This mod tries to make fights and violent interactions more diverse, dynamic and interesting by making NPCs behave in new ways when getting shot (like stumbling and falling when running with a hurt leg, squirming on the ground when injured, lying moaning in pools of their own blood and much more).
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
HJ from mod-rdr.com
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Changelogs
Version 2.0-BETA
- Performance is hopefully improved (let us know in the comments!)
- New optional file (Lenny's Mod Loader required) that makes NPCs react much longer to dismemberment and increases the chances that a neck shot will cause arterial bleeding. Thanks to AnymYo (author of Cineastic Euphoria Ragdoll Rework, which is exceptional and we wholeheartedly recommend it) for helping us figure this out!
- Stumbling mechanic reworked. NPCs who are mortally wounded will now stumble in more believable and varied ways before they fall. Also, the .ini now contains parameters so that you can tweak this feature to your liking (making stumbling behaviours longer, shorter, or eliminating them entirely). Those parameters are DSEuphoriaStumbleMin and DSEuphoriaStumbleMax.
- Euphoria mods should be compatible, but in case there are any problems, we added the EuphoriaModInstalled parameter to the .ini. Set it to 1 and that should help.
- Tweaked limb damage. NPCs no longer die easily from being shot in the limbs unless the weapon is powerful enough to dismember. It is now more viable to subdue NPCs without having to kill them.
- The feature that lets you disarm everybody, including lawmen, works more consistently now.
- Added new surrender feature. Disarming an NPC (or simply damaging their right arm, which they depend on to use weapons) will cause them to put their hands up instead of fleeing. However, if they have more than one ally backing them up, they will try to flee (number of allies is configurable in the .ini).
- Expanded the possible reactions for NPCs who have surrendered: fleeing when being shot, fleeing when player is far enough away (distance configurable in the ini), fleeing when enough time has passed (time is configurable in the ini).
- NPCs on horseback or carriage are also subject to that behaviour. If shot in the right arm, they will dismount and put their hands up. If they have allies helping them, they will attempt to flee instead.
- NPCs on vehicles are no longer too hard to kill. Previous versions of the mod had the unintended side effect of making them more resilient.
- Added .ini parameters for configuring health of NPCs on vehicles
- Added .ini parameters for the LongerBleedouts feature
- Tweaked NPC health and player damage accordingly, so NPCs will not seem spongy in any situation.
- "Disabled" the falling time function via the ini (because tweaked NPC health makes it obsolete)
- Downed NPCs will only bleed to death if shot in the neck or torso. Limb damage can permanently down an NPC, but will not cause bleedout.
- Excluded three more story NPCs from the mod (so missions don't break)
- Added ini parameter for showing NPCs in DyingStates as Blips on the map/minimap (disabled by default)
- Springfield and Bolt Action Rifle are now affected by the SpecialWeaponModifier (instead of the normal one)
- Fixed various problems related to Euphoria behaviours glitching when using certain weapons
- Removed obsolete "force pushing" code and its related .ini parameters.
- Fixed a bug where damage modifiers were not properly calculated
- Fixed a bug which led to NPCs not behaving properly in Dying States
- Fixed a bug where bleeding would not work correctly
- Fixed a bug where spine paralysis chance would not apply as intended
- Fixed a bug where NPCs would not play wounded animations in the early Dying States
- Fixed a bug where paralyzed NPCs would not bleed out
- Fixed the "sacking down on leg shot" problem
- Fixed a bug where falling damage (even from low heights) would trigger bleeding
- Fixed a bug where falling damage (even from low heights) would trigger Dying State behavior
- Expanded TieYourLasso mod support
- Added new ini parameters for TieYourLasso mod support
Version 1.57
- Added ini values for configuring shock state behavior
- Reduced shock state behavior
- Added ini value for configuring a velocity threshold for DyingStates (only sets in if NPC moves slower, so no abrupt stop should happen)
- Added horse core drain
- Added ini values for horse core drain
- Added navy revolver to supported weapons
- Implemented modifications for TieYourLasso-mod NPC behavior (enabled by default)
- Added ini values for configuring TieYourLasso-modification-values
- NPCs now move more often when down
- Improved audio responses from NPCs
- Added ini value for spine paralysis audio chance
- introduced "light" config (in addition to standard and overhaul)
- Fixed a bug where NPCs would loop sounds
