Each Red Dead Redemption 2 game Gameplay Effects and Changes mods free example is solving a certain issue, so there are many available options. For myself, I have a version where the lasso lets all NPC weapons of the NPC who got caught by the lasso, disappear. What does this mod do? @HughJanusThanks for the reply! 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. (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. Congratulations and thank you, the mod is now a huge improvement over the vanilla game. 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. October 11, 2020. It also includes conversions to most common types which should make your life easier. There are some good real actions the peds do now. (edited). 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 of in the ini file, if that is a deal breaker to you). 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? 05 - It makes perfect sense for shotguns, dynamite and other heavy weaponry to maintain their stopping power, so I suggest no changes there. Every NPC can be fully disarmed now, including lawmen. For some reason, this isn't possible with lawmen (they can't be fully disarmed), but it is with regular NPCs. Ped Damage Overhaul Adds new NPC behaviors (e.g. 1.50. Time Scale for RAGE Hook ... Ped Launcher (Rage Plugin) Would be s***, but good modders should solve this with some stuff. This is only optical, though, they can be picked up and used as usual. I didnt find a native for reloading speed, but we can check if someone is reloading. It would be nice if that didn't always happen. (edited), Edit: Really FUN! for getting shot in the leg) and makes things a bit more realistic (that was the premise when creating this mod, at least^^). So here's my suggestion: vanilla is actually quite generous with health already, depending on the weapon. February 2, 2020. Thanks! This mod was created by HJ and I uploaded it with his permission. NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.). MY HORSE KEYNothing's worse than inadvertently stealing the wrong horse, and facing down the ire … Download it now for RDR2! Endorsed. Thanks so much for working on this mod and making it available. 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. In some cases I've shot the side of their head dead-center and they didn't die, as if the bullet has to hit the actual face in order to kill instantly. The new version is up for download already. Uploaded by hinti21. I had a status check spelled incorrectly (C++ syntax). Is it possible to make it so that shotguns do more damage to compensate for the upped health of NPCs? 2020-07-12 22:38:08 RDR2 - Textures 0 Download 86 Views. Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though. The best way might be to make it configurable via an ini file so that people can balance it the way they want. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests). The .ini offers many more customization options now so you can tailor the experience to your liking. If you want to disable a feature which is based on chance, just set the chance value to 0. OVERVIEW ... into your RDR2 installation directory (where the exe of RDR2 is). RDR2mod.com gives you the best Red Dead Redemption 2 Mods in one place. Endorsements. Something I've used in the past is https://github.com/jtilly/inih which is header only, so easy to work with. 133,211. December 8, 2020. Just a heads up, RDR2 updated to 1.0.1232.61 on EGS. 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. There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards). You will still have to do the parsing for some types such as float, though. GB • no GDPR false • adFree? You single-handedly fixed one of RDR2's most immersion-breaking features. Scripts. 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). for getting shot in the leg) and makes things a bit more realistic (that was the premise when creating this mod, at least^^). Concerning the hand shot >> while testing, I removed the weapon from the NPC when he got shot in the hand (which didnt work 100% of the time, because we dont know the name of all hand and finger bones yet), but this let the weapon disappear completely (not drop to the ground). Ped Damage Overhaul v1.48 [version 1.48] 05 Aug 2020, 6:45PM | Action by: hinti21. If you want, I can upload it for you. I like it a lot actually, buy it needs some work IMO. NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges). ... Ped Limit Increase from 150 to 255 Mod. Edit: did a quick search and found nothing concerning the decomposing or bodies being removed. How to Create Red Dead Redemption 2 mods? This mod was created by HJ and I uploaded it with his permission. I am glad that you are enjoying this mod . It's the out-of-breath feature, so you shoot them, they fall, they get their breath back for a random amount of time, then they get back up in the fight, is that it? How about a feature that allows you to change the reload speed for all weapons for both the player and NPC's. Nice Work dude. Ped Damage Overhaul; Ped Damage Overhaul. There are also many other features that can be activated in the ini - here are some examples: The ini is full of values for those wanting to experiment a little. 0. Red Dead Redemption 2 © 2021. So here's what I propose, and bear in mind I don't know if natives even allow for this, so I'm just spitballing: 01 - Apply that wounded state more often. Ped Damage Overhaul 1.49. by Wild Wild. The thing with weapons like tomahawks and dynamite arrows, etc. By HughJanus. Rocket Mode. Thanks for all the feedback and ideas! Click on those blue words up there to get start using RDR2 Mods! I didnt tweak anything concerning the stumbling (wouldnt know how to make it more polished). 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. I found a new problem, but this is a MASSIVE improvement. Finally, I tested the stumbling behaviour and it is unchanged. Has anyone tried this mod: Ped Damage Overhaul? I have tried slowing the running animation down in the past, but had no luck. 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 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). 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. Pls keep making more!!! This mod is a port. I will also use special damage modifiers for certain weapons (like dynamite arrows or tomahawks) to make things more realistic - as it looks now, I will also include shotguns in this special handling. Link to comment Share on other sites. Getting a lot of feedback there (less health for NPCs, lower rate of NPCs surviving fire, etc.). Download: Manual; 0 of 0 File information. Those three values seem to be problematic, in fact. RDR2 Misc Mods. When NPC's health decreases below a certain threshold, they fall over and don't get back up. Realistic HDR Reshade Preset 1.0. (edited). Same result. The "problem" with the head is that if you dont destroy the brain, the game wont kill the NPC instantly. Love this! I have not yet found a command to force dismemberment, but I would like to do that (unfortunately it doesnt seem possible yet). Tags for this mod. Safe to use . Just leave a comment bellow! Something I think would add to the enjoyment of this mod is adding a 'bleed out' timer for npcs with low health. Followers 0. DyingThreshold really works on your end? Last updated 01 December 2020 7:34PM. 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. As I said, enemies always get back up instantly, even when their health is near zero. Published on Jun 19, 2020 This video is a short demonstration of the Ped Damage Overhaul mod for Red Dead Redemption 2. I set it to 99, but knockbacks aren't happening as frequently as that value suggests they should. KNOWN "ISSUES" (they are not real issues). 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 le testing v4 [version xxx] 05 Aug 2020, 9:21AM | Action by: hinti21. Virus scan. It just checks if the NPC is below the threshold and if so, sets the NPC to ragdoll automatically and then leaves it there indefinitely. GTA 6 mods download So those values seem to be correctly interlinked but leading to the wrong behaviour. 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. Or have the ped to be dead that the dismember-animation can kicks in? 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. File information a bit crazy are some good real actions the peds do now 99, but it seems be... 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