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Ped Damage Overhaul
Ped Damage Overhaul
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;!!!!!THE VALUES BELOW ARE INTEGER VALUES -> DON'T USE COMMAS!!!!!
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[PedDamageConfiguration_Basic]
;ToggleKey is the F-key you want to use to activate the mod (so 7 would set it to
F7)
ToggleKey = 9
;KillWoundedToggleKey is the F-key you want to use to activate the "kill wounded"
feature (so 7 would set it to F7)
;if activated, every NPC in a dying state will instantly die (useful for missions
with enemy waves, so you don't have to check every downed enemy for signs of life)
;it is advised not to keep this enabled permanently, but only enable it briefly at
the end of fire fights to save yourself the mercy killing
KillWoundedKey = 8
;LongerBleedoutKey is the F-key you want to use to activate the "longer bleedouts"
feature (so 7 would set it to F7)
;if activated, NPCs take longer to bleed out - per default this mod sets the
bledout time to something that won't keep NPCs alive for so long that it will break
missions
;keep in mind, though, that almost everything this mod adds, is based on chance ->
so per default the chances of NPCs taking long to bleed out is extremely low - with
this option toggled on, though, they will take longer to bleed out
LongerBleedoutKey = 7
;FirendlyFireKey is the F-key you want to use to activate the "friendly fire"
feature (so 7 would set it to F7)
;if activated, firendly NPCs will be subsceptible to player fire (only members of
the Dutch Van Der Linde gang for now)
FirendlyFireKey = 2
;KnockbackThreshold is the health threshold under which an NPC can be knocked down
KnockbackThreshold = 100
;DyingThreshold is the health threshold under which NPCs wont be able to get back
up again when knocked down (just lying on the ground, not moving)
DyingThreshold = 18
;Disarming can be set to a value between 0 and 100 - this is the percentage chance
of NPCs being disarmed when shot in the right forearm or hand
;every NPC can be disarmed (even lawmen), but dropped weapons from disarms will
look partially invisible (its only optical, you can pick them up and use them as
usual)
DisarmingChance = 100
[PedDamageConfiguration_Advanced]
;ModEffectRange is a value which describes the number of NPCs which are affected by
the mod (USE ONLY IF YOU HAVE PERFORMANCE PROBLEMS - THIS IS EXPERIMENTAL!)
ModEffectRange = 50
;StoryNPCHealth sets the health of story NPCs to the given amount - only works if
ExcludeStoryNPCs is set to 1 (otherwise they will get the health value from
NPCHealth) - 0 disables the feature
StoryNPCHealth = 450
;FriendlyFire can be set to either 0 or 1, if set to 1 it will make NPCs which are
in a "companion"-relationship with the player subsceptible to player fire (can also
be toggled via FirendlyFireKey)
FriendlyFire = 0
;PlayerHealth sets the player's health to the given amount - only works if
PlayerInvincibility is disabled (setting it to 0 disables this feature)
;ATTENTION: due to how the game handles to update the player's health, this feature
can be a little buggy
PlayerHealth = 0
;HorseHealth sets the health of the currently mounted horse to the given amount -
only works if HorseInvincibility is disabled (setting it to 0 disables this
feature)
HorseHealth = 0
;Chances for disarming behaviors - if the summed chances are not exactly 100, they
will be ignored and the default values will be set
DisarmFleeingChance = 31
DisarmAttackChance = 55
DisarmHandsUpChance = 7
DisarmCowerChance = 7
;SpecialWeaponModifier - since NPCs have more health, some weapons should do more
damage - this is the modifier for weapon damage (200 = 200% = twice the normal
damage) (shotguns, sniper rifles, dynamite arrows, improved arrows and tomahawks
will be affected by this)
SpecialWeaponModifier = 64
;WeaponModifier - the weapon modifier for all "non-special weapons" (50 = 50% =
half the normal damage)
WeaponModifier = 63
;MeleeModifier - the damage modifier for all melee damage - 100 disables it, it
counts as percentage (50 = 50% = half the normal damage)
MeleeModifier = 95
;KnifeModifier - the damage modifier for the following knives: normal knife, miner
knife, bear knife, vampire knife, civil war knife, machete
KnifeModifier = 90
