The mod can be enabled/disabled by pressing the F9 key. 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). Does anyone here know how to use SET_ANIM_RATE? For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting. Yes, I will adjust the weapon damage modifier according to the weapon the player is currently using. Posted February 8, 2020 Created by HJ and fitfondue . What does this mod do? ... Ped Damage Overhaul 1.49. by Wild Wild. RDR2 Misc Mods — A section consisting a mixture of various Red Dead Redemption 2 Mods that are not usually connected with each other. Ped Damage Overhaul; Ped Damage Overhaul. ... Ped Limit Increase from 150 to 255 Mod. Everything seems to be working normally so far. This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched. Ped Damage Overhaul 1.49. by Wild Wild. By HughJanus. November 29, 2019. Has anyone tried this mod: Ped Damage Overhaul? Ped Damage Overhaul. 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. Be it 10 or 499, it never works. I am curious on how good or bad this mod is, it seems interesting but idk if I should waste my time trying to install it, has anyone played with it? Config for NVIDIA GeForce GTX 750 Ti for vram 2 gb Mod, 90.1 Percent Healthy Arthur Morgan Save Game, FS19 Mods News show all. 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. Gameplay Effects and Changes. If that's the idea, then it's not working that way. You either kill them or tie them up, or they'll never stop trying to murder you. Unique DLs-- Total DLs-- Total views. Realistic HDR Reshade Preset 1.0. 0. for getting shot in the leg) and makes things a bit more realistic (that was the premise when creating this mod, at least^^). Each Red Dead Redemption 2 game Gameplay Effects and Changes mods free example is solving a certain issue, so there are many available options. Arterial wounds aren't tipically a great incentive for running around. I played with it for a few hours. Choose either the realistic or standard version and open the respective folder. Something I think would add to the enjoyment of this mod is adding a 'bleed out' timer for npcs with low health. Pls keep making more!!! What the knockback chance does is resetting the ragdoll timer -> when you shoot an NPC for example in the leg, the game sets the NPC to ragdoll for a certain amount of time (vanilla behavior), what the mod does is it checks the NPC if it is under the knockback threshold - if so, if the randomizer (computes a number between 0 an 99) results in a number below the knockback chance (you set in the ini), the ragdoll timer is reset (= the NPC stays on the ground longer than vanilla intended). There are some good real actions the peds do now. Ped Damage Overhaul Adds new NPC behaviors (e.g. Created by HJ and fitfondue . (edited). In the next version I will lower the chance of NPCs surviving fires (which should also lower the chance of the flailing bug occuring). The new version is up for download already. I didnt find a native for reloading speed, but we can check if someone is reloading. 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. ... RDR2 - Ped Damage Overhaul (Mod Demonstration) Load more items Mod page activity November 2020. ... Name * Email * Search for mod. The original "Ped Damage Overhaul" mod was created for Red Dead Redemption 2. A shot in both legs should lead to a permanent wounded state, since the enemy shouldn't be able to get back up with both legs crippled, and nor should they die from it. 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). For myself, I have a version where the lasso lets all NPC weapons of the NPC who got caught by the lasso, disappear. And yes, I've tried changing NPC's starting health, and tinkering with different combinations of values. (edited). They should either die or remain mortally wounded for minutes, regardless of whether they were shot with a rifle or a revolver. This mod was created by HJ and I uploaded it with his permission. Thats great. 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 Changelog v1.43 Added multiple stages of dying (with different movements) when health is below a certain threshold - all based on chances, so behaviors wont get old. Thanks so much for working on this mod and making it available. Uploaded by hinti21. How about creating a real bloodpatch together? rebalanced everything (NPC health, thresholds, chances, etc. Pioneer Reshade Mod. Snowrunner mods 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. Sign up for a new account in our community. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests). KNOWN "ISSUES" (they are not real issues). As an example I had a few wounded on the ground twitching, it would be nice to see them pass away after a certain point, also for wounded npcs still standing, seeing them in cover shooting and then slumping over once their 'timer' runs out would be awesome. Virus scan. It takes 4 to 5 shots to the chest with a revolver in order to kill an enemy. 