Ped Damage Overhaul V 1.2
27.623
221
27.623
221
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 staggering and stumbling when trying to run with hurt legs, going down without dying within seconds, still audably reacting to player behavior when down, etc.
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.
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.
Features:
We hope that you will have as much fun with this mod as we have creating and improving it!
INSTALLATION
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).
TWEAKING
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 he ini. That said, if you just want to disable one or more features, set their respective values to 0.
Examples:
If you want to disable a feature which is based on chance, just set the chance value to 0.
Examples:
There are also many other features that can be activated and tweaked in the ini - here are some examples:
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)
Changelog
v1.2
v1.1
The original "Ped Damage Overhaul" mod was created for Red Dead Redemption 2. This mod is a port.
Here is the original "modpage" (source code published there also):
https://www.mod-rdr.com/forums/topic/189-ped-damage-overhaul/
This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
You will find NPCs staggering and stumbling when trying to run with hurt legs, going down without dying within seconds, still audably reacting to player behavior when down, etc.
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.
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.
Features:
- NPCs go down in 1-5 shots (to the torso) depending on your weapon and their body armour (and are not dead).
- NPCs do more damage.
- NPCs are less accurate marksmen.
- NPC accuracy reduces when their health gets lower.
- NPCs take less damage from leg or arm shots.
- 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" (movement on the ground). Eventually NPCs will die from 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.
- All PCs can be disarmed.
- NPCs burn alive for a little longer when set on fire.
- 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.
- NPCs will try to audably react to different situations (they can panic, try to calm you, beg for their lives, etc.).
- For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.
We hope that you will have as much fun with this mod as we have creating and improving it!
INSTALLATION
- Download Alexander Blade's ScriptHook: https://www.dev-c.com/gtav/scripthookv/
- Extract the zip somewhere you want.
- Go into the bin-folder and copy the Dinput8.dll and ScriptHookV.dll into your GTA V installation directory (where the exe of GTA V is).
- Download the zip file of this mod and extract it somewhere you want.
- Take all the files from the folder (PedDamageOverhaulV.asi, PedDamageOverhaulV.ini) and put them into your GTA V installation directory (where the exe of GTA V 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).
TWEAKING
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 he ini. That said, if you just want to disable one or more features, set their respective values to 0.
Examples:
- To turn off the bleeding feature: set BleedWhenDying 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 chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0
There are also many other features that can be activated and tweaked in the ini - here are some examples:
- 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 triggers when 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 game's "getting up"-animation is hard to circumvent, so in rare cases you may encounter burning NPCs getting up and falling to the ground again.
- While time is altered (e.g. when using the weapon wheel), physics and movement of NPCs in dying states (squirming, 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.
Changelog
v1.2
- Reworked core system for performance increases.
- Ported some features from RDR2 version to this one.
v1.1
- Added experimental vehicle god mode (vehicle can still be damaged a little, for immersion -> turned off by default).
- Added new panicking system, which adds a small chance of NPCs surrendering or fleeing if the player is a terminator in combat (can be configured in the ini).
- Re-implemented NPC accuracy system (now more complex and also random, can be configured in the ini).
- Added parameters to the ini for configuring the audible NPC reactions when they are in dying states.
The original "Ped Damage Overhaul" mod was created for Red Dead Redemption 2. This mod is a port.
Here is the original "modpage" (source code published there also):
https://www.mod-rdr.com/forums/topic/189-ped-damage-overhaul/
Primul incarcat: 21 August 2020
Ultimul incarcat: 15 Iulie 2023
Last Downloaded: 1 hour ago
229 Comentarii
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 staggering and stumbling when trying to run with hurt legs, going down without dying within seconds, still audably reacting to player behavior when down, etc.
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.
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.
Features:
We hope that you will have as much fun with this mod as we have creating and improving it!
INSTALLATION
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).
TWEAKING
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 he ini. That said, if you just want to disable one or more features, set their respective values to 0.
Examples:
If you want to disable a feature which is based on chance, just set the chance value to 0.
Examples:
There are also many other features that can be activated and tweaked in the ini - here are some examples:
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)
Changelog
v1.2
v1.1
The original "Ped Damage Overhaul" mod was created for Red Dead Redemption 2. This mod is a port.
Here is the original "modpage" (source code published there also):
https://www.mod-rdr.com/forums/topic/189-ped-damage-overhaul/
This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
You will find NPCs staggering and stumbling when trying to run with hurt legs, going down without dying within seconds, still audably reacting to player behavior when down, etc.
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.
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.
Features:
- NPCs go down in 1-5 shots (to the torso) depending on your weapon and their body armour (and are not dead).
- NPCs do more damage.
- NPCs are less accurate marksmen.
- NPC accuracy reduces when their health gets lower.
- NPCs take less damage from leg or arm shots.
- 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" (movement on the ground). Eventually NPCs will die from 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.
- All PCs can be disarmed.
- NPCs burn alive for a little longer when set on fire.
- 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.
