Ped damage repair
Ped损伤检修
About this mod Machine translation
This model attempts to make combat and violent interactions more diverse, dynamic and interesting, allowing NPCs to behave in new ways when being shot (such as stumbling and falling when running with an injured leg, squirming on the ground when injured, lying in a pool of blood and moaning, etc.).
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Overview This mode attempts to make the gunplays more diverse, dynamic and interesting, and keep them throughout the game. You'll find NPCs stumbling while trying to run on their injured legs, being blown out of the wind when being shot, squirming on the ground when mortally wounded, moaning in pools of blood until they reach the finish line, clutching their wounds, stumbling when hit, and more. FEATURES Here's a quick overview of the most important features: First, almost all of the traits and characteristics are based on chance, so they behave differently every time you encounter them - this should ensure more varied fights and keep things more interesting than vanilla. . . That's an idea, at least :) Almost every feature can be enabled, disabled, or tweaked in the ini (more on that on the next page), so this isn't just a mod, but one that lets you create your own experience. That by default, the mod is activated and the toggle key is F9 (both can be changed in the ini). This mod only changes the behavior and attributes of human NPCs - animals or anything else is not affected. Standard version: NPCs gain more health. Your weapons against NPCs. When their health drops below a certain threshold, the NPC collapses and cannot recover. They then go through three different stages of death, each with its own random behavior. Eventually the NPC will die from blood loss. There is a bleed trait that causes NPCs to lose health after taking fatal wounds. It works on a chance basis, so NPCs don't lose time by the same amount. NPCs take longer to bleed from arterial gunshot wounds and therefore can travel longer distances (so be sure to check for witnesses when raiding a camp). All computers can be disarmed (yes, even the police). Binding disarms NPCs, so if they manage to loosen up, they can't fire - they might draw a hidden knife, though. NPCs continue to burn fire after they start. NPCs there have a slim chance of surviving a fire (although they can't do much after the fire). NPCs have a chance to stay on the ground for a while when shooting (based on their health), so you can now make your breath stop for opponents. All included behavioral movements and pain sounds have been adjusted (also randomized), hopefully making your experience more interesting. Realistic version: The same features as the standard version apply - the only difference is that NPCs retain normal health and weapon damage is adjusted to be realistic. NPCs' chests are permanently reduced by two or three revolver shots, making them less resilient than the vanilla version: Same features in the real version as well as the following additional features: Depending on weapon and ammo type, NPCs fall after 1-4 shots in the chest (but not dead) Leg and arm shots do less damage to NPCs NPCs that are not sharpshooters (less accurate) NPCs do more damage The chance of NPCs surviving a fire will be slightly increased. DNPC bleed times may vary more (some will bleed quickly, others may take longer). Core consumption (health, stamina, dead eye) has been moderately increased - hunting and buying food now become necessary options. Cores will be completely depleted after death. Hopefully you will have more fun with this mode as we create and improve it! Installation Download Alexander Blade's ScriptHook: pedDamageOverlaft.ini file) and put them in your RDR2 installation directory (the RDR2 exe is here) for fun. While in game, you can press F9 to check if the mod is loaded correctly (F9 once to disable, then F9 again to enable the mod). Demo version 1.45 tweaks There are a lot of features here that have been enabled and tweaked to work out of th …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.