I believe these settings for PED work great as a default on their own and although I recommend and included my Damage floor settings, it is not required as the settings I've made for PED were not altered around it. :)
Balanced around both Melee and gun combat. Working melee finishers Extensively tested weapon values so you don't have to. Balanced between being realistic and difficult while remaining fun and rewarding. Focus on making all the weapons and overall combat much more satisfying.
Such a great mod and a welcoming sight to see as a user from the Rdr2 version. Look forward to each an every update, keep it up!
The 500 threshold is to gaurentee that ped isn't triggering the script to kill via torso, if you have it high enough, melee weapons will go back to performing finisher animations which was important to me. The way i see it though, torso threshold specifically is kinda there if you plan to use this mod by itself but it doesn't hurt to have it lower than 500 I just prefer it since i cant toggle it off yet and damage floor offers a lot of options that compliment this mod which deems it unnecessary for me.
Good stuff! This is a big help. You wouldn't happen to have any input or settings for the current version of damage floor would ya? I just got back into the game and it seems theres more menu options for floor damage now. You might not even be playin cyberpunk currently if so then you can just ignore this haha.
Last changes made 3/15/2025 - Link still up to date as of 2025
Update: 2.2 +
Will need to test when all mod dependencies are updated but the settings could potentially be an improvement thanks to some balance changes present in 2.0. I don't recommend damage floor anymore at this time, it is outdated and not as necessary as it was before.
Is there no way to save the settings from the stickied post so they can be pre-configured for folks who download this through a collection, or to save and replicate the settings files somehow?
I have questions about the weapon families in the settings:
Do gorilla arms shot points get modified by Weapon Family Modifier: Cyberware Strong ArmsandWeapon Family Modifier: Fistsand Weapon Type Modifier: Bluntand Weapon Family Modifier: Melee, or just one or some of these?
Do assault/precision/sniper rifles get modified by both their respective Weapon Family modifier andWeapons Family Modifier: Rifles, or just the former setting?
Do LMGs and HMGs get modified by Weapons Family Modifier: Rifles?
I assume Weapon Family Modifier: Dual Shotgun is for double barrel shotguns, is that correct? Do these also get modified by Weapon Family Modifier: Shotgun?
Looks like a given weapon can only be one of the Family categories and one of the Type categories. If it would qualify as multiple of the same category, it uses the value that comes first in alphabetical order.
Ok weird question, but what particularly about this mod makes head just constantly fully explode. I quite liked the partial damage, and I no longer ever see the torso gore at all. Only limb damage or a exploded head. I like how it makes guns feel more punchy but I miss seeing about half of the different body damage that I used to.
Does anyone have any challenging settings? I’ve noticed that if I shoot from a distance with an assault rifle and luckily get a headshot, they die from a single shot.
I think that at long range, assault rifle shots should lose power.
EDIT: Never mind, I was testing the mod but decided not to use it. The issue is that it completely overrides the game’s damage system by assigning fixed "shot points" instead of using the weapon's actual damage, stats, or distance. For example, if a headshot is set to deal 10 shot points, the enemy will die regardless of what weapon you’re using or how far away you are. That means you could shoot someone in the head from 500 meters away using a shotgun—an obviously unrealistic scenario—and they would still die instantly. In other words, the mod bypasses all normal damage calculations and eliminates the damage falloff mechanic, making distance irrelevant in combat.
Well, if you catch a bullet with you skull, chances are that you will die^^ Armor and cyber augmentations can save you from that. This is the way this mod is designed.
If you would like to configure that, you can -> if you would like a head to catch a maximum of three shots, you can configure that or if you like shotguns to count less than other weapons, you can configure that as well.
What you pointed out correctly is that the distance for damage cannot be configured.
I'm aware that this mod is probably not being given any dev attention anymore, but I've noticed that the mod doesn't appear to affect companion damage output.
I just watched Jackie lay bullet after bullet into a guy, where it would only take two from me to put them into a dying state. Anyone have any ideas?
I am just the uploader, not the programmer. But afaik, the script edits the damage calculation on hit and only checks if the target is the player (then nothing is changed). All other damage calculations should be affected.
Liking the mod, but it does not appear on my mod setting menu. The Mod setting menu is showing itself but the setting fpr PED Damage Overhaul is not showing. Does anybody else has this problem or know how to fix? Thanks!
647 comments
Updated settings for October 2022
-
PED Damage Overhaul & Damage Floor Settings
(Damage Floor is Optional)
I believe these settings for PED work great as a default on their own and although I recommend and included my Damage floor settings, it is not required as the settings I've made for PED were not altered around it. :)
Balanced around both Melee and gun combat.
Working melee finishers
Extensively tested weapon values so you don't have to.
Balanced between being realistic and difficult while remaining fun and rewarding.
Focus on making all the weapons and overall combat much more satisfying.
Such a great mod and a welcoming sight to see as a user from the Rdr2 version. Look forward to each an every update, keep it up!
(Outdated)
Update: 2.2 +
Do gorilla arms shot points get modified by Weapon Family Modifier: Cyberware Strong Arms and Weapon Family Modifier: Fists and Weapon Type Modifier: Blunt and Weapon Family Modifier: Melee, or just one or some of these?
Do assault/precision/sniper rifles get modified by both their respective Weapon Family modifier and Weapons Family Modifier: Rifles, or just the former setting?
Do LMGs and HMGs get modified by Weapons Family Modifier: Rifles?
I assume Weapon Family Modifier: Dual Shotgun is for double barrel shotguns, is that correct? Do these also get modified by Weapon Family Modifier: Shotgun?
Thanks.
switch (weaponFamily) {
case gamedataItemType.Wea_AssaultRifle:
hitValue = Cast<Int32>(PDO.AssaultRifleDamageModifier * Cast<Float>(hitValue));
break;
...
case gamedataItemType.Wea_Rifle:
hitValue = Cast<Int32>(PDO.RifleDamageModifier * Cast<Float>(hitValue));
break;
...
}
Looks like a given weapon can only be one of the Family categories and one of the Type categories. If it would qualify as multiple of the same category, it uses the value that comes first in alphabetical order.
I think that at long range, assault rifle shots should lose power.
EDIT:
Never mind, I was testing the mod but decided not to use it. The issue is that it completely overrides the game’s damage system by assigning fixed "shot points" instead of using the weapon's actual damage, stats, or distance. For example, if a headshot is set to deal 10 shot points, the enemy will die regardless of what weapon you’re using or how far away you are. That means you could shoot someone in the head from 500 meters away using a shotgun—an obviously unrealistic scenario—and they would still die instantly. In other words, the mod bypasses all normal damage calculations and eliminates the damage falloff mechanic, making distance irrelevant in combat.
Armor and cyber augmentations can save you from that.
This is the way this mod is designed.
If you would like to configure that, you can -> if you would like a head to catch a maximum of three shots, you can configure that or if you like shotguns to count less than other weapons, you can configure that as well.
What you pointed out correctly is that the distance for damage cannot be configured.
I just watched Jackie lay bullet after bullet into a guy, where it would only take two from me to put them into a dying state.
Anyone have any ideas?