No i believe you, ill have to try it out again! thanks for a thoughtful response.
Many people, new to these mods, struggle to understand from the description which to try or choose, so every perspective helps paint a clearer picture of what they add. The differences can be a bit subtle seems theyre essentially doing the same kind of thing.
There's an update to CERR released today btw
Yes i had euphoria setting enabled in PDO but i swear i dont notice much added effect compared to the kills, stumbling and ragdoll, in PDO.
Is easy to see the effects of PDO because you can enable it and disable it on the fly..
But the euphoria mods ... on top of PDO, i dont notice a big difference to the way they fall/stumble from being shot or injured .. so i didnt bother with them
What differences do you see? ..maybe they arent working for me
Having done some more testing, i dont feel like WERO or CERR add much if anything to PDO. And, that PDO adds enough ragdoll and stumbling, realism, to warrant anything extra useless.
And also ive perfected the ini to my likings now, after messing with them too much, and reverting to the beta ini - making a few changes again, I have the peds bleeding out about as much as i want, and taking/giving damage as much as i want, quite a nice balance!
Have included my ini if anyone wanted to try it out.
(Have worked out a sweet western reshade as well so games looking and feeling real nice now)
Thanks for arguably the top rdr2 mod!
rockstar should hire you (they wont and if they did theyd underpay you and work you to death lol)
PedDamageOverhaul.ini
lol just came back to say i realised that today..! Confused me because select guns, that i already had.. were for some reason showing on the minimap and glowing as if i could pick them up, but there was no option too, as if the game thought id not encountered that gun before..
Thanks again though & thanks as well @Entreped
i tried removing W.E.R.O and that seems to have fixed it! I will have to try out C.E.R.R instead @Entreped. Thanks
And, though im new to the game, so unsure if its actually a bug, but i think it is; i cant ever pick up/swap weapons, even if there's a weapon symbol on the minimap.. I see in the description about the disarming feature in this mod, is it possible thats causing a bug?
I also run the 'Enhanced Entity and World Persistence' mod so could maybe be that also, maybe, but sounds like its linked with PDOs disarming feature. Could just be the game doesnt let me for some reason, like i already have to many weapons of that type on me?
Thanks again for the support and sweet mod
Is there potentially other things in that test ini that arent as intended? I noticed invincibility was turned on (for player and horse).
But i also see that the FallTimeDown and FallTimeDeath are both set the same and much higher than in 1.57 from the files,
"
;FallTimeDown is the time in milliseconds an NPC has to be falling to be incapacitated afterwards
FallTimeDown = 100000
;FallTimeDeath is the time in milliseconds an NPC has to be falling to be dead afterwards
FallTimeDeath = 100000
"
Though, the main issue im having, which is why im comparing the files in vscode, is where Arthur throws one punch and knocks NPCs into a seemingly infinite downed state. As soon as I touch them (punch/choke/threaten) they keep getting up stumbling around and falling down or stay down, and dont ever fight again or run away.
(not done much testing, am in early game, and just had few fights tht ended before they really began - saving the reverend and collecting debts)
I also noticed that when trying to threaten/choke the guy again, while he was in a dying state, he 'went flying' a good distance and it wouldnt let me continue his 'punishment', lol, could that be because i am using W.E.R.O (euphoria ragdoll overhaul) and 'DyingForcePushX' has been changed from 7 (in 1.57 ini) to 145 (in the latest beta)? i have 'EuphoriaModInstalled' set to 1/enabled.
Also, need some clarification on 'TorsoShotBleedingOverwrite', it sounds the same as 'OnlyBleedOnTorsoShotBleed' and, both 0 & 1 definitions sound as if they produce the same results:
"
;if set to 1 the parameter MaximumDyingStateTime WILL NOT work UNLESS the NPC has been HIT IN THE TORSO (= although the maximum time has passed, the NPC will not die)
;if set to 0, NPCs WILL only bleed IF they have been HIT IN THE TORSO, yet will DIE if the MaximumDyingStateTime has passed
"
1 = NPC wont die after maxdyingstatetime elapses, unless hit in the torso
and,
0 = If hit in torso, NPC will die after maxdyingstatetime elapses
So both are saying that if hit in the torso NPCs will die after the MaxDyingStateTime has elapsed?
Wow that near broke my brain and i read over it more times than i care to admit because i wasnt sure if i was just being dumb lol
Hope you can clarify that for me because in 1.57 its set to 0 and in this latest beta it is set to 1.
Main problem that ive noticed though is the lack luster fist fights caused by arthurs iron fist though!
Sorry for the long post, but, thanks for an awesome mod and being thoroughly active on here!
anyone know which of these mods conflicts ... was trying to work out which by process of elimination but couldnt work it out for some reason.
Was hoping to use RDR2 Enhanced Edition but that needs offline to work.
Cheers
-1907 New Austin
-euphoria ragdoll overhall (wero)
-banking the old american art
-critical hits
-cut dialouge
-enhanced entitiy peristance
-first person walk fix
-higher first person fov
-kill children
-lawmen fix
-longer days
-more persistent weather
-no more grindy challenges
-non sticky hats
-only lower bullet force (realistic combat overhual)
-restored cut content quiver
-scroll wheel movement
-sgtjoe bank robbery
-skip legal screens
-so you lost your hat
-stash that lantern