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Ped Damage Overhaul 2.0 BETA 7

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

1 Screenshot

This mod is a teamwork of @fitfondue and @HughJanus.

 

The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!

Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).

 

OVERVIEW

This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.

You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.

 

IMPORTANT KEYS (for toggling effects)

These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):

  • F9 - Toggling the mod on/off (the mod is enabled by default).
  • F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States".
  • F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions).
  • F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.

 

FEATURES

Here is a quick overview of the most important features:

First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂

Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.

This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.

 

Light version:

  • NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.).
  • When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss.
  • NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.).
  • There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time.
  • NPCs burn alive for longer when set on fire.
  • There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards).
  • NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents.
  • For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.

 

Standard version:

  • The same features as in the light version apply as well as the following additions:
  • NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges).
  • NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore).
  • You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should).
  • NPCs are less accurate shots and their accuracy declines along with their health.
  • Arm and leg shots do less damage to NPCs.
  • All NPCs can be disarmed (yes, even lawmen).
  • Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.

 

Overhaul version:

  • The same features as in the standard version apply as well as the following additions:
  • Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options.
  • Cores will be fully drained after death.
  • Additional 25% of money lost after death.

 

We hope that you have as much fun with this mod as we have creating and improving it!

 

 

INSTALLATION

  1. Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
  2. Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is).
  3. If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
  4. Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents).
  5. In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory.
  6. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences).
  7. Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder.
  8. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go.
  9. Start the game and have fun!
  10. While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).

 

 

TWEAKING

In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.

There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).

Examples:

  • To turn off the bleeding feature: set BleedWhenDying to 0
  • To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0
  • To turn off the dying state features: set DyingStateChance to 0

 

If you want to disable a feature which is based on chance, just set the chance value to 0.

Examples:

  • To turn off the knocking the wind out of your opponents: set KnockbackChance to 0
  • To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0
  • To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0

 

There are also many other features that can be activated in the ini - here are some examples:

  • LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary)
  • NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to
  • BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)

 

The ini is full of values for those wanting to experiment a little.

One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.

 

 

 

KNOWN "ISSUES" (they are not real issues)

  • The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you).
  • When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.

 

 

The source code of Ped Damage Overhaul can be found here:

https://github.com/HJHughJanus/PedDamageOverhaulRDR2

 

 

If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.

C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:

 

Edited by HughJanus

What's New in Version 2.0 BETA 7   See changelog

Released

Changelog v2.0 BETA 7

 

  • Added an ini parameter to enable/disable the disarming of downed opponents
  • Added an ini parameter to disable the "longer bleedouts" feature in missions
  • Fixed a bug where NPCs in cover would sack down all of a sudden when using euphoria mods
  • Fixed a bug where health for npcs in vehicles would not be set correctly
  • Fixed a bug where health for "Other Story NPCs" would not be set correctly
  • Fixed a bug where damage multipliers would not be applied if they were set above 100%
  • Adjusted some values in case the ini is not found (due to not following the installation instructions, which is very common, it seems^^)
  • Like 34
  • Thanks 7
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    Recommended Comments



    1 hour ago, Agusss said:

    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.

    I also discovered another bug that you have to shoot more than 20 shots in the legs for the npc to die.

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    Yeah these aren't bugs but are simply the settings in the ini file. Arm and leg damage is set to 1 by default so that NPCs aren't killed by a few arm or leg shots. You can adjust these however you like. Setting them to 0 puts them at their default state though if you're going for more realism you want to keep them low as it takes quite a few shots to the leg/arm to kill someone (unless you hit an artery though the game does not include arteries in limbs). I am experiencing bugs where the game isn't reacting to the way my settings are adjusted, resulting in unusual behavior such as health dropping to 4 and then staying there causing odd behavior such as NPCs getting back up and just standing there motionless until they randomly die and fall back down. Or health will drop way faster than what they are set to. I will try to help you figure out how to adjust your settings in the ini file:

    Open the file titled PedDamageOverhaul.ini:

     Could contain: text, screenshot, software, multimedia software, computer icon, graphics software, editing

    To change the arm/leg damage scroll down to the following lines:

    Could contain: text, screenshot, software, multimedia software, computer icon, operating system, multimedia, web page, website, editing, graphics software

    Change those numbers to whatever you like. 0 sets them to the game's vanilla value as does setting them to 100. Setting them to 50 would make them do half the amount of damage as the vanilla game.

