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原文描述
PDO Reloaded 是由 HJ 和 fitfondue 开发的原版 Ped Damage Overhaul 模组的续作,经 HJ 个人许可开发。PDOR 保留了原版模组所有优秀的内容,同时推出了有效的错误修复、体验优化改进以及大量全新功能。我强烈建议将本模组与 A.R.E.P 搭配使用,以获得最佳的布娃娃物理效果。C.E.R.R 也是个不错的选择。安装前须知
– 请阅读以下内容!
– 我仅在此处发布本模组。请勿使用你在其他任何地方找到的版本,因为其源代码可能已被篡改并植入恶意代码。如果你发现本模组被发布在其他地方,请联系我。
– 在安装 PDOR 之前,请完全移除原版 PDO 模组。原版 .ini 文件及所有相关文件/文件夹(包括 PDO v2.0 扩展功能文件夹)均互不兼容,会导致游戏运行故障。
– 在游戏内按下 F10 即可打开模组菜单。原版模组的所有热键已被移除。
– 爆头不再计入成就或奖章进度。这是为了实现增强型爆头系统所必需的权衡取舍。如果这对你来说是无法接受的问题,请参阅常见问题解答获取替代方案。
– 并非所有 Euphoria 模组都能与本模组兼容。具体细节请参阅常见问题解答。
– 如果你在加载故事模式时遇到黑屏问题,请查看常见问题解答中的条目:“使用 ScriptHook V2 加载故事模式时出现黑屏”。 ─────────────────────────────────────── 功能
– 原作内容(由 HJ & fitfondue 制作) ─────────────────────────────────────── 本模组优化了枪战体验,让游戏全程的枪战变得更多变、更具动态感、更有沉浸感。NPC 的反应符合现实:腿部受伤后跑动会步履蹒跚,中弹后会大口喘气,受到致命伤时会痛苦扭动,在自己的血泊中呻吟直至死亡,中弹后会按住伤口踉跄前行。所有功能均可通过 .ini 文件进行配置。本模组仅影响人类 NPC;动物和其他游戏元素完全不受影响。战斗与伤害
– NPC 会根据中弹位置做出相应反应。腿部中弹会导致其绊跌,手部中弹会使武器脱手,躯干中弹会令其踉跄
– NPC 生命值与玩家伤害重新平衡,消除了“子弹海绵”敌人的问题
– NPC 的精准度会随着所受伤害降低。受伤的敌人射击准度会下降
– 手臂和腿部中弹造成的伤害低于躯干或头部中弹
– 武器的特性会根据自身状态和弹药类型呈现明显差异 死亡与失血
– 生命值低于临界阈值时,NPC 会倒地,并在多个随机生成的死亡阶段中循环直至死亡
– 失血机制会让 NPC 在受到致命伤后持续损失生命值,失血持续时间完全随机
– 被击倒的 NPC 可能会在随机时长内保持倒地状态,只是暂时“喘不过气”而非立刻死亡 燃烧
– 被点燃的 NPC 会持续燃烧较长时间,并有小概率在严重虚弱的状态下存活下来 缴械与捆绑
– 所有 NPC,包括执法人员,都可以通过射击其持枪的手来缴械
– 捆绑 NPC 会自动缴械,但挣脱束缚的 NPC 可能会掏出隐藏的小刀 可选:核心值消耗(额外难度)在 .ini 文件中启用 CoreDepletion、CoreDepletionAfterDeath 和 MoneyLossAfterDeath 选项,即可解锁以下效果:
– 核心值(生命值、耐力、死神之眼)的消耗适度提升,让进食和狩猎成为真正的刚需
– 死亡时所有核心值完全清空
– 死亡时损失 25% 的金钱 ─────────────────────────────────────── 功能
– PDO Reloaded 新增内容 ─────────────────────────────────────── 增强型死亡音效 NPC 不会再循环播放原版游戏里仅有的两三种痛苦音效。PDOR 添加了数百条导入的音频片段(包括尖叫、呻吟、汩汩声和死前喉音),让每一次遭遇都更具冲击力且各不相同。改进型死亡机制 处于死亡状态的 NPC 现在会对中弹做出反应,而不是一动不动地躺着。中弹时他们会畏缩;处于最后阶段的 NPC 会出现抽搐、痉挛,在动作逐渐放缓的过程中咳出鲜血,模拟神经系统逐步衰竭的状态。真实伤口效果 《荒野大镖客2》拥有大量血迹贴图集,但游戏引擎通常仅在特定条件下才会调用,不会应用在枪伤上。PDOR 将这些血迹效果拓展到枪伤场景中,并将其与中弹的身体部位对应。腹股沟中弹后腹股沟位置会出血,左手中弹后左臂位置会出血,以此类推,随着战斗持续,NPC 身上的血迹会越来越多。近战肢解 在原版游戏中,近战武器无法肢解 NPC。PDOR 修复了这个问题。弯刀、手斧和断剑现在可以直接斩首,或者一次利落的挥击就能卸掉手臂、手、腿或脚。头部和四肢的肢解概率可以分别独立配置。动态NPC燃烧 原版的燃烧机制已完全从零重建。着火的 NPC 不会总是简单地倒在地上。部分 NPC 会陷入恐慌四处逃窜,如果其他 NPC 离得太近,火焰还会蔓延到他们身上。最终结果丰富多样。有的 NPC 倒地后又爬起来,浑身是火踉跄前行。处于火焰源附近的尸体在死亡后仍会持续燃烧。模组全程添加了全新的高强度尖叫音频片段。增强型爆头 爆头不会总是立刻致命。在现实生活中,受害者被击中后可能会继续抽搐并发出声音。本模组还原了这一行为。部分 NPC 可以在最初的爆头中存活下来,踉跄倒地后进入一段漫长的死亡过程,期间伴随抽搐和汩汩喉音。增强型爆头击杀对应的死神之眼奖励以及其他所有设置均可在 .ini 文件中完全配置。动态缴械与投降系统 现在缴械 NPC 后会根据其性格触发不同的结果。勇敢的 NPC 可能会反击,而胆小的 NPC 更有可能逃跑。所有反应都配有 NPC 和玩家角色的游戏内原生对话。亚瑟会对投降的路人做出环境性评论,如果你决定处决他们,还会播放对应的台词。如果你背对他们,他们也会做出反应。部分 NPC 会冲上来袭击你,部分会掏出第二把枪,还有一些可能会直接逃跑。改进型死亡状态递进 死亡状态递进系统用一套自然的阶段机制替代了 PDO 原版默认的失血和击杀计时器:NPC 会依次经历重伤 → 致命伤 → 濒死阶段,每个阶段的持续时间都是随机的,最终走向死亡。NPC 更频繁地抵达最后阶段,在死亡前浑身痉挛抽搐、浑身发软。同时也有小概率随机出现 NPC 在进入下一个阶段前直接死亡的情况。自由漫游和任务中的阶段时长与触发概率可以分别独立配置,这样在开放世界中失血过程可以更长更有戏剧感,而任务战斗中的节奏则保持紧凑流畅。错误修复 模组包含大量修复内容:原版 PDO 中“站在原地流血”的问题、缴械路人后枪支隐形的bug,以及你在任务中途死亡并重新加载检查点时会导致任务崩溃的健康值漏洞。原版模组的所有大大小小的bug都已得到解决。─────────────────────────────────────── 文件结构 ─────────────────────────────────────── PedDamageOverhaul.asi
– 主脚本。所有版本的该文件内容完全一致。PedDamageOverhaul.ini