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). Just some idea's. 04 - It would be nice to have some variety for artery shots, since the behaviour always repeats itself: fall over, get up again, run away (for a very long time, with this mod), fall over again, die. It would be nice if that didn't always happen. Rifles are more powerful than that, but their advantage should be range, not raw stopping power. Thank you very much for your work! I set both down to 0 to see if it could be something else, but when they're both set to 0, then NPCs simply behave like in the vanilla game. The same is true for the dying state feature. Enemies always get back up as soon as they fall over, so you can't knock the breath out of them (just like in vanilla), there seems to be no "wounded state" (they're either dead or not dead, unless there's an artery shot), the stumbling is very prone to glitches and doesn't feel realistic anyway, since an enemy shot in both legs shouldn't even be able to get back up. Something I think would add to the enjoyment of this mod is adding a 'bleed out' timer for npcs with low health. Link to comment Share on other sites. You seem to have nailed those. If all weapons had a more realistic (maybe about 75% slower) reload time then it would add more of a skillgap to the game cause it would make you think twice before wasting shots. So here's my suggestion: vanilla is actually quite generous with health already, depending on the weapon. (edited), Edit: Really FUN! 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. Do you have any simple sample code by any chance? 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. It makes no sense for an enemy to take three bullets to the chest and keep fighting. https://www.nexusmods.com/reddeadredemption2/mods/184?tab=filesA quickly put together video to show two of the glitches I encountered. How to install Red Dead Redemption 2 mods? Last updated 01 December 2020 7:34PM. Thank you so much for this amazing mod, it has made Red Dead a much more enjoyable experience for me . If you set it high, then NPCs seem to have force applied to them every few frames, resulting in glitchy movement. Take all the files from the folder (PedDamageOverhaul.asi, PedDamageOverhaul.ini) and put them into your RDR2 installation @HughJanusWhoa! (like not having to parse the text file but actually get the attributes by command), This is very very exciting it sounds like the realism is improved, i just hope fist fights are more epic now hehe, i love seeing brawls and there faces get bloody and bruised etc. human NPCs get more health – now you cant kill them with a few shots, the only proper way to take an enemy out quickly is a headshot Ped Damage Overhaul 1.3 HOTFIX.zip. 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), fixed a bug where dyingthreshold and knockbackthreshold would not compute properly (thanks to, adjusted knockbackthreshold default value, lowered chance of NPCs surviving fire from 90% to 20%, certain weapons (shotguns, sniper rifles, tomahawks, improved arrows, dynamite arrows, dynamite) now do way more damage. Ped Damage Overhaul v1.48 [version 1.48] 05 Aug 2020, 6:45PM | Action by: hinti21. The .ini offers many more customization options now so you can tailor the experience to your liking. February 2, 2020 in RDR2 Mods Showroom; Reply to this topic; Start new topic; Recommended Posts. RDR2-Mods is the ultimate Mod Database for Red Dead Redemption 2 for PC. Snowrunner Mods Download By HughJanus. All NPCs can be disarmed (yes, even lawmen). Red Dead Redemption 2 System requirements, An official Red Dead Redemption 2 Release Date, 6 Best Red Dead Redemption 2 Mods For PC will Release Soon, Red Dead Redemption 2 Is Finally Coming to PC, Red Dead Redemption 2 PC Multiplayer Mods. Europe (metapod) • modrdr • RID 1d533bdd6acdfebc99f4c1ee8cf3f631 • Arm and leg shots do less damage to NPCs. I quite like that behavior, because in reality humans can also survive headshots if nothing major is damaged. If you now set this chance to 100, the NPC will be knocked down infinitely. Fall damage is now unnaffected by NPC health, so that even high health values will not make NPCs survive huge falls. Is it possible to add here, the time setting when dead bodies (corpses) begin to disappear,and the ability to control the time of decomposition into bones? Time Scale for RAGE Hook. Safe to use . Knockback and Dying are functionally identical behaviours. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time. Download: Manual; 0 of 0 File information. (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), Rebalanced most of the values to fit in with the new features, Added more configuration options to the ini. DyingThreshold really works on your end? 