    To change leg shot behavior such as tripping and falling, scroll down to the following lines:

    Could contain: text, screenshot, software, multimedia software, computer icon, operating system, multimedia, web page, website, graphics software, editing

    I set mine very high as in reality when you get shot in the leg you're definitely not going to be able to run so they end up tripping and falling every one or two steps. Read the settings above and below and adjust those settings accordingly such as LegsHitThreshold. I set mine to 1 so one shot in one or both legs will cause them to start tripping and falling as they would in reality. Unfortunately Rockstar didn't animate a limping animation like the first game for some odd reason which would make it even more realistic so this is the best we can achieve.

    I'll provide you with my ini file which is set about as realistically as it can be I think. Mind you, most weapons will down NPCs in one or two shots to the torso as they would in reality. Feel free to adjust the torso and head damage below the arm and leg damage shown above or lower the weapon damage which is located above the body damage settings:

    PedDamageOverhaul.ini

     Hopefully you don't experience the same bugs that I am. My bugs could be happening due to another mod though I've tried removing all the ones that affect health and damage or combat behavior and the issues still persist.

    Edited by Lonewulv13
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    On 6/27/2024 at 11:50 AM, Lonewulv13 said:

    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.

     

    PlayerInvincibility worked last time I tested.

    I currently dont have the time to test myself, but I have implemented a new ini value called "DropNPCInDyingState". If set to 1, this should ragdoll every NPC as soon as their health value crosses the DyingThreshold (if the NPC is standing (= check if the head bone position is x cm above ground --> could be that NPCs who have low health and are trying to get up, will be ragdolled during the getting up animation - please report back if that looks off)).

    PedDamageOverhaul.asi PedDamageOverhaul.ini

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    On 6/29/2024 at 11:44 PM, HughJanus said:

     

    PlayerInvincibility worked last time I tested.

    I currently dont have the time to test myself, but I have implemented a new ini value called "DropNPCInDyingState". If set to 1, this should ragdoll every NPC as soon as their health value crosses the DyingThreshold (if the NPC is standing (= check if the head bone position is x cm above ground --> could be that NPCs who have low health and are trying to get up, will be ragdolled during the getting up animation - please report back if that looks off)).

    PedDamageOverhaul.asi 360 kB · 2 downloads PedDamageOverhaul.ini 34.87 kB · 4 downloads

    Everything seems to be working fine, been using it with the Center Mass Bleedout Mod and CERR.

     

    EDIT: Issues with my core depleting constantly without ever refilling on this new version.

    Edited by oofkal
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    15 hours ago, Lonewulv13 said:

    Yeah these aren't bugs but are simply the settings in the ini file. Arm and leg damage is set to 1 by default so that NPCs aren't killed by a few arm or leg shots. You can adjust these however you like. Setting them to 0 puts them at their default state though if you're going for more realism you want to keep them low as it takes quite a few shots to the leg/arm to kill someone (unless you hit an artery though the game does not include arteries in limbs). I am experiencing bugs where the game isn't reacting to the way my settings are adjusted, resulting in unusual behavior such as health dropping to 4 and then staying there causing odd behavior such as NPCs getting back up and just standing there motionless until they randomly die and fall back down. Or health will drop way faster than what they are set to. I will try to help you figure out how to adjust your settings in the ini file:

    Open the file titled PedDamageOverhaul.ini:

     Could contain: text, screenshot, software, multimedia software, computer icon, graphics software, editing

    To change the arm/leg damage scroll down to the following lines:

    Could contain: text, screenshot, software, multimedia software, computer icon, operating system, multimedia, web page, website, editing, graphics software

    Change those numbers to whatever you like. 0 sets them to the game's vanilla value as does setting them to 100. Setting them to 50 would make them do half the amount of damage as the vanilla game.