– 模组的所有设置都保存在这里。默认配置为“标准”。lmlPDO Reloaded
– 包含增强型爆头系统的元文件以及所有自定义音效库。该文件夹必须安装。没有它,濒死的 NPC 会发出动物叫声和无关的音频,爆头系统也无法正常运行。─────────────────────────────────────── 安装步骤 ─────────────────────────────────────── 要求
– ScriptHook V2
– 必需。仅可使用 V2 版本。任何其他版本的脚本钩子都会导致本模组崩溃。
– Lenny’s Mod Loader
– 必需。没有 LML,自定义音效将无法加载。安装步骤 完全彻底地移除任何已有的 PDO 安装文件,包括旧版 .ini 文件和所有相关文件夹。如果你尚未安装 ScriptHook V2 和 Lenny’s Mod Loader,请先安装这两个工具。下载本模组,将 PedDamageOverhaul.asi、PedDamageOverhaul.ini 和 lml 文件夹解压到你的《荒野大镖客2》根目录中(即 RDR2.exe 所在的文件夹)。(可选)打开 PedDamageOverhaul.ini,根据你的偏好启用、禁用或调整任意功能。─────────────────────────────────────── 不兼容的模组与已知问题 ─────────────────────────────────────── 《吉姆·米尔顿又上路了?》
– 在该尾声任务的最终战斗中,启用 PDOR 可能会出现异常行为。建议在找到修复方案前,执行该任务时暂时禁用本模组。AMJM Transport
– AMJM 添加的悬赏目标可能会自动陷入瘫痪,同时还有其他相关问题。自动拾取
– 与 PDOR 同时启用会导致游戏崩溃。狩猎领域
– 可能会出现“僵尸路人”问题,即 NPC 在特定条件下无法被击杀。这是狩猎领域模组自身的bug。修复方法:打开狩猎领域的 Settings.ini 文件,将 BleedingCausesDamage 设置为 0(AnimalsBleeding 保留为 1 没有问题)。感谢 Avici1312 提供这个技巧。任何修改 peddamageinfo.meta 或 default_damage_modifiers.meta 文件的模组
– 都会与本模组产生冲突。如果其他模组优先级更高且包含这些文件,增强型爆头系统会崩溃,爆炸弹药的肢解效果会失效。请查看可选文件板块中是否已存在兼容补丁,或者在评论区提出补丁需求。─────────────────────────────────────── 常见问题解答 ─────────────────────────────────────── 本模组能和 Euphoria 系列模组兼容吗?可以,但有两个例外:WERO 和 REM。启用这两个模组任意一个的情况下,NPC 在死亡状态下会完全躺着一动不动,不会扭动。原因是这两个模组修改了 physicstasks.meta 中的内容,而我并不熟悉这个领域的编辑操作。LLRO、AEM、CERR 和 AREP 都能完美运行,不需要任何特殊设置。如果有人找到了修复 WERO/REM 冲突问题的方法,请在评论区发布出来。本模组能和 [某款模组名称] 兼容吗?任何自带 peddamageinfo.meta 或 default_damage_modifiers.meta 文件的模组都会与本模组产生冲突,除非存在对应的兼容补丁。修改战斗机制、武器伤害或 NPC 生命值数值的模组也可能产生冲突。实际测试是确认兼容性的唯一可靠方法。我听到的是动物叫声和奇怪的对话,而不是尖叫和死前喉音。自定义音效库没有被成功加载。这需要 Lenny’s Mod Loader 支持。请确认 LML 已正确安装,你的《荒野大镖客2》安装目录中存在“lml”子文件夹,且“PDO Reloaded”文件夹位于该子文件夹内。使用 ScriptHook V2 加载故事模式时出现黑屏。这是 ScriptHook V2 自身的bug。打开(或新建)《荒野大镖客2》根目录中的 ScriptHookConfig.ini 文件,粘贴以下内容:Load on startup = true [Interface] Enable = false [Overlay] Enable = false [General] Enable Reload Hotkey = false Show errors = false Show notifications = true [Open Key] Hold Key = 16 Press Key = 45 为什么玩家武器伤害被设置为仅为原版游戏的30%?在原版游戏中,NPC 拥有75点生命值,只有生命值降到0才会死亡。在 PDOR 中,NPC 生命值降到50点就会进入濒死状态,实际上更早地就失去行动能力。为了平衡这个更短的生命值区间,武器伤害被调整为原版的30%。结合身体部位伤害修正值和原版游戏的暴击概率,这样的设置让枪战体验丰富多变,同时又不会显得过于简单。伤害调整为30%后,肢解效果还能正常生效吗?可以。现在肢解功能在更低的基础伤害值下就能正常工作。你不需要像在原版 PDO 里那样刻意调高伤害才能还原肢解效果。对于霰弹枪和滚Block步枪,PDOR的脚本模拟了原版游戏的肢解计算逻辑(可在 .ini 文件中调整)。爆炸武器的停止作用经过调校,可以稳定达到一枪肢解的阈值。实际体验中,肢解效果即便和原版不完全一致,也会给人几乎完全相同的感受。爆头进度没有计入成就或奖章。这是实现增强型爆头机制带来的已知权衡。在该功能启用时没有替代方案。如果你非常在意爆头相关的成就进度,有两个解决办法:使用自动金牌奖章工具,或者打开 PedDamageOverhaul.ini 文件,将 EHS_HeadshotVanillaChance 设置为100,即可关闭增强型爆头功能。有时路人或尸体身上不会出现弹孔。这是原版游戏自带的bug,即使不安装任何模组也会出现。当路人受到触发动脉大出血的暴击后,又站起来逃跑时,用于生成“血柱”特效的函数就会破坏其身上的血迹贴图集,导致弹孔无法生成。目前除了完全禁用该特效外,没有已知的修复方案。我该如何调整身体中弹后的动脉大出血触发概率?从可选文件板块下载“动脉大出血参数修改工具”。如果你使用的PDOR没有安装任何兼容补丁,直接编辑 lmlPDO Reloadedcommondataaipeddamageinfo.meta 文件即可。如果你使用了兼容补丁,请编辑对应补丁包中的 peddamageinfo.meta 文件。NPC 进入第一个死亡状态时摔在地上的冲击力太大。打开 .ini 文件,逐步调低 DynamicPushForce 的数值,直到倒地动作看起来自然为止。不同的 Euphoria 模组会以不同方式调整身体重量参数,所以合适的数值会有所不同。敌人伤害太高/战斗难度太大。打开 .ini 文件,找到 NPCWeaponModifier 选项。将其设置为100即可还原原版游戏的NPC伤害输出。NPC 要么太难击杀,要么太容易击杀。有两个解决办法:如果只是某几把武器的伤害过高或过低,在 .ini 文件中搜索“INDIVIDUAL WEAPON DAMAGE”条目,将对应武器的伤害修正值从30%开始每次上调5%-10%,直到符合预期。如果你想全局统一调高或调低伤害,请逐步调整 TorsoDamageModifier 的数值,但请注意该参数会影响所有枪械对NPC的伤害。手臂或腿部中弹的伤害要么太高,要么太低。在 .ini 文件中搜索“BODY PART DAMAGE MODIFIERS”条目,调整手臂和腿部的伤害数值即可。徒手格斗要花太长时间才能击倒NPC。在 .ini 文件中搜索“PlayerUnarmedDamageModifier”条目,根据你的喜好调高该伤害数值。绝大多数平衡性问题都可以通过 .ini 文件调整解决。遇到问题时先从这里着手排查。

