue.

    PDO never touches the player character in any other terms than invincibility or health (if set in the ini).

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    On 5/13/2024 at 11:48 AM, arti birka said:

    Unfortunately, the peds do not writhe in pain, they just lie there like a log (this is because of WERO, for some reason everything works fine without it, although there should be compatibility) could you somehow fix this, or tell me how to do it yourself?

     

    I dont know what WERO does in detail, but you could try changing you EuphoriaModInstalled setting in the PedDamageOverhaul.ini file.

     

    On 4/1/2024 at 8:06 PM, sadfy said:

    After downloading the hook, mod and lml i cant open the game. 

    Instead of starting the game, the download sign on the cursor just pops up and disappears after a few seconds. 
    I tried opening the game in administrator mode, but that didn't fix the error

     

    What is a "download sign"?

    Sounds like there is a problem with the hook, LML or the way you installed the mods.

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    On 5/27/2024 at 12:45 AM, HughJanus said:

    Sounds like an incompatibility issue.

    PDO never touches the player character in any other terms than invincibility or health (if set in the ini).

    My apologies, you are correct. I've been doing a deeper investigation into this and it seems this is an incompatibility issue between PDO and the development builds of Extended John Marston Animations and John Marston Restored and Enhanced. Currently notifying the developers of this issue.

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    So I'm having a really frustrating issue where PEDs are bleeding out incredibly fast once they stand up. Even though BleedingValue is set to 1 the health drops by like increments of 7 and their health goes from about 55 to 0 in about 3 seconds. I want some to run around bleeding for llike 10-20 seconds but every one drops in about 3 seconds. Been tweaking all values to no avail.

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    On 6/1/2024 at 2:19 AM, xuru said:

    My apologies, you are correct. I've been doing a deeper investigation into this and it seems this is an incompatibility issue between PDO and the development builds of Extended John Marston Animations and John Marston Restored and Enhanced. Currently notifying the developers of this issue.

    The devs say this is not on their end either. I'm not sure if this makes sense, but could adding the player character to the script's exclusion list fix this issue?

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    Hi, 

    I just wanted to say that this is an absolutely amazing mod. It has made my second (or is it the third) play through extremely fun. However I have been experiencing an issue with the friendly fire option. Whenever I spawn a PED of a gang member and press F2 it seems to have no effect. Is the friendly fire mod still being worked on or could it be some issue with other mods im using? Thank you!

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    On 6/4/2024 at 3:53 AM, xuru said:

    The devs say this is not on their end either. I'm not sure if this makes sense, but could adding the player character to the script's exclusion list fix this issue?

     

    The script already does check if the affected NPC is not the player.

    But if you tell me which NPC I am supposed to add to the exclusion list, I can make a version for you (so you can check if that is really the cause of your problem).

     

    On 6/5/2024 at 7:23 PM, DoogieBoober said:

    Hi, 

    I just wanted to say that this is an absolutely amazing mod. It has made my second (or is it the third) play through extremely fun. However I have been experiencing an issue with the friendly fire option. Whenever I spawn a PED of a gang member and press F2 it seems to have no effect. Is the friendly fire mod still being worked on or could it be some issue with other mods im using? Thank you!

     

    Hm, I have read through the bug reports of the Script Hook V2 and there seem to be a lot of bugs concerning hotkeys and mod functions.

    Could you try enabling friendly fire via the ini file, not via the hotkey?

     

    On 6/2/2024 at 8:02 AM, Lonewulv13 said:

    So I'm having a really frustrating issue where PEDs are bleeding out incredibly fast once they stand up. Even though BleedingValue is set to 1 the health drops by like increments of 7 and their health goes from about 55 to 0 in about 3 seconds. I want some to run around bleeding for llike 10-20 seconds but every one drops in about 3 seconds. Been tweaking all values to no avail.

     

    Unfortunately, the vanilla game bleeding mechanic (which I suppose you are talking about) draing NPC health FAST.

    The only thing you can do is setting the NPC health higher (like 250 or so) and adjust your DyingMovement- and Dying-Thresholds accordingly.

    You will also have to configure FallTImeDown and FallTimeDeath (because with health values that high, NPCs won't die from most usually lethal falls anymore).

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    HughJanus

    Posted (edited)

    Here is a new version trying to fix the "bleeding out and standing" bug some folks still seem to encounter on rare occasions. I suppose it happens in combinations with other mods. Nevertheless, I tried to fix it. Please report back (those who were able to reproduce such behaviors).