    To change leg shot behavior such as tripping and falling, scroll down to the following lines:

    Could contain: text, screenshot, software, multimedia software, computer icon, operating system, multimedia, web page, website, graphics software, editing

    I set mine very high as in reality when you get shot in the leg you're definitely not going to be able to run so they end up tripping and falling every one or two steps. Read the settings above and below and adjust those settings accordingly such as LegsHitThreshold. I set mine to 1 so one shot in one or both legs will cause them to start tripping and falling as they would in reality. Unfortunately Rockstar didn't animate a limping animation like the first game for some odd reason which would make it even more realistic so this is the best we can achieve.

    I'll provide you with my ini file which is set about as realistically as it can be I think. Mind you, most weapons will down NPCs in one or two shots to the torso as they would in reality. Feel free to adjust the torso and head damage below the arm and leg damage shown above or lower the weapon damage which is located above the body damage settings:

    PedDamageOverhaul.ini

     Hopefully you don't experience the same bugs that I am. My bugs could be happening due to another mod though I've tried removing all the ones that affect health and damage or combat behavior and the issues still persist.

    Hello, good thing, the leg thing helped me, I set it to 80%, but now I don't understand why the damage to the torso kills more shots than before, I mean I need to shoot more times to kill it in the torso, I don't know if I hit something wrongCould contain: text, screenshot, software

    I even set the percentages to default and it's still the same in some ways, the fuck up kills her with 2 or 3 shotgun shots to the chest 💀.

    Edited by Agusss
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    29 minutes ago, Agusss said:

    Hello, good thing, the leg thing helped me, I set it to 80%, but now I don't understand why the damage to the torso kills more shots than before, I mean I need to shoot more times to kill it in the torso, I don't know if I hit something wrongCould contain: text, screenshot, software

    I even set the percentages to default and it's still the same in some ways, the fuck up kills her with 2 or 3 shotgun shots to the chest 💀.

    Scroll up to weapon damage as well as health values. Show me what they are.

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    1 hour ago, Lonewulv13 said:

    Scroll up to weapon damage as well as health values. Show me what they are.

    It?

    Could contain: text, screenshot, software

    Edited by Agusss
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    17 hours ago, Lonewulv13 said:

    Yeah these aren't bugs but are simply the settings in the ini file. Arm and leg damage is set to 1 by default so that NPCs aren't killed by a few arm or leg shots. You can adjust these however you like. Setting them to 0 puts them at their default state though if you're going for more realism you want to keep them low as it takes quite a few shots to the leg/arm to kill someone (unless you hit an artery though the game does not include arteries in limbs). I am experiencing bugs where the game isn't reacting to the way my settings are adjusted, resulting in unusual behavior such as health dropping to 4 and then staying there causing odd behavior such as NPCs getting back up and just standing there motionless until they randomly die and fall back down. Or health will drop way faster than what they are set to. I will try to help you figure out how to adjust your settings in the ini file:

    Open the file titled PedDamageOverhaul.ini:

     Could contain: text, screenshot, software, multimedia software, computer icon, graphics software, editing

    To change the arm/leg damage scroll down to the following lines:

    Could contain: text, screenshot, software, multimedia software, computer icon, operating system, multimedia, web page, website, editing, graphics software

    Change those numbers to whatever you like. 0 sets them to the game's vanilla value as does setting them to 100. Setting them to 50 would make them do half the amount of damage as the vanilla game.

    To change leg shot behavior such as tripping and falling, scroll down to the following lines:

    Could contain: text, screenshot, software, multimedia software, computer icon, operating system, multimedia, web page, website, graphics software, editing

    I set mine very high as in reality when you get shot in the leg you're definitely not going to be able to run so they end up tripping and falling every one or two steps. Read the settings above and below and adjust those settings accordingly such as LegsHitThreshold. I set mine to 1 so one shot in one or both legs will cause them to start tripping and falling as they would in reality. Unfortunately Rockstar didn't animate a limping animation like the first game for some odd reason which would make it even more realistic so this is the best we can achieve.