版本更新内容

最新 1.36.2 2026-06-02 16:27
Version 1.36.2 - Hotfixes - Removed bug-prone PlayerHealth feature from the script. If you want to feel tougher/weaker, decrease/increase NPC weapon damage modifier or the player's body part damage modifiers. - Fixed Friendly Fire option not being correctly integrated into the menu. - Added the ability to localize the "Wake Up" and "Taunt" commands from the "Wake Up KO'd NPC Settings" hub. The localized text will update the next time you KO a ped. - Fixed HeadshotVanillaChance not updating live and added debug menu information showing the roll chance and flag state for headshots. Note: Some peds will still trigger the Enhanced Headshots (EHS) branch even when HeadshotVanillaChance = 100. This issue remains for now. - Moved Enhanced Headshots, Enhanced Fire Logic, and Melee Dismemberment from Injury Effects and Enhancements to Dying State and Death. - Removed ped memory tracking debug code. This was likely causing Windows Antivirus heuristics to false-positive flag and silently quarantine the .asi file. Windows heuristics is twitchy, so if it still happens, whitelist the .asi file. - Removed two closely connected bones from EHS: 14416 SKEL_Spine6 + 14283 SKEL_Neck0. Now only the main head bone (21030) is used. Updated the lml and compatibility .meta files accordingly. Version 1.36 - Completely rebuilt the mod's menu system. - Features: - Almost every INI setting is now available directly in the mod menu. The values are live, so you can tweak them in-game and see the changes take effect immediately. No restarts needed. - Use the arrow keys to quickly adjust values, or press Enter to type in a specific number. Use Backspace to quickly return to the previous menu from a sub-menu. - Changes are automatically saved to the INI file. - Your modified settings are clearly highlighted in the menu. - Press DEL to reset any single setting to its default. - You can restore the entire INI to the original PDOR defaults using "Restore Default Settings" in the main mod menu. - Added Visceral Gunshot FX: WIP feature, but functional. Bullet impacts can now spawn extra blood spray FX at the exact point a shot lands, dynamically spattering surroundings, a ped's body and clothing, and the player's if you're close enough. Black-powder weapons of this era also produced heavy smoke and could scorch wound material at short range, so close-quarters shots can now leave a lingering smoke puff at the wound, and point-blank hits can occasionally produce a small localized ignition (a brief flame that doesn't spread). - Added Wake Up