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This model attempts to make combat and violent interactions more diverse, dynamic and interesting, allowing NPCs to exhibit new behaviors when they are shot (such as tripping and falling when running with an injured leg, squirming on the ground when injured, and lying in a pool of blood. Groaning and so on).


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Overview This mode tries to make the gunfights more diverse, dynamic and interesting, and keep them in the game throughout the process. You will find NPCs tripping while trying to run with their injured legs, being blown out by the wind when being shot, squirming on the ground when being fatally wounded, groaning in a pool of blood, until they reach the end, grab their wounds, and Staggering when hit and so on. FEATURESHere is the most important quick overview feature: First of all, almost all features and characteristics are based on chance, so every time you meet them, their behavior is different-this should ensure more and different battles, and Make things more interesting than vanilla. . . This is an idea, at least:) Almost every feature can be enabled, disabled or adjusted in ini (see the next page for more information), so this is not only a mod, but also allows you to create your own experience. By default, the mod is activated and the switch key is F9 (both can be changed in ini). This mod only changes the behavior and attributes of human NPCs-animals or anything else are not affected. Standard version: NPC gains more health. Your weapon against NPC. When their health drops below a certain critical value, the NPC falls and cannot be recovered. Then they go through three different stages of death, each with its own random behavior. Eventually the NPC will die of blood loss. There is a bleeding feature, which makes the NPC lose health after being fatally wounded. It operates based on chance, so NPCs will not lose the same amount of time. It takes longer for NPCs to bleed from arterial gunshot wounds, so they can travel longer distances (so be sure to check witnesses when attacking the camp) . All computers can be disarmed (yes, even the police). Tethering can disarm the NPC, so if they manage to relax, they can't shoot-they may draw a hidden knife, although the .NPCs continue to burn after they are activated. There is a small chance that NPCs will survive the fire (although they can't do much after the fire). NPCs have a chance to stay on the ground for a while while shooting (according to their health status), so you can now stop your breathing. All the behaviors involved in the opponent's movement and pain sounds have been adjusted (also random), hopefully Your experience is more interesting. Realistic version: The same features as the standard version apply-the only difference is that the NPC maintains normal health and the weapon damage is adjusted to real. The NPC's chest will be shot by two or three revolvers and it will be permanently reduced, which makes them less flexible than the vanilla version: the same features in the real version and the following features also apply. Additional: Depending on the weapon and ammunition type, the NPC is in the chest 1-4 guns (but not dead) The legs and arms fall after shooting. Less damage to NPCs. NPCs are not sharpshooters (lower accuracy). NPCs cause more damage. The chances of NPC surviving in a fire will slightly increase the chance of DNPC. Bleeding time may change more (some will bleed quickly, others may take longer) core consumption (health, stamina, eyes of death) has been moderately increased-hunting and buying food are now necessary choices. Core will After being completely exhausted, Death hopes you will have more fun with this mode, because we have to create and improve it! Install and download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/Extract the zipper you want. Go in the bin folder, copy Dinput8.dll and ScriptHookRDR2.dll to the RDR2 installation directory (where the RDR2 exe is located), download the zip file of this mod and unzip it to a location you want. Select either the real version or the standard version and open the folder respectively. Take all the files in the folder (soil damage repair.asi, pedDamageOverlaft.ini files) and put them in your RDR2 installation directory (RDR2 exe is here). It's interesting. In the game, you can press F9 to check whether the mod is loaded correctly (F9 disables it once, then F9 enables the mod again). Demo version 1.45 adjustments There are already many features that have been enabled and adjusted to use out of the box, but there are still some features that have not changed and can be enabled in ini. That is, if you only want to disable one or more functions, set their respective values to 0. Example: Turning off the bleeding function: set BleedWhenDying to 0 to turn off protection when bundling npcs: set hogtyingdisarmes to 0 to turn off the death state function: If you set DyingMovementThreshold, DyingMovementThreshold2, and DyingThreshold to 0, you want to disable a function based on chance , Just set the "opportunity" value to 0. Example: Turn off and knock down the opponent: Set KnockbackChance to 0 to turn off the possibility of NPC surviving in fire: Set fireservivalchance to 0 to turn off the chance of tripping when shot in the leg: Set StumbleChanceOneLeg and stumbleChangeBothlegs to 0 and Many other features can be activated in ini-here are some examples: Lasso-lets you use a lasso to grab someone to disarm their weapon (no need to tie a pig) NPCWeaponModifier (and many other damage modifiers) -> make NPC Do more or less damage, depending on you set it to BleedWhenShot->Enable a bleeding function that is triggered when the NPC is shot The continuous bleeding applied after a bullet is hit-the bleeding probability and the deducted health value can be set separately). Ini is full of wanting to test the value of a a little bit. A word of warning to adjusters: if the NPC’s health is set too high, the avatar may no longer be fatal unless they hit the NPC’s actual brain (so hitting the chin will cause more damage than other parts of the body, But will not kill immediately). The actual "brain shot" is always one shot, regardless of health. Known "problems" (they are not real problems) can be used to slow down a new wave of law enforcement personnel. The same is true for the characteristics of the state of death. If there are too many policemen dying or fleeing around the player, a new wave will not be generated until the policeman dies or there is enough distance (this feature can be turned off in the .ini file if this is a deal breaker). When deactivated, the dropped weapon may be partially invisible. However, these are only optical, and they can be used as usual. However, the time has changed (for example, when using the Reaper’s Eyes or Weapon Wheels), the physics and NPC's movement in the near-death state (wriggling, twisting, rolling on the ground, etc.) will become a bit crazy, because the effect of this model is It is implemented with a timer, which is different from the ticking sound of the game clock. We have been looking for a solution, but have not found an effective solution. However, all credits go to HJ and Fei Abundance. The original "modpage" here (the source code is also posted there): https://www.mod-rdr.com/forums/topic/189-ped-damage-overlaint/


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