    I'll provide you with my ini file which is set about as realistically as it can be I think. Mind you, most weapons will down NPCs in one or two shots to the torso as they would in reality. Feel free to adjust the torso and head damage below the arm and leg damage shown above or lower the weapon damage which is located above the body damage settings:

    PedDamageOverhaul.ini

     Hopefully you don't experience the same bugs that I am. My bugs could be happening due to another mod though I've tried removing all the ones that affect health and damage or combat behavior and the issues still persist.

    I'm also trying to test your .ini file but it's not working, so I guess there's something wrong with that file, check it out brother.

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    22 hours ago, HughJanus said:

     

    PlayerInvincibility worked last time I tested.

    I currently dont have the time to test myself, but I have implemented a new ini value called "DropNPCInDyingState". If set to 1, this should ragdoll every NPC as soon as their health value crosses the DyingThreshold (if the NPC is standing (= check if the head bone position is x cm above ground --> could be that NPCs who have low health and are trying to get up, will be ragdolled during the getting up animation - please report back if that looks off)).

    PedDamageOverhaul.asi 360 kB · 5 downloads PedDamageOverhaul.ini 34.87 kB · 7 downloads

    I'm encountering a bug in mission where my health drops to 0 and blinks until my core is drained and I die. Is it possible the PlayerHealth option set to 0 is not disabling it in missions but dropping health?

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    On 7/1/2024 at 5:13 AM, NAUTY said:

    I'm encountering a bug in mission where my health drops to 0 and blinks until my core is drained and I die. Is it possible the PlayerHealth option set to 0 is not disabling it in missions but dropping health?

    Not possible, here is the code:

     

    //set invincibility, if set in ini or adjust player health
    if (ini_playerinvincibility == 1) PLAYER::SET_PLAYER_INVINCIBLE(player, true);
    else if (ini_playerhealth != 0 && ENTITY::GET_ENTITY_MAX_HEALTH(playerPed, false) != ini_playerhealth)
    {
        ENTITY::SET_ENTITY_MAX_HEALTH(playerPed, ini_playerhealth);
        ENTITY::SET_ENTITY_HEALTH(playerPed, ini_playerhealth, false);
    }

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    7 hours ago, HughJanus said:

    Not possible, here is the code:

     

    //set invincibility, if set in ini or adjust player health
    if (ini_playerinvincibility == 1) PLAYER::SET_PLAYER_INVINCIBLE(player, true);
    else if (ini_playerhealth != 0 && ENTITY::GET_ENTITY_MAX_HEALTH(playerPed, false) != ini_playerhealth)
    {
        ENTITY::SET_ENTITY_MAX_HEALTH(playerPed, ini_playerhealth);
        ENTITY::SET_ENTITY_HEALTH(playerPed, ini_playerhealth, false);
    }

    I played around with the core depletion time and the issue went away. Idk what the issue was since it only happened in missions at specific points. 

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    On 6/30/2024 at 4:40 PM, Agusss said:

    It?

    Could contain: text, screenshot, software

    Does anyone know why the double barrel shotgun doesn't kill with 1 shot to the chest?

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    8 hours ago, Agusss said:

    Does anyone know why the double barrel shotgun doesn't kill with 1 shot to the chest?

    SpecialWeaponModifier is set to 30, meaning that affected weapons (your shotgun is one of them) do 30% of the usual damage.

    Increase this one until you reach whatever damage behavior you are looking for.

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    41 minutes ago, HughJanus said:

    SpecialWeaponModifier is set to 30, meaning that affected weapons (your shotgun is one of them) do 30% of the usual damage.

    Increase this one until you reach whatever damage behavior you are looking for.

    It didn't work for me, I don't understand why the truth is, he still rarely draws his weapons.