;NPCWeaponModifier - the damage modifier for all NPC weapon damage (inluding story
NPCs) - 100 disables it, it counts as percentage (50 = 50% = half the normal
damage)
NPCWeaponModifier = 230
;NPCMeleeModifier - the damage modifier for all NPC melee damage (including story
NPCs) - 100 disables it, it counts as percentage (50 = 50% = half the normal
damage)
NPCMeleeModifier = 105
;Bodypart Damage Modifiers - regulate the amount of damage certain body parts take
(100 is 100%, 50 would be 50% so half the damage is done when this body part is
hit)
LegDamageModifier = 2
ArmDamageModifier = 2
TorsoDamageModifier = 115
HeadDamageModifier = 150
NeckDamageModifier = 5
;DyingStatesForMelee enables or disables the dying states for NPCs who have only
been damaged by fists (can be set to either 0 or 1) -> if enabled, knocked out NPCs
wont get up again if under any dying threshold
DyingStatesForMelee = 0
;DiverseFireAudio makes NPCs reaction sounds to being on fire a little more diverse
(vanilla sounds overwrite the few new ones, though - so the new ones might get cut
off from time to time)
DiverseFireAudio = 0
;KnockbackChance is the percentage chance (from 0 to 1000, so you can set it more
precisely) of a knockdown occuring when the NPCs health is under the
KnockbackThreshold (values: integers between 0 and 1000)
KnockbackChance = 9
;TransitioningDelta represents the time delta between an NPC going down in dying
state 1 and transitioning to the wounded animation (UseAnimChance must be set to
see results)
TransitioningDelta = 500
;RunningThreshold is the velocity of the NPC - if the NPC runs faster than this
velocity, the stumble chance kicks in (stumbling can happen)
RunningThresholdBothLegs = 30
RunningThresholdOneLeg = 50
;BleedingValue is the value of health an NPC loses when bleeding is applied (= one
of the bleeding chances kicks in)
BleedingValue = 4
;LegsHitThreshold is the amount of times an NPC has to be hit in each leg before
going down (overrides DamagedLegsDownTime)
;example: a value of 3 means that each leg has to be hit 3 times, then the NPC will
go into Dying States
LegsHitThreshold = 2
;BleedingSave is the time in milliseconds an NPC is saved from bleeding out after
getting downed by leg shots - this is to prevent immersion-breaking deaths (falling
down from leg shots and dying almost instantly)
;example: if the value is 10000, this means that if an NPC is forced to the ground
by LegsHitThreshold or DamagedLegsDownTime, it will start to bleed out 10 seconds
after going down
BleedingSave = 10000
;CoreDepletionAmount is the value which gets deducted from the cores when the
CoreDepletionTime has passed (full cores have a value of 100, empty cores a value
of 0)
CoreDepletionAmountHealth = 6
CoreDepletionAmountStamina = 6
CoreDepletionAmountDeadeye = 6
;HorseCoreDepletionAmount is the value which gets deducted from the horse's cores
when the HorseCoreDepletionTime has passed (full cores have a value of 100, empty
cores a value of 0)
HorseCoreDepletionAmountHealth = 6
HorseCoreDepletionAmountStamina = 6
;DyingStateChance is the chance of DyingStates being used (if that chance doesnt
trigger, vanilla behavior will occur) - the value must be between 0 and 100 (0
disables DyingStates completely)
DyingStateChance = 100
;SneakNoiseMultiplier is the multiplier for the noises the player makes while
sneaking - the value is divided by 100 (so 90 would be a multiplier of 0.9 -> 0
disables the feature)
SneakNoiseMultiplier = 0
;NooseAudioChance is the chance (between 0 and 10000) per millisecond that an NPC
will audibly react when being tied via TieYourLasso-mod
NooseAudioChance = 50
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; below values are direct inputs for methods - tweaking them may result in
unwanted behaviors
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;stumbling
BothLegsStumbleForcePushX = 0
BothLegsStumbleForcePushY = 375
BothLegsStumbleForcePushZ = 0
OneLegStumbleForcePushX = 0
OneLegStumbleForcePushY = 320
OneLegStumbleForcePushZ = 0
IsDirectionRelativeOneLeg = 1
IsForceRelativeOneLeg = 0
IsDirectionRelativeBothLegs = 1
IsForceRelativeBothLegs = 0
;Pushing in dying mode works like this: if the dyingthreshold has been crossed, a
random number betweed 0 and 999 is calculated, if this number is under the
DyingPushChance, a new logic is triggered.