Knocked Out Peds: You can now rouse unconscious peds with a kick or a taunt, complete with voiced player reactions and a chance the ped gets back up swinging. Hogtied KO'd peds are off-limits for now, and walking away ends the session. Only limitation is that peds can be knocked out in such a way that you can't wake them up (permanent KO). The prompt won't appear in those cases. - Can now switch loot tables for dying state peds between vanilla and Kiddo's Hardcore Loot Economy Overhaul. - Rolled the compatibility patches into the main mod archive. Version 1.35.1 - Hotfix. - Melee dismemberments now confirm the hit landed before showing consequences, so the decapitated head prop only spawns when the head actually comes off. Method only works for living peds, so I recommend you keep EnableDeadPedMeleeDismemberment = 0 for now. Melee dismemberment on dead peds is still buggy. - Off-hand attacks and kick counters while holding a dismemberment-capable melee weapon (machete, sword, hatchet) *should* no longer trigger dismemberment. Please make a report if it does, and I'll add counterattack anim blacklists. Version 1.35 - Added WIP melee dismemberment for the machete, pirate sword and hatchets. The INI settings for the feature live in "8.9. Melee Dismemberment System". Thanks to baldscrotum for the suggestion. - Fixed long standing issue which caused melee weapons to ignore damage values set in the INI, leading to overpowered melee combat. - Some special mission peds don't return values for certain critical native functions, which breaks features like Enhanced Headshots. This leads to unintended behavior, like enhanced headshot peds standing back up and running off with an arterial bleed. Added a workaround which catches most of them. Version 1.34 - Hotfixes. - Added missing groin zone to Visceral Wounds and fixed an incorrect bone location. - Fixed a long-standing issue with certain sheriffs that caused them to either walk around using injured animations or act as massive tanks in combat. - Removed many NPCs from the ExcludeOtherStoryNPCs list after resolving the issues that required their exclusion. Version 1.33 - Added "Visceral Wounds". Per-shot blood/damage decals layered onto peds skin and clothes based on where they were struck. Each hit picks from a curated catalog of 190 region-appropriate damage packs from the vanilla game, and can stack multiple layers. Repeat shots to the same area can layer new, unique decals. Tunable via settings in the INI (8.8. Visceral Wounds). TL;DR: Peds now look progressively bloodier and more realistically damaged as they get shot during combat. Thanks to AnymYo for the suggestion. - Polished the ability to loot peds in the dying state. Now nearly indistinguishable from vanilla behavior, except for the intentionally simplified animation. - Changed how Enhanced Headshots function. Added easier toggle to fully enable or disable Enhanced Headshots, as well as blend Enhanced Headshots with vanilla headshots (see