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    17 hours ago, Agusss said:

    It didn't work for me, I don't understand why the truth is, he still rarely draws his weapons.

    Wh..what?

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    Well I'm at a complete and total loss. I thought maybe there was some kind of mod conflict though I removed every other mod and the issues still persist. NPCs still stop running at 4 and stand there though with the bleeding chance higher they drop pretty quick though it still looks strange. Some just ignore dying states and continue moving and attacking when below dying state threshold. Is there a certain asi loader necessary for the current version of the game? Is there some kind of mod cache tied to the game save or something that needs to be cleared? Have you tested the mod recently after the last update? It's like there's a ghost in my machine screwing with me.

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    2 hours ago, Lonewulv13 said:

    Well I'm at a complete and total loss. I thought maybe there was some kind of mod conflict though I removed every other mod and the issues still persist. NPCs still stop running at 4 and stand there though with the bleeding chance higher they drop pretty quick though it still looks strange. Some just ignore dying states and continue moving and attacking when below dying state threshold. Is there a certain asi loader necessary for the current version of the game? Is there some kind of mod cache tied to the game save or something that needs to be cleared? Have you tested the mod recently after the last update? It's like there's a ghost in my machine screwing with me.

    There are only three ways NPCs can ignore the dying states:

    1. You have EuphoriaModInstalled set to 1 (this only causes NPCs to stay down, when they fall and are below the thresholds - they will never be forcefully pushed down).
    2. The chances for Dying States are below 100 (so some just wont be affected).
    3. The NPC is an excluded character and the corresponding ini setting is turned on (to exclude those characters).

    If those three are not the case, it might be an incompatibility, a script hook fault or something within the engine keeping NPCs from the effects of the script (--> least probable cause).

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    Options to deplete cores and remove money on missions seems to be not working for me. I set them both on 0, I use  scripthook v1. Version 2.0-BETA-7

    Mod is working other than that.


     

    ;CoreDepletionAfterDeath will deplete all cores entirely if the player dies, if enabled (can be set to either 0 or 1)
    CoreDepletionAfterDeath = 1
    ;StopCoreDepletionAfterDeathInMissions can be set to either 1 or 0 - if set to 1 the player's cores will not be depleted on death if a mission is currently active
    StopCoreDepletionAfterDeathInMissions = 0
    ;MoneyLossAfterDeath will decrease the player's money on death, if enabled
    MoneyLossAfterDeath = 1
    ;StopMoneyLossAfterDeathInMissions can be set to either 1 or 0 - if set to 1 the player's money will not decrease on death if a mission is currently active
    StopMoneyLossAfterDeathInMissions = 0

     

    Quote

    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).

    so in beta 7 was 

    BleedingChanceDying1 = 12
    BleedingChanceDying2 = 6

    in your latest is 
    BleedingChanceDying1 = 100
    BleedingChanceDying2 = 40

    so how to understand that now?

    beta for BleedingChanceDying was 1.2 % and  now is 1%?

    beta for BleedingChanceDying2 was 0,6% and now is 0,4%?

    sorry I got confused

     

    Quote

    ;SpecialWeaponModifier - since NPCs have more health, some weapons should do more damage - this is the modifier for weapon damage (200 = 200% = twice the normal damage) (shotguns, sniper rifles, dynamite arrows, improved arrows and tomahawks will be affected by this)
    SpecialWeaponModifier = 30

    I thought enemies has less hp, not more. That's why my and someone else's  question before, why for instance shotgun  should do only 30% nominal damage?

    I understand that's a mistake in description and actually npc has less hp, that's why shotgun should do only 30% dmg? 

    you said:
     

    Quote

    ;DyingMovementThreshold is the health threshold under which NPCs wont be able to get back up again when knocked down (still moving on the ground) - if DyingMovment is disabled (in the advanced section),
    ;the behavior under this threshold is the same as for the DyingThreshold

    but there is no DyingMovment option to disabled in [PedDamageConfiguration_Advanced]

     

    If dyingstatechance is set by default 100%, no matter where and how hard I damage the enemy will always goes down? Or some conditions like hp threshold, number if shots in the legs must be fulfilled?