     

    Those wanting to use their own ini, please set ZValueForHeadBone to 500.

     

    PedDamageOverhaul.asi

    PedDamageOverhaul.ini

    Edited by HughJanus
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    12 hours ago, HughJanus said:

    Unfortunately, the vanilla game bleeding mechanic (which I suppose you are talking about) draing NPC health FAST.

    The only thing you can do is setting the NPC health higher (like 250 or so) and adjust your DyingMovement- and Dying-Thresholds accordingly.

    You will also have to configure FallTImeDown and FallTimeDeath (because with health values that high, NPCs won't die from most usually lethal falls anymore).


    It's very strange because I've only recently started having this issue. Health used to drop at a slower rate though running bleeds were just more rare. Now it is the opposite. Though I would also experience that issue with NPCs standing there while bleeding out.

    Would you mind making a custom ini file that achieves the effect I'm going for? That way I'll have the values for reference when tweaking. Just the occasional 10-15 second running bleed would be great.

    Edited by Lonewulv13
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    7 hours ago, Lonewulv13 said:


    It's very strange because I've only recently started having this issue. Health used to drop at a slower rate though running bleeds were just more rare. Now it is the opposite. Though I would also experience that issue with NPCs standing there while bleeding out.

    Would you mind making a custom ini file that achieves the effect I'm going for? That way I'll have the values for reference when tweaking. Just the occasional 10-15 second running bleed would be great.

    I tested this for 10mins and you seem to be correct. One of the updates must have changed the vanilla bleeding behavior, because they bleed out way faster than what I remembered.

    I set their health to 250 and they walk for about 10secs now.

    If you want 15 seconds, I suppose you would have to increase their health to 350.

    I guess they deduct health based on percentages now instead of absolutes (or something similar).

    PedDamageOverhaul.ini

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    HughJanus

    Posted (edited)

    Fixed customized NPC health not being applied.

    I also divided the ini set bleeding chance parameters by 10, so bleeding chances can be set even lower (for longer bleedouts).

    Please see that you multiply your currently set bleeding chances by 10, if you intend to use your own ini file (BleedingChanceShot, BleedingChanceDying1, BleedingChanceDying2, LongerBleedingChance).

    Also there should be some performance gain, since I reduced the number of script loops per second (and made them configurable via the ini file --> TickInterval).

    If you want to use the on screen text for debugging, please set the TickInterval to 10 or something similar, otherwise the text will flicker (less draw calls).

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
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    4 hours ago, HughJanus said:

    Fixed customized NPC health not being applied.

    I also divided the ini set bleeding chance parameters by 10, so bleeding chances can be set even lower (for longer bleedouts).

    Please see that you multiply your currently set bleeding chances by 10, if you intend to use your own ini file (BleedingChanceShot, BleedingChanceDying1, BleedingChanceDying2, LongerBleedingChance).

    Also there should be some performance gain, since I reduced the number of script loops per second (and made them configurable via the ini file --> TickInterval).

    If you want to use the on screen text for debugging, please set the TickInterval to 10 or something similar, otherwise the text will flicker (less draw calls).

    PedDamageOverhaul.ini 34.7 kB · 4 downloads PedDamageOverhaul.asi 360 kB · 5 downloads

    Thanks a lot man! I'll test it out and let you know how it works.

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    So the rapid health dropping issue is fixed though the standing around and bleeding out is back... When their health reaches exactly 4 it stops dropping, they stop running and just stand there bleeding until it randomly decides to drop to 0 and they die instantly. Would it be possible to make them drop to the ground once they pass the final stage of dying states? That should fix the standing around issue as well as have them bleed out on the ground a bit longer rather than just dropping dead which is immersion breaking.

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    11 hours ago, Lonewulv13 said:

    So the rapid health dropping issue is fixed though the standing around and bleeding out is back... When their health reaches exactly 4 it stops dropping, they stop running and just stand there bleeding until it randomly decides to drop to 0 and they die instantly. Would it be possible to make them drop to the ground once they pass the final stage of dying states? That should fix the standing around issue as well as have them bleed out on the ground a bit longer rather than just dropping dead which is immersion breaking.

     

    I added a check - as soon as an NPC enters the last Dying State, they get ragdolled to the ground (the rest of the already existing logic should keep them there).