EHS_HeadshotVanillaChance). - Fixed disarmed and dropped NPC firearms staying persistent. Version 1.32 - Second attempt at looting dying state peds. This WIP version is fully scripted this time, has no restrictions, does not interrupt ped writhing or dying sound cues. Will polish it next version and add player character audio cues. Version 1.31 - Performance pass. Optimized lots of code, removing thousands of unnecessary calls per tick. - Added a WIP workaround to allow looting of peds that are in dying states. See "Loot Dying NPCs" in the .ini. When a ped is in a dying state, approach and face them. A "Loot" prompt will appear. After looting, they will remain in a dying state until they perish. Slightly janky, will try to improve. Disabled for peds with arterial wounds for now until I can fix a bad interaction between them. - Fixed unarmed player attacks using incorrectly low damage values (punches/kicks were being reduced to 30% damage) - Fixed unarmed attacks killing peds instead of knocking them out. - Added PlayerUnarmedDamageModifier setting to directly control player unarmed attack damage. - Added new toggles for surrender mechanics. - Added FleeKill and associated distance settings. This stops peds from fleeing long distances across the map after a disarm or surrender, preventing broken bandit hideout clearances. I've disabled it for missions for now (via FleeKill_DisableInMissions = 1 in the ini) until I can test it further in missions. - Fixed fire enhancement script causing crashes. - Numerous other small bug fixes. Version 1.29.8 - Fixed peds becoming invulnerable when sent into a dying state via leg shots Version 1.29.7 - Fixed injured animation bug which affected Sheriff Malloy, Sheriff Farley and Jack. Added critical NPC's back to exclusion list, since they can be buggy with PDO's features. - Fixed DyingStateEntryInstantDeathChance (the chance a ped is killed instead of being wounded into a dying state) and set the default chance to 45%. Adds more variety to combat, since this way you won't have 10 guys all writhing at the same time. - Minor code fixes. Version 1.29 - Added locational damage modifiers for the player. (inside of BODY PART DAMAGE MODIFIERS in the .ini) - Knife damage can now apply bleeding to NPC's, toggleable in the ini. See BleedWhenStabbed. - Added the ability for NPC's to disarm the player by shooting their weapon arm. See EnablePlayerDisarming & PlayerDisarmingChance. - Added DisableHitmarker and StaticReticle options. DisableHitmarker removes the white and red hitmarkers, StaticReticle prevents the reticle from turning red when targeting a ped. - Added extra blood effects to shotgun and rolling block head gore. Can disable in the .ini via DismembermentBloodFX. - Added EHS_VarmintInstakill option to allow Varmint rifles to cause lethal headshots. - Fixed incorrect player health values and modified ped health management. - Headshots now kill excluded story NPC's when Enhanced Headshots is enabled, regardless