- NPCs will try to audably react to different situations (they can panic, try to calm you, beg for their lives, etc.).
- For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.
We hope that you will have as much fun with this mod as we have creating and improving it!
INSTALLATION
- Download Alexander Blade's ScriptHook: https://www.dev-c.com/gtav/scripthookv/
- Extract the zip somewhere you want.
- Go into the bin-folder and copy the Dinput8.dll and ScriptHookV.dll into your GTA V installation directory (where the exe of GTA V is).
- Download the zip file of this mod and extract it somewhere you want.
- Take all the files from the folder (PedDamageOverhaulV.asi, PedDamageOverhaulV.ini) and put them into your GTA V installation directory (where the exe of GTA V 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).
TWEAKING
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 he ini. That said, if you just want to disable one or more features, set their respective values to 0.
Examples:
- To turn off the bleeding feature: set BleedWhenDying 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 chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0
There are also many other features that can be activated and tweaked in the ini - here are some examples:
- 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 triggers when 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 game's "getting up"-animation is hard to circumvent, so in rare cases you may encounter burning NPCs getting up and falling to the ground again.
- While time is altered (e.g. when using the weapon wheel), physics and movement of NPCs in dying states (squirming, 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.
Changelog
v1.2
- Reworked core system for performance increases.
- Ported some features from RDR2 version to this one.
v1.1
- Added experimental vehicle god mode (vehicle can still be damaged a little, for immersion -> turned off by default).
- Added new panicking system, which adds a small chance of NPCs surrendering or fleeing if the player is a terminator in combat (can be configured in the ini).
- Re-implemented NPC accuracy system (now more complex and also random, can be configured in the ini).
- Added parameters to the ini for configuring the audible NPC reactions when they are in dying states.
The original "Ped Damage Overhaul" mod was created for Red Dead Redemption 2. This mod is a port.
Here is the original "modpage" (source code published there also):
https://www.mod-rdr.com/forums/topic/189-ped-damage-overhaul/
Primul incarcat: 21 August 2020
Ultimul incarcat: 15 Iulie 2023
Last Downloaded: 1 hour ago
mine is not stubling, is there a fix?
Exelente mod bro ,the game is different now
Hi, great mod, I am having an issue though where I get no bleeding no matter how much I change or dont change the settings in ini. Any suggestions?
Guys, I'm faced with the problem that I have GodMod installed when installing this mod, in other words, when I drop it into the game folder and enter the game, I can't be killed, I don't get any damage, and even when I fall from a height
does anybody know if the mod is comp with other euphoria mods such as rage, realistic, bass dragons, overhaul, etc? says the author got banned so he wont be anywhere her, lol.
How do you disable to pistol whip to the face? Love this mod btw
with one shot all the peds fall down .. shootin the ped 1 time bring them down, how can i modify so the peds can take at least 3 hits before droppin
best mod ive used, its staple for me now and exactly what i was looking for in terms of damage. plus it works great with euphoria!!
for anyone stuck in god mode, just go in the config file theres a lot of lines but its enabled by default for some reason. set to 0
Smh when installing this mod NPCs take damage and lay on the ground just out of nowhere, falling off bikes in missions etc.. any way to fix this?
@HughJanus love this mod, used it lots in Red Dead with no issues. I am unable to tweak the ini to make npc survive a long time after passing first dying state, npc are just dying instantly when going into dying state 1, jw which settings I can tweak for that? thx
is it possible to tweak the ini so that peds will not immediately tumble when shot and only start to tumble around and ragdoll like normal once their health reaches a certain point?
Can't get this working properly, maybe another mod interfering (RWP and something else possibly) getting one shot from all guns and melee, also peds never get up from the first dying state, just lay there and wait to be killed. Sucks cause this seems like an awesome mod.
My ped damage file asi just randomly crashes while i play gta, im not sure what to do
A must-have mod for those looking for more realistic gameplay. After testing the three versions, the one that worked the most was 1.0, in the others the peds don't trip even though they shoot the legs several times. It would be interesting if in a future update, the peds limp too.
we are trying to find a mod that makes the game more challenging and dis MOfo puts an invencibillity mode by default on the code. my man must bem trippin seriously
is this compatible with immersive combat?
TO ANYONE WONDERING WHY NPCs ALWAYS DROP ON THE GROUND DURING STORY MISSIONS:
after a bit of testing I found out that by default their health is set lower than the "free roam" NPCs, so they spawn with their health lower than the "drop on the ground" threshold set by this mod. To fix this and let them behave like any other NPC, do the following:
- open PedDamageOverhaulV.ini in your game directory
- on line 51, change "StoryNPCHealth = 0" to "StoryNPCHealth = 200"
- save
You might also want to set PlayerInvincibility = 0 at line 62, for some reason it's set to 1 by default.
can i get some help? im trying to get this mod running but its not changing anything... the ingame message says its activated when using f9!
Nice.. just make a standalone mod for the death moan it's the best thing about this mod the rest don't matter
Can I disable NPC health override and Brain shot mechanic?