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.
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.
The mod is activated by default and the toggle key is F9 (both can be changed in the ini).
This mod only alters behaviors and attributes of human NPCs – animals or anything else remain untouched.
- NPCs get more health.
- Your weapons do less damage to NPCs.
- When their health decreases below a certain threshold, NPCs fall over and don’t get back up. Then they go through three different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss.
- 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 take longer to bleed out from artery shots and thus can travel longer distances (so be sure to check for eyewitnesses when raiding camps).
- All PCs 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.
- 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 do 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.
- The same features as in the standard version apply – the only difference is that NPCs maintain vanilla health, and weapon damage is tweaked for realism. NPCs go down permanently with two or three revolver shots to the chest, which makes them less resilient than in vanilla.
- The same features as in the realistic version apply as well as the following additions:
- Depending on the weapon and ammo type, NPCs go down after 1-4 shots to the chest (but are not dead)
- Leg and arm shots deal less damage to NPCs
- NPCs are no sharpshooters (less accuracy)
- NPCs deal more damage
- NPCs’ chances of surviving a fire are slightly increased
- NPCs’ bleedout time can vary more (some will bleed out pretty quickly, others might take a longer while)
- 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
We hope that you will have as much fun with this mod as we have creating and improving it!
- Download Alexander Blade’s ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
- Extract the zip somewhere you want.
- Go into the bin-folder and copy the Dinput8.dll and ScriptHookRDR2.dll
into your RDR2 installation directory (where the exe of RDR2 is).
- Download the zip file of this mod and extract it somewhere you want.
- Choose either the realistic or standard version and open the respective folder.
- Take all the files from the folder (PedDamageOverhaul.asi,
PedDamageOverhaul.ini) and put them into your RDR2 installation
directory (where the exe of RDR2 is).
- 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).
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.
- 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.
- 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.
(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.
- While time is altered (e.g. when using deadeye or the weapon wheel), physics and movement of NPCs in dying states (squirming, writhing, rolling on the ground, etc.) can get a little crazy, because the effects of this mod are applied using timers, which tick differently from the game clock. We are already looking for a fix, but haven’t found one that works yet.
All credits go to HJ and fitfondue.
Here is the original “modpage” (source code published there also):
– 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)
Direct Download LinksFile: Ped Damage Overhaul v1.49-184-1-49-1601714981_RDR2PC.net.zip (462.77 KB)