- Tweaked ini for better compatibility with any euphoria mods
- Tweaked ini values for better gameplay (hopefully for everyone's taste)
Version 1.56
- Fixed a bug where NPCs would loop pain sounds when spine paralysis was activated
Version 1.55
- Fixed a bug where NPCs would occasionally loop dying sounds
- Fixed a bug where NPCs would not drop their weapons when downed
Version 1.54
- Fixed a bug where NPCs were able to talk while on fire
- Added a toggle key for "Friendly Fire"
- With the Overhaul version you now lose additional 25% of your money on death
- Added ini option for configuring money loss on death
- Added new audio to Dying State and Shock reactions
- If both legs of NPCs are damaged, they now get forced to the ground after some time
- Added ini values for configuring the forcing to the ground when hit in the legs
- Added ini values for spine shot paralysis (disabled by default)
- Decreased damage taken by NPCs from leg and arm shots
- Decreased the amount of time an NPC can stay in shock state (to make it feel more natural)
- Tweaked ini values for more satisfying euphoria behavior
Version 1.53
- Added ini option for player health (experimental)
- Fixed a bug where NPCs got up after entering Dying States
- Fixed a bug where NPCs stood still when hit in an artery
- Tweaked a few values for better gameplay
Version 1.52
- Fixed a bug where NPCs popped up instead of getting up normally
Version 1.51
- Fixed a bug where NPCs went completely limp within a split second when one-shotted
- Added ini option for disabling item glow
- Added ini option for friendly fire (currently only for the Van Der Linde gang)
- Added ini values for configuring the transition into dying states (like maximum time for stumbling and such)
- Added ini option for activating force pushes even when using writhing animations (don't know why someone would want that, but now it's possible)
- Added ini option to overwrite the hard cap on time spent in Dying States on certain conditions
- Tweaked the bleeding settings and bleeding blockers to function more intuitively (now only hogtying NPCs can stop them from bleeding out --> bounty missions)
- Adjusted audio in Dying States, so only fitting dialogue will be played
- Tweaked audio chance in Dying States
- Injured NPCs (not in Dying State) will move slightly different when their legs have been hit
- Tweaked ragdolling triggers behind the curtains, so more varied euphoria movement can happen (examples: standing in shock, dramatic kneefalls, etc.)
- Small performance optimizations (RTX users who had problems with prior versions, please report if it helped)
Version 1.50
- Fixed a bug where falling from horses made NPCs die almost instantly
- Fixed a bug where lasso-ing injured NPCs would instantly break the lasso
- Fixed the bug where NPCs movement physics would go crazy in slow motion (dead eye or weapon wheel)
- More story NPCs were excluded from the mod's effects
- Added an ini parameter for horse health (applies to the horse the player is sitting on)
- Added an ini parameter for horse invincibility (applies to the horse the player is sitting on)
- Re-tweaked health and damage modifiers
- Re-tweaked bleeding values for compatiblity with story missions (NPCs bleed out faster, so enemy spawning is not hindered)
- Introduced a "longer bleedouts mode" making NPCs in dying states take longer to bleed out -> if you don't like the above mentioned tweak (can be enabled via the ini)
- Added an ini parameter for permanently toggling or untoggling "longer bleedouts mode"
- Introduced a "kill wounded mode" killing all NPCs in dying states (can be enabled via the ini)
- Added an ini parameter for permanently toggling or untoggling "kill wounded mode"
- Reduced the available config versions to "standard" and "overhaul" (both tweaked for maximum enjoyment, hopefully^^)
- Disabled the ini setting which made NPCs only bleed if hit in the torso (can be re-enabled in the ini)
- Hogtied NPCs don't bleed anymore (except from artery shots) -> handy for bounty hunting (can be disabled in the ini)
- Tweaked the fear mechanism so it is harder to make enemies fear you
- NPCs will now react audibly if they are in hopeless situations
Version 1.49
- Fixed a bug where NPCs would just sack down when hit in the head with a throwing weapon or bow
- Fixed a bug where it could occur that NPCs just die from being knocked down (can still happen from certain knockouts, but that's vanilla behavior)
- More story NPCs added to the "story NPC exlusion" option in the ini
- Added an ini parameter for the sneaking noise multiplier
- Re-implemented the accuracy mechanic and made it more complex and random
- Added a new fear-mechanic which lets NPCs flee, surrender or panic if the player is a god-like combatant (details configurable in the ini)
Version 1.48
- Fixed the "floating NPCs"-bug