;This logic randomly decides whether the x, y or z axis of the NPC will receive the
push (if you only want one axis pushing, set the other ones to 0) - the push is
then applied to the center mass of the NPC
DyingPushChance = 600
DyingForcePushX = 7
DyingForcePushY = 1
DyingForcePushZ = 1
;HeadVecMaxDelta is the value a standing NPC in DyingStates has to move his head (=
NPC is moving and not standing still) during HeadVecMaxTime - if it fails to do so,
it is pushed to the ground
HeadVecMaxDelta = 14
HeadVecMaxTime = 100
;HeadVecMaxDeltaB - same as above, but for NPCs who are bleeding out (will stop
running after some time and just stand around)
HeadVecMaxDeltaB = 80
HeadVecMaxTimeB = 650
;DyingMovementForceOffsetX - X-offset for dying force to be applied to the bones
(where on the bones) - is divided by 10 before inserted into method (so a value of
5 becomes 0.5)
DyingMovementForceOffsetX = 1
;DyingMovementPush - strength of the force applied for dying movement (on the
corresponding axis) - is divided by 10 before inserted into method (so a value of 5
becomes 0.5) - first stage, can be quite agile
;right calf
DyingMovementPushX_Legs01 = 0
DyingMovementPushY_Legs01 = 0
DyingMovementPushZ_Legs01 = 3
;right thigh
DyingMovementPushX_Legs02 = 0
DyingMovementPushY_Legs02 = 0
DyingMovementPushZ_Legs02 = 8
;left calf
DyingMovementPushX_Legs03 = 0
DyingMovementPushY_Legs03 = 0
DyingMovementPushZ_Legs03 = 3
;left thigh
DyingMovementPushX_Legs04 = 0
DyingMovementPushY_Legs04 = 0
DyingMovementPushZ_Legs04 = 8
;left forearm
DyingMovementPushX_Arms01 = 0
DyingMovementPushY_Arms01 = 0
DyingMovementPushZ_Arms01 = 110
;right forearm
DyingMovementPushX_Arms02 = 0
DyingMovementPushY_Arms02 = 0
DyingMovementPushZ_Arms02 = 110
;spines 01 - 05 (vertebras)
DyingMovementPushX_Spine01 = 0
DyingMovementPushY_Spine01 = 0
DyingMovementPushZ_Spine01 = 4
DyingMovementPushX_Spine02 = 0
DyingMovementPushY_Spine02 = 0
DyingMovementPushZ_Spine02 = 4
DyingMovementPushX_Spine03 = 0
DyingMovementPushY_Spine03 = 0
DyingMovementPushZ_Spine03 = 5
DyingMovementPushX_Spine04 = 0
DyingMovementPushY_Spine04 = 0
DyingMovementPushZ_Spine04 = 4
DyingMovementPushX_Spine05 = 0
DyingMovementPushY_Spine05 = 0
DyingMovementPushZ_Spine05 = 4
;neck 01 - 05 (vertebras)
DyingMovementPushX_Neck01 = 0
DyingMovementPushY_Neck01 = 0
DyingMovementPushZ_Neck01 = 7
DyingMovementPushX_Neck02 = 0
DyingMovementPushY_Neck02 = 0
DyingMovementPushZ_Neck02 = 0
DyingMovementPushX_Neck03 = 0
DyingMovementPushY_Neck03 = 0
DyingMovementPushZ_Neck03 = 4
DyingMovementPushX_Neck04 = 0
DyingMovementPushY_Neck04 = 0
DyingMovementPushZ_Neck04 = 0
DyingMovementPushX_Neck05 = 0
DyingMovementPushY_Neck05 = 0
DyingMovementPushZ_Neck05 = 4
;bDyingMovementPush - strength of the force applied for dying movement (on the
corresponding axis) - is divided by 10 before inserted into method (so a value of 5
becomes 0.5) - second stage, should be less agile
;pushing values for alternating x-push (spine and arm pushes are also applied to
the z-axis) - stage 2
;right calf
bDMPushXLeg01 = 1
;right thigh
bDMPushXLeg02 = 2
;left calf
bDMPushXLeg03 = 1
;left thigh
bDMPushXLeg04 = 2
;left forearm
bDMPushXArm01 = 2
;right forearm
bDMPushXArm02 = 2
;spines 01 - 05 (vertebras)
bDMPushXSpine01 = 0
bDMPushXSpine02 = 0
bDMPushXSpine03 = 0
bDMPushXSpine04 = 0
bDMPushXSpine05 = 0
;neck 01 - 05 (vertebras)
bDMPushXNeck01 = 0
bDMPushXNeck02 = 0
bDMPushXNeck03 = 0
bDMPushXNeck04 = 0
bDMPushXNeck05 = 0
;DyingMovementWaitTime - time the waiting windos until the next push (in
milliseconds) - stage 1
DyingMovementWaitTime = 800
;bDyingMovementWaitTime - time the waiting windos until the next push (in
milliseconds) - stage 2
bDyingMovementWaitTime = 100
;PanicChance is the chance of NPCs audibly panicking when taking damage from the
player
PanicChance = 2
;FemalePushModifier is the value the normal push value is divided by when pushing
is applied to female NPCs (because they are lighter than male NPCs)
FemalePushModifier = 3