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. All in all, I suggest not increasing enemy health (though the .ini could always keep that option); instead, add a greater variety of behaviours that reward strategic aiming. No crashes from the Rampage trainer or Ped Damage Overhaul plugins so it may just be a superficial update. Or have the ped to be dead that the dismember-animation can kicks in? 510. BEST MODS. 0. There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. The mod can … Snowrunner mod All Red Dead Redemption 2 mods is FREE! Ped Damage Overhaul Adds new NPC behaviors (e.g. This mod is a teamwork of @fitfondue and @HughJanus. Vulkan TAA Sharpener 1080p 1.0. by Wild Wild. This would also push players to wait for the right moment to shoot or to move up on an enemy and it would make melee weapons more viable options. RDR2 Ped Damage Overhaul Mod was downloaded 1053 times and it has 0.00 of 10 points so far. RDR2 Misc Mods. 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 Changelog v1.43 Hey there! Created a new config called "Overhaul" (next to "Standard" and "Realistic") which makes use of almost all the ini values available Changelog v1.44. I had a status check spelled incorrectly (C++ syntax). Rocket Mode. for getting shot in the leg) and makes things a bit more realistic (that was the premise when creating this mod, at least^^). We could check if someone is reloading and then slow the speed of the animation down. Download the zip file of this mod and extract it somewhere you want. I like how NPC's don't instantly die from a tomahawk throw but it should maybe trigger the bleeding state to make it more realistic? File added. NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore). If you would like to keep it as simple as possible, you can use the WinAPI GetPrivateProfileString/GetPrivateProfileInt functions to read from an ini file. Getting a lot of feedback there (less health for NPCs, lower rate of NPCs surviving fire, etc.). This may create problems with enemies spawning (since too many living enemies keeps new ones from coming in), but you'd have to non-fatally wound a LOT of enemies until that became a problem. The mod can be enabled/disabled by pressing the F9 key. Every NPC can be fully disarmed now, including lawmen. It only seems to make combat more difficult by forcing a headshot; unless you get one, enemies are pretty much made of steel and can take literally forty shots to the chest before even considering the possibility of dying. So by the beginning of the second part I already saw the bones of my enemies.This did not work in the missions, and with large numbers of NPCs, and on roads (NPC paths). If there's any way to do this with natives, I would suggest sometimes enemies maintain their ragdoll behaviour right after an artery shot until they die. I can't dismember NPC's with a shotgun point blank with this mod enabled. 05 - It makes perfect sense for shotguns, dynamite and other heavy weaponry to maintain their stopping power, so I suggest no changes there. ... Ped Damage Overhaul. That .ini file is very good to create own configurations, thanks for that. RDR2 Mods Showroom ; Ped Damage Overhaul Sign in to follow this . The best way might be to make it configurable via an ini file so that people can balance it the way they want. RDR2 Best save game Ch2 Mod. @fitfondue In this script, almost all the stuff that happens is checked every millisecond. Eventually NPCs will die of blood loss. Ped Damage Overhaul; Ped Damage Overhaul. Fixed NPCs having infinite health when hit with melee attacks. So those values seem to be correctly interlinked but leading to the wrong behaviour. Enemies now stagger around as they clutch their wounds after being shot. I didnt tweak anything concerning the stumbling (wouldnt know how to make it more polished). It also includes conversions to most common types which should make your life easier. Published October 25, 2019. ), 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. KnockbackThreshold does seem to actually work, but KnockbackChance doesn't really seem congruent with its values, and DyingThreshold does nothing. The Red Dead Redemption 2 Ped Damage Overhaul mod adds new NPC behaviors that are supposed to feel more realistic than the ones seen in the vanilla game. How about a feature that allows you to change the reload speed for all weapons for both the player and NPC's. You single-handedly fixed one of RDR2's most immersion-breaking features. Other. The ragdoll behaviour right after the shot is perhaps the most impressive in the game, but as soon as the enemy falls over, they go into the wounded running animation and there's no longer any ragdoll behaviour until they die. Knockback only works from the start if it's set to 499, with knockback chance being set high as well. ... Ped Damage Overhaul. 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