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HughJanus

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Everything posted by HughJanus

  1. Hey all, concerning all the new suggestions, I will have to check the natives for them (reload speed, decomposing) but they do make sense to me also, so I guess I'll do some research. @fitfondue: You can set the thresholds for knocking down and disabled state, as well as the knockdown chance and stumble chance in the ini (it all works for me, you can test it by e.g. setting the knockdown threshold to 10 and the dying threshold to 499, so NPCs when under 499 health (which should be done by hitting them once) shouldnt be able to get up when you downed them). The "unpolished" stumbling is more or less a workaround until OpenIV gets updated >> as of now, I dont have the option to change the NPCs movement clipset to "limping" or something similar, because we dont know the clipsets yet. So what I did is apply a force to the NPC randomly (based on the ini chance) when any leg was hit and simultaneously set it to ragdoll for a short time, this creates the stumbling behavior. As for more variety in artery shots >> since we dont know the movement clipsets, there is nothing I can do at this moment, unfortunately. Concerning the hand shot >> while testing, I removed the weapon from the NPC when he got shot in the hand (which didnt work 100% of the time, because we dont know the name of all hand and finger bones yet), but this let the weapon disappear completely (not drop to the ground). I found no other option in the natives, so I cut that feature out. But yes, I would like such a feature too. For myself, I have a version where the lasso lets all NPC weapons of the NPC who got caught by the lasso, disappear. If you want, I can upload it for you. Thanks for all the feedback and ideas! I really appreciate you having fun with this mod 🙂 Edit: did a quick search and found nothing concerning the decomposing or bodies being removed. I didnt find a native for reloading speed, but we can check if someone is reloading. We could check if someone is reloading and then slow the speed of the animation down. I have tried slowing the running animation down in the past, but had no luck. Does anyone here know how to use SET_ANIM_RATE?
  2. Bump (so the Doktor can see that there was a new post)
  3. Thank you for the appreciation. I will try some more stuff on the weekend and hopefully get a new version out (with configurable ini - at least with the most important variables).
  4. Yes, I will adjust the weapon damage modifier according to the weapon the player is currently using.
  5. Yes, I will look into it on the weekend. Edit: found time today. I set the health to 900 just to try. Please take a look and report back. If it doesnt work now, I will have to try something else completely. SetPlayerHealth_v2.asi
  6. Dismemberment only occurs on the death blow. Since I have upped the health of NPCs, the shotgun is no longer strong enough to take out an NPC with one body or limb shot - the killing blow should still dismember though. I have not yet found a command to force dismemberment, but I would like to do that (unfortunately it doesnt seem possible yet). In the next version I will lower the chance of NPCs surviving fires (which should also lower the chance of the flailing bug occuring). I will also use special damage modifiers for certain weapons (like dynamite arrows or tomahawks) to make things more realistic - as it looks now, I will also include shotguns in this special handling.
  7. I will give it another try on the weekend. I used the playerped, so the model shouldnt be a showstopper I think. Maybe the health was to low? I set it to 100.
  8. Thank you, I will try that.
  9. Thank you!
  10. I have looked into one ini sample code before I started with the mod, but it was so complicated to set up (with own classes and such) that I omitted it. Do you have any simple sample code by any chance? (like not having to parse the text file but actually get the attributes by command)
  11. Does anyone know the weapon name for dynamite arrows?
  12. I am already working on an update. A minute after I published the mod here, a guy wrote me and asked for permission to put the file on nexusmods, I agreed. Getting a lot of feedback there (less health for NPCs, lower rate of NPCs surviving fire, etc.). The thing with weapons like tomahawks and dynamite arrows, etc. is that I have to address those special weapons separately in the code (which I havent done yet, because it takes some work, but I want to do it). You have to download the Script Hook by Alexander Blade (http://www.dev-c.com/rdr2/scripthookrdr2/) and put the dll into your RDR 2 root folder, then you put this mod into your root folder.
    • 256 downloads
    • Version 1.0.0
    This mod is enabled/disabled by pressing F9. It shows the ID of the last bone the player hit on a ped on the screen.
  13. HughJanus commented on HughJanus's comment on a file in Red Dead Redemption 2 Scripts
    You can activate the mod by pressing F9.
    • 337 downloads
    • Version 1.0.0
    This mod silences Arthur (he wont speak anymore). Unfortunately this comes with prohibiting him of verbally interacting with NPCs (you wont be able to greet or threaten NPCs). You can activate the mod by pressing F9. See here for more information:
  14. Done. Thank you for providing this platform!
    • 205,640 downloads
    • Version 2.0 BETA 7
    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 Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/ Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is). 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/ 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). 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. 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). 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. 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. Start the game and have fun! 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:
  15. What do you mean?
  16. Find the mod download page here: And the source code of v1.48 here (I tried to comment most of the code understandably - please be kind, I know the code isnt the most sophisticated or efficient): v1.48_src.txt
  17. What health value do you need? Attached you find one with "100". Use F7 to activate. SetPlayerHealth.asi
  18. I dont know, but I suppose unless we have a working version of OpenIV its not possible :/
  19. Youre very welcome :) Can you interact with NPCs while the mod is enabled? How does it work in cutscenes? Does Arthur still talk?
  20. Hey guys, could it be that some information of the NativeDB got erased? E.g. I remember trying PLAY_PAIN_AUDIO in the beginning and there it said that the data types were (Ped ped, int painaudio, float, bool, bool) and that the painaudio int has to be between 1 and 12. Now it says (any, any, any, any, any)...?
  21. You're right, it shows the last damaged bone before death. Attached you find the .asi if you want to take a look for yourself (stripped away all the other stuff I am currently trying out - you can enable it with F9). ShowLastDamagedBone.asi