    Please report back.

    PedDamageOverhaul.asi

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    14 hours ago, HughJanus said:

     

    I added a check - as soon as an NPC enters the last Dying State, they get ragdolled to the ground (the rest of the already existing logic should keep them there).

    Please report back.

    PedDamageOverhaul.asi 360 kB · 3 downloads

    Unfortunately nothing seems to have changed. In fact it seems health is dropping very quickly again as well as standing there bleeding once health reaches 4...

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    1 hour ago, Lonewulv13 said:

    Unfortunately nothing seems to have changed. In fact it seems health is dropping very quickly again as well as standing there bleeding once health reaches 4...

     

    Could you describe how to reproduce the behavior, so I can test it myself?

    I have done a bunch of shootouts with the new version (for testing purposes) and have never experienced this (to be fair, I never experienced it with the older version, either).

    I get NPCs standing up and walking, but they either fall down, squirm and die or they ragdoll/kneefall and die while walking.

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    41 minutes ago, HughJanus said:

     

    Could you describe how to reproduce the behavior, so I can test it myself?

    I have done a bunch of shootouts with the new version (for testing purposes) and have never experienced this (to be fair, I never experienced it with the older version, either).

    I get NPCs standing up and walking, but they either fall down, squirm and die or they ragdoll/kneefall and die while walking.

    I had it working properly for like a second, slightly tweaked a couple values and it's back to standing around. All the settings that effect bleedouts are just highly HIGHLY sensitive for me for some reason. It's like everything has to be set at a very specific number or it breaks. I'm losing my mind. I'm convinced there's like some little gremlin hiding in my pc just screwing with me at this point. Going to try again later.

    For now I'll leave my tweaked ini in it's current state here for you to analyze. I'm just trying to achieve the most realistic behavior possible. So NPCs usually going down in 1-2 shots and occasionally running away bleeding out for 3-10 seconds, leg shots cause constant stumbling, rare stumbling when below dying state threshold. I'm also using WERO, Headbleed and All Shots Cause Bleedouts (though only while setting up the PDO ini as I don't want every body shot to cause running bleedouts during regular play)

    PedDamageOverhaul.ini

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    I may have figured out the issue. It seems if the bleeding chances are set too low PDO gets confused sometimes and health stops dropping. Though now I'm getting yet another issue where NPCs seem to be ignoring dying states completely even though dyingtstatechance is set to 100. Despite being under the dying state threshold NPCs will continue to move around and shoot. Also I'm not sure if this is an unavoidable issue though I've kind of just lived with it but when NPCs get disarmed often times they will point at me with nothing in their hand as if they're aiming a pistol and trying to shoot.

    Also the playerinvincibility feature is not working.

    Edited by Lonewulv13
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    On 6/25/2024 at 6:23 AM, Lonewulv13 said:

    I had it working properly for like a second, slightly tweaked a couple values and it's back to standing around. All the settings that effect bleedouts are just highly HIGHLY sensitive for me for some reason. It's like everything has to be set at a very specific number or it breaks. I'm losing my mind. I'm convinced there's like some little gremlin hiding in my pc just screwing with me at this point. Going to try again later.

    For now I'll leave my tweaked ini in it's current state here for you to analyze. I'm just trying to achieve the most realistic behavior possible. So NPCs usually going down in 1-2 shots and occasionally running away bleeding out for 3-10 seconds, leg shots cause constant stumbling, rare stumbling when below dying state threshold. I'm also using WERO, Headbleed and All Shots Cause Bleedouts (though only while setting up the PDO ini as I don't want every body shot to cause running bleedouts during regular play)

    PedDamageOverhaul.ini 34.7 kB · 9 downloads

    I installed its modified version but I found another bug, I would believe that when shooting NPCs in the legs the NPCs continue running and do not trip. Does anyone else have this same bug?
    Does it have to do with why I use it with the WERO mod?

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    There are settings which determine how many leg shots it takes to down someone and the chance of them falling from leg shots. You probably just have to adjust those.

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    12 minutes ago, Lonewulv13 said:

    There are settings which determine how many leg shots it takes to down someone and the chance of them falling from leg shots. You probably just have to adjust those.

    I tell you the truth, I'm very new to mods, I barely know how to put them in haha, on top of that I don't even speak English, I'm Argentinian, I don't know how to adjust that.

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