It adds a lot of variety to gunfights. Ped Damage Overhaul Adds new NPC behaviors (e.g. Interestingly, KnockbackChance still has an effect over whether or not an enemy enters the Dying behaviour as set by KnockbackThreshold. OVERVIEW ... into your RDR2 installation directory (where the exe of RDR2 is). Europe (metapod) • modrdr • RID 1d533bdd6acdfebc99f4c1ee8cf3f631 • Eventually NPCs will die of blood loss. I didnt find a native for reloading speed, but we can check if someone is reloading. ... Ped Limit Increase from 150 to 255 Mod. MC Dungeons mods. The best way might be to make it configurable via an ini file so that people can balance it the way they want. Virus scan. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests). 1 Feb, 2020. I had a status check spelled incorrectly (C++ syntax). This mod is a teamwork of @fitfondue and @HughJanus. Red Dead Redemption 2 © 2021. @k1ngj3w this is actually something I am currently working on (bleed out timer) . Something I think would add to the enjoyment of this mod is adding a 'bleed out' timer for npcs with low health. 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 thing with weapons like tomahawks and dynamite arrows, etc. Other than that, this mod is fucking awesome. It seems like the effect can kick in at any time, so at high values it just kicks in all the time. 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. Rocket Mode. 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 I don’t know why the reload animations have to be so ridicilously fast in this game to the point that it's immersion breaking. But yes, I would like such a feature too. If I understand the mod's description correctly, the Knockback is supposed to keep the NPC down for a certain amount of time, correct? (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. 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). Ped Damage Overhaul Adds new NPC behaviors (e.g. Take all the files from the folder (PedDamageOverhaul.asi, PedDamageOverhaul.ini) and put them into your RDR2 installation 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. Truth is, ANY bullet to the chest, from any weapon, should be a considerable hurdle to one's day. Enemies now stagger around as they clutch their wounds after being shot. The default value of 30 works fairly well, although perhaps the ragdoll time could last a bit longer. If I set KnockbackThreshold to 499 (with KnockbackChance to 100) and DyingThreshold to a very low value, a single shot will result in the enemy falling over into a dying behaviour and -- as far as I've seen -- never getting back up again. 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? I also tried the mod without any other mods active, just Scripthook. At the time of the game’s release the corpses remained for a long time, even after the game was restarted again. We provide you with lots of mods and information for the latest episode of the Red Dead Redemption series. Thats great. 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. Find their other files; scripthook; 1 Screenshot. Unique DLs-- Total DLs-- Total views. @fitfondue Thanks for making me aware, mate! 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. Ped Damage Overhaul 1.49. by Wild Wild. Do you need help or to say thanks for mod author? @HughJanusThanks for the reply! Euphoria ragdoll and behavior.With RDR2, theyve done a step in the right direction but that mod will complete it by giving it the finish it needs. NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.). As for more variety in artery shots >> since we dont know the movement clipsets, there is nothing I can do at this moment, unfortunately. Ped Damage Overhaul 1.50 (4 reviews) Contributors. In fact, this tends to happen more frequently with this mod. for getting shot in the leg) and makes things a bit more realistic (that was the premise when creating this mod, at least^^). 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? Nice work and please add ini file to change activation key or change it to f8 please . Click on those blue words up there to get start using RDR2 Mods! It would be nice if that didn't always happen. I hope I reach hinti21 from Nexus soon, so the version there can be updated as well. Link to comment Share on other sites. How to install Red Dead Redemption 2 mods? Ped Damage Overhaul; Ped Damage Overhaul. Knockback only works from the start if it's set to 499, with knockback chance being set high as well. Arterial wounds aren't tipically a great incentive for running around. KNOWN "ISSUES" (they are not real issues). I have not yet found a command to force dismemberment, but I would like to do that (unfortunately it doesnt seem possible yet). Sign up for a new account in our community. Endorsements. RDR2 Misc Mods. Story NPCs are no longer affected by this mod (if you notice some we might have forgot, please report their names). Inverting the parameters (DyingThreshold to 499, KnockbackThreshold to a low value) would cause the exact same thing to happen, the exact same behaviour (except this time they were congruent with the parameters). Another bug I noticed is that sometimes burned NPC's keep flailing on the ground even after the fire is gone. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time. 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 Download: Manual; 0 of 0 File information. 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 RDR2-Mods is the ultimate Mod Database for Red Dead Redemption 2 for PC. December 8, 2020. No crashes from the Rampage trainer or Ped Damage Overhaul plugins so it may just be a superficial update. 0. They should either die or remain mortally wounded for minutes, regardless of whether they were shot with a rifle or a revolver. RDR2 Misc Mods — A section consisting a mixture of various Red Dead Redemption 2 Mods that are not usually connected with each other. Choose either the realistic or standard version and open the respective folder. The mod can be enabled/disabled by pressing the F9 key. ... RDR2 - Ped Damage Overhaul (Mod Demonstration) Load more items Mod page activity November 2020. 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. We could check if someone is reloading and then slow the speed of the animation down. Just some idea's. 02 - A shot in one leg warrants that stumbling mechanic (though it needs polish). Thanks for all the feedback and ideas! I set it to 99, but knockbacks aren't happening as frequently as that value suggests they should. A man was pissed at me so I just walked around him until punchy time. As for DyingThreshold, it doesn't seem to have any effect regardless of what value it's set to. The mod can … October 11, 2020. That's my only major issue with the mod so far. Don't worry about a platform or console you use – Red Dead Redemption 2 Mods RDR2 mods Mods for PC , Mac, Xbox One, PS4 are available. 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. Knockback and Dying are functionally identical behaviours. Download: Manual; 0 of 0 File information. 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. please tell me what you think. I didnt tweak anything concerning the stumbling (wouldnt know how to make it more polished). Is it possible to make it so that shotguns do more damage to compensate for the upped health of NPCs? 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 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, 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), 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, 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, 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), 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), Created a new config called "Overhaul" (next to "Standard" and "Realistic") which makes use of almost all the ini values available, 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, 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, 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, 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), Hogtying NPCs now disarms them (can be disabled in the ini), Bleeding damage now only occurs when hit by bullets, knives, etc. As for all the trouble with natives, yeah, I figured there were plenty of unknown values holding back the more ambitious features. 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