- Fixed a bug which could occur with melee dying states enabled (NPC not transitioning into dying stage properly)
- Fixed a bug causing weird behavior when falling from certain spots in the world
- Re-implemented disarming - now you can set disarming chances, not only switch it on or off
- Disarming reactions can now also be configured (chances of each behavior can be set)
- Re-implemented stumbling on bullet impact - now you can set stumbling chances, not only switch it on or off
- Re-implemented falling calculation mechanics (now based on falling time, not on health value)
- Core depletion amount can now be set separately for each core
- DyingState animations re-tweaked to avoid weird movement
- Bleeding is now only applied if NPCs are shot in the torso (so you can take NPCs out with leg shots without having them bleed out) - can be configured in the ini
- Added an experimental ini value for those with performance problems (amount of affected NPCs can be configured
Version 1.47
- Re-tweaked the dying movement values to match the new animations better (spinning NPCs should be gone now)
- NPCs now drop sooner when entering dying states - extended stumbling is now disabled by default (can be enabled in the ini)
- NPCs in writhing animations don't die from lasso-ing them anymore
- Removed an unused ini value, added a missing ini value
Version 1.46
- NPCs can now be shot off their horses and into the dying states
- NPCs can now be shot into the dying states even if in cover
- Added proper writhing animations to the dying states and tweaked the states for adjusted behavior (occurences can be tweaked in the ini)
- Added an option for "melee fight victims ragdolling into dying state behavior" to the ini (disabled by default)
Version 1.45
- Reworked the code of DyingStates to be more performant
- Completely re-tweaked DyingStates behavior
- Re-tweaked stumbling on "bullet impact" behavior
- Added the option of adjusting story NPC health (to survive higher enemy damage)
- Added new ini parameters
- Created a new config called "Overhaul" (next to "Standard" and "Realistic") which makes use of almost all the ini values available
Version 1.44
- Fixed a bug where NPCs would enter the dying state immediately after being spawned and not snap out of it
- Fixed a bug where fall damage wouldn't work properly
Version 1.43
- Fixed a bug where NPCs wouldn't play the coughing sound when in a dying state and in water
- The occurence of dying states can now be configured in the ini (percentage chance of when to use dying states and when to use vanilla behavior)
- Excluding story NPCs is now optional (a setting was added to the ini, which allows the mod to affect story NPCs as well)
- Body part specific damage modifiers can now be set in the ini (arms, legs, torso, neck, head)
- Added rare occasions of NPCs audibly panicking when in hopeless situations
- Added a modifier for knife damage to the ini
Version 1.42
- Tweaked a value for the first dying stage
- Added more story NPCs to be excluded by the mods effects (please report to us, if we forgot any)
- Added an option for NPC accuracy to the ini (disabled by default)
- DyingStates are now disabled for NPCs who only got damaged in fistfights, so they can always get back up again like in vanilla (can be enabled/disabled in the ini)
- Disabling the disarming feature now also prevents NPCs from dropping their weapons when entering a dying state
Version 1.41
- Tweaked a value for the first dying stage
- Added an option for core depletion (health, stamina, deadeye) to the ini (turned off by default, but it can be turned on and configured in the ini)
- Added an option for core depletion (health, stamina, deadeye) on death (turned off by default, but can be turned on in the ini)
Version 1.31
Fixed some default ini values which would cause bugs.
Version 1.11
- fixed a bug where dyingthreshold and knockbackthreshold would not compute properly (thanks to @fitfondue for reporting!)
- adjusted dyingthreshold default value
- adjusted knockbackthreshold default value
Version 1.4
- Fixed some bugs
- Fixed some inconsistent behaviors
- Added more story NPCs to be excluded by the mods effects (please report to us, if we forgot any)
- Hogtying NPCs now disarms them (can be disabled in the ini)
- Bleeding damage now only occurs when hit by bullets, knives, etc. (melee wounds dont apply bleeding effects anymore)
- When disarming NPCs there is now a small chance of surrendering (hands up) or cowering in fear (additional to the fleeing or attacking behaviors)
- Added multiple stages of dying (with different movements) when health is below a certain threshold - all based on chances, so behaviors wont get old
- Rebalanced most of the values to fit in with the new features
- Added more configuration options to the ini
Version 1.3
- Story NPCs are no longer affected by this mod (if you notice some we might have forgot, please report their names).