     

    I'm asking cuz whenever I shot on enemy foot he always goes down, so one shot in one leg is enough,kinda easy and I think something is wrong.


    Does PDO works with Live Leak Ragdoll Overhaul V7.4 https://www.nexusmods.com/reddeadredemption2/mods/1746?tab=posts or should I install CERR?

    Edited by gs11
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    Every time I die and respawn, mission or not, using the new PDO, my heart core is constantly low and can't be refilled. This is accompanied by the RGB split effect the game gives the player to notify them their cores are low. CoreDepletionAfterDeath is set to 0, so is CoreDepletion.

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    28 minutes ago, oofkal said:

    Every time I die and respawn, mission or not, using the new PDO, my heart core is constantly low and can't be refilled. This is accompanied by the RGB split effect the game gives the player to notify them their cores are low. CoreDepletionAfterDeath is set to 0, so is CoreDepletion.

    Does option to core depletion to be nullified and money remove in missions work for you?

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    On 7/7/2024 at 4:55 AM, HughJanus said:

    There are only three ways NPCs can ignore the dying states:

    1. You have EuphoriaModInstalled set to 1 (this only causes NPCs to stay down, when they fall and are below the thresholds - they will never be forcefully pushed down).
    2. The chances for Dying States are below 100 (so some just wont be affected).
    3. The NPC is an excluded character and the corresponding ini setting is turned on (to exclude those characters).

    If those three are not the case, it might be an incompatibility, a script hook fault or something within the engine keeping NPCs from the effects of the script (--> least probable cause).


    So I copied all the files to the cracked version of the game and the issue was... semi-fixed? Most NPCs will still freeze at 4hp but will usually drop within a second or two. Still looks weird as they just go limp and fall forward.  I just can't seem to get them to run for longer, drop to the ground and writhe for a little while then die. They completely ignore the new DropNPCInDyingState. Can you tell me which version of Scripthook and asi loader you're using?

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    Has anyone had problem with damage modifiers for PDO? I set leg modifier 1%, torso 100 %, weapon 100%, but not matter what when I hit the enemy on the leg it takes more dmg then should, it should be only 1. But when enemy goes into dying stage then actually hit dmg on leg works and it's just 1 point dmg like it have should been.It seems when fights starts and enemy is not yet in dying stage, the mod doesn't properly recognize and calculate body part dmg modifiers

    EDIT:


     

    Actually I found the cause- it's a mod called Alternative Levelling.

    Any chance you can make it compatible with PED- author of the mod is not responding, however  mod has just one asi files- so I imagine it can not be edited?

    Edited by gs11
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    Yeah I'm suspecting the current Scripthook/ASI loader is the actual culprit for me. Tried a bunch of different versions. None seem to be working properly. The only values that seem to reflect properly are weapon damage and body damage. Unless police in Saint Denis react differently. Though I recall everything working fine before the last game update.

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    I think I've basically figured out the issue. If I change any of the following values, the odd standing around while bleeding occurs:

    BleedingChanceDying1 = 100
    BleedingChanceDying2 = 40

     

    BleedingChanceShot = 150

    Keeping the values like this seems to be the closest I can get to achieving natural behaviors. Npcs don't run for very long while bleeding out though at least they drop to the ground when reaching 4hp rather than standing around. Most of the time anyway.

    However (of course) I've discovered a new glaring issue that is bizarre as all hell. I've noticed it randomly happen before but only with single NPCs and could never figure out what was causing it. Whenever you use your lasso on someone, virtually all NPCs start to freak out and do this weird gyrating dance thing. It is highly noticeable in Saint Denis as dozens of NPCs will start gyrating around you. It even effects spawning as if you start going down a street tons of horses and NPCs will start to spawn and many will be doing the strange gyrating move.... This game just doesn't want me to play it with this mod (and I can't go back to vanilla after using it).

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