Ped Damage Overhaul V 1.1
5,822
114
5,822
114
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
v1.1
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
v1.1
- 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/
First Uploaded: August 21, 2020
Last Updated: September 14, 2020
Last Downloaded: 32 minutes ago
150 Comments
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
v1.1
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
v1.1
- 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/
First Uploaded: August 21, 2020
Last Updated: September 14, 2020
Last Downloaded: 32 minutes ago

@wantyourntuslicked yeah i iunderstand what u mean. i will post some things from the ini file of the mod:
-;NPCHealth is the standard health for an NPC
NPCHealth = 260
(so i guess the mod changes the npc health to make the mod work properly. That should change vanilla health value i guess)
-;KnockbackThreshold is the health threshold under which an NPC can be knocked down
KnockbackThreshold = 240
(so i guees under 240 health, there are chances to knocked them down when you shot them)
-;DyingMovementThreshold2 is the health threshold under which NPCs wont be able to get back up again when knocked down (still moving on the ground, less agile than the first threshold)
DyingMovementThreshold2 = 145
(thats the second phase of Threshold and i understand that if the ped has 145 health or less, if you knock them down they shouldnt be able to stand up. Instead they crawl, -moving in the ground- as it says )
Thats why i say they should be laying down and crawiling below some health and thats why DyingMovementThreshold1 and 2 must not be working at all.
I dont know if i understood it wrong, but the description there, saying smt else than just be knocked and standing up again all the time, or just lay in the floor still with their eyes opened when their health is extremely low.
Also "npchealth" changes the health to that value no matter what is in ur config file. Ive tested multiple values, like much higher ped health, deactivating DyingThreshold, lower the wpn dmg, raising the knock down chances and other things. Peds actually had so many health which i was shooting them for a minute to test the phases. No matter what i did, the dyingmovement 1 or 2 doesnt seem to work at all.
@HughJanus In addition to stumbling, could you make a kind of animation where, if shot below the waist, they would fall and stay for a while but be able to move their body perfectly fine, if shot in the torso and above the waist, they would fall on the ground and squirm with their legs and hands, and stay down for a long time, being in a permanent injured state after that.
This mod is good but a serious fps eater.....
@HughJanus Thanks for this amazing plugin. Is there anychance you could do a version with the ModEffectRange available? I know it's in the RDR version but cant find any reference to it in the GTAV version. I was going to check it out myself but all links top the source code appear to be dead. TIA
With the right config, shootouts will be much more merciless and realistic, peds lying on ground, peds begging for help, peds fleeing from battle, peds falling down and not being able to get up, like holy shit this mod is so fucking good the only downside is slightly confusing ini for first time installer and fps loss. MUST GET
@HughJanus I'm wondering if it's possible to make "killing blows" stop insta-killing? for example for unarmed, its a slap to the face that is the killing blow, for a knife its a stab to the stomach, and for the baton its one to the face, however most of these make no sense as to why they are able to kill npcs so easily. I want these killing blow animations to still exist, but instead of killing them, knock them down or something instead.
@HughJanus man for some reason before in fights sometimes enemies would get up (or wake up) after being knocked out and it was a dang good feature, this was why I never disabled your mod despite the changes. So basically, it stopped happening and also idk if this is caused by the new BDERO update but I think that you need to change it again or something. I need to ask, I enabled dyingstatesformelee before and it was fine, after I started noticing it I also found the ragdollintodyingstatesformelee (name forgot, I thought it sounded like it) option which was disabled and didn't have any reason to exist since dyingstates already existed which was weird but I really hope you can take a look at this bug
https://www.youtube.com/watch?v=pVsw9nxy_Kw&ab_channel=FixerSeparate The best shootout mod of all time. It looks very cool in conjunction with these mods in the video, if you can, add it to the mod page so that people can take a look.
Does anyone have any advice regarding Player Damage from NPC's? I've Turned down the "NPC Weapon Modifier" and reduced the Different Limb Damage but I still die relatively quick (Quicker than without this Mod) Bit Puzzled as to why I'm dying so fast
Hello, i have a problem. The problem is that all only quest npc starting fall to ragdoll for no reason and they unable to stand up. Then i disable a script, they sudenly stand up, and acting normaly.
@Cryvouz I have a similar issue mate, with me NPC's during missions just randomly die. I'm playing a Mission as Trevor and Ron will just fall to the ground, not get up and I can't progress
can you add where you can heal the ped because if your using this with lspdfr its hard to be able to cuff them once you shoot them
Thx for good mod♥
Does anyone know what Setting to alter to make enemies stay up longer when being shot? So it takes them a while to fall down, again when being shot?
Suggestion:
IRL its actually relatively common for adrenaline filled peoples to ignore pain and just keep on fighting despite receiving severe gunshot wounds
So my suggestion is this: have a chance that some peds are able to tank more shots based on where they are hit: a heart hit should be nearly instantly fatal (although ped could still have a last ditch reaction time of shooting a few more bullets as his heart stops?), a hit in the central nervous system (the T) would drop him like a sack of potato; but a hit somewhere else, even in the jaws below the brain might not take him out of the fight
If the ped isn’t hit either in the:
- Heart
- Nervous system T area
- Brain
Then the ped would have a chance to sustain more shots in other areas of the body, torso included
This would probably depend on weapons too, as pistols bullets tend to be fired at lesser velocity and wouldn’t so as much damage as intermediate or full rifle bullets
NPC won't get ragdoll when I shoot them some time
@MattyReady, same thing mate. Really sad for this mod.
someone gets annoyed with the fact that when the npc is dying on the ground and you finish him with a headshot, but he takes like 1 second to react to the shot and finally die, someone can correct and make the npc die instantly with the headshot?
Is there a setting that makes NPC's Fall to the ground immediately when they die?