- Every NPC can be fully disarmed now, including lawmen. Most times they'll flee, sometimes they'll keep attacking with a knife or bare fists.
- Enemies now stagger around as they clutch their wounds after being shot. They may trip over scenery or lean onto walls before falling or recovering their balance.
- Fall damage is now unnaffected by NPC health, so that even high health values will not make NPCs survive huge falls.
- NPCs now stumble more often if you shoot both legs. Falls can also result in leg damage, so shooting one leg may result in the other also being wounded in the fall.
- NPCs can be automatically disarmed when lassoed (disabled by default, but can be enabled in .ini).
- The .ini offers many more customization options now so you can tailor the experience to your liking.
- There is only one .zip file to download, which includes both the standard and the realistic version.
- added a bleedout function (NPCs in dying mode now lose health continuously, based on chance)
- added the option to adjust Arthurs health value (deactivated by default, but configurable in the ini)
- added a separate version with more "realistic" values
- added the following ini values (those marked with * are not in the config by default, but you can add them if you want to tinker):
BleedWhenDying (enables or disables the bleeding function)
BleedingChanceDying (the chance of NPC losing health = bleeding)
BleedingValue (the value which is deducted when bleeding kicks in)
PlayerHealth (option to set Arthurs health)
*BleedWhenShot (adds a bleeding function for NPCs under the knockback threshold)
*BleedingChanceShot (chance for NPC losing health when under the knockback threshold)
*StumbleForcePushX (pushing force when stumbling, x-direction)
*StumbleForcePushY (pushing force when stumbling, y-direction)
*StumbleForcePushZ (pushing force when stumbling, z-direction)
*IsDirectionRelative (pushing force when stumbling, is the pushing direction relative)
*IsForceRelative (pushing force when stumbling, is the pushing force relative)
Version 1.1
- lowered chance of NPCs surviving fire from 90% to 20%
- lowered health of NPCs
- certain weapons (shotguns, sniper rifles, tomahawks, improved arrows, dynamite arrows, dynamite) now do way more damage
- added ini for configuration with the following values:
ToggleKey (set the F-key with which you want to toggle the mod)
EnableScriptByDefault (choose if you want the mod to be enabled by default)
PlayerInvincibility (choose if you want to be invincible)
FireSurvivalChance (set the chance of NPCs surviving fire yourself)
FireHealth (health value which NPCs will get when they are burning and are not supposed to survive)
NPCHealth (set the standard NPC health)
KnockbackThreshold (set the amount of health under which NPCs can be knocked back)
KnockbackChance (set the chance for an NPC being knocked back when under the threshold)
DyingThreshold (set the amount of health under which NPCs wont be able to get back up again)
StumbleChance (set the chance for an NPC to stumble or fall if it has damaged legs)
SpecialWeaponModifier (set the damage modifier for the weapons mentioned above)
- fixed all the bugs that I noticed in v1.0
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! Important Infos for Bug Reports:
Which Version are you using? (Light, Standard, Overhaul - Optional Files yes/no - Euphoria Compatible yes/no)
Which other hooks do you have installed? (like RPH)
- Feature xyz does not seem to work - what can I do? Check if you mod is installed correctly by pressing F9 (the "mod disabled" message should show), then pressing F9 again (the "mod enabled" message should show, as well as a line saying "ini file found"). If the messages don't show or the line says "ini file not found", the mod was not installed correctly.
- I have performance problems - is there something I can do? Open the ini and look for the parameter named "ModEffectRange". Set the value of this parameter to 50. If it still does not fix your problem, decrease the value and try again.
- I have weird problems with my game (weapons duplicating when dropped, menus bugged, etc.)?! You probably have other mods or trainers installed which are causing this behavior. If you write a comment searching for help, please include your installed mods, trainers and hooks - PDO itself does not cause such problems and without this information, helping will be almost impossible.
- I have tweaked the ini and now there is weird stuff happening in my game - help?! First off - please don't open bug reports for tweaking errors. I will try to help you with tweaking in the comment section, if I can. Otherwise you can contact the authors directly on mod-rdr.com. _________________________________________________________
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)
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 anddon'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 based 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 small chance of NPCs surviving a fire (although they won't be able to du 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 will have as much fun with this mod as we have creating and improving it!
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).
DEMONSTRATION
Version 1.45
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 DyingMovementThreshold, DyingMovementThreshold2 and DyingThreshold 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 triggerswhen 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 NPC health 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 off 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.