of their exclusionary status, preventing bugged behavior. - Misc bugfixes. Version 1.28.6 - Hotfix to add a missing headbone to the Enhanced Headshot list (14283). Was partly responsible for a number of missing headshot detections. Version 1.28.5 - Added several new death rattle/gurgle sound packs for males. - Added toggles for extra headshot effects so they can be disabled. - Mitigated peds getting up after headshots as best I can for now. There's also TakedownTimer and a final FailsafeTimer in the .ini if all else fails. - Removed broken legacy falling incapacitation code which was breaking the script if users enabled it. - Fixed legacy bug which caused peds to not correctly sync health states. This lead to the first headshot being ignored in some cases, or incorrect damage being applied in others. - A number of smaller bug fixes relating to health states. Version 1.28 - Added scripted dismemberment system. It doesn't do anything fancy (yet) beyond fixing a long-standing PDO issue; allowing dismemberments to occur on the first shot with certain weapons, even with raw damage modifiers set to 30%. - Improved arterial bleed detection. Now it's instant. - Added ArterialBleedIgnoreDSChance. Dictates the chance that a ped with an arterial body shot will initially ignore dying states thresholds, allowing them to get up and attempt to flee first. - Added workaround for native bug that caused peds with headshot arterials to consistently get back up after the shot. - Fixed explosive weapons not causing dismemberment with 30% raw damage modifiers. - Fixed knives appearing in peds holsters during dying states. - Fixed Deadeye causing excessive pushdown force by adding DeadEyePushdownForceDivision, which divides pushdown force when Deadeye is active. - Peds who pass into DS3 and die without player intervention (ie being shot again) are now correctly attributed as player-caused deaths. Version 1.27 - Fixed hip-fire not applying raw damage multipliers. - Fixed adjusted damage modifiers not updating correctly under certain conditions. - DyingStateDamageMultiplier can be set to only apply to torso shots via DyingStateMultiplierOnlyTorso = 1. - Fixed lawmen speaking combat dialogue during dying states. - Added full Munitions mod support. - Lots of other minor bugfixes and code-cleanups. Version 1.26.3 - Fixed critical legacy PDO bug where increasing base NPC health above 75 would break limbhealth updates, which is a "snapshot" of the NPC's health from the previous tick. If you increased base health +75, it would break old features like health refunding/damage increase via limb modifiers, along with new features like enhanced headshots and fire. - Fixed damage calcluations not applying correctly under certain conditions. Version 1.26.2 - Hotfix for the arterial pushdown. It wasn't respecting the grace period timer and was pushing peds down before they could even stand back up. - Fixed an issue with headshotting sitting peds. - Added WEAPON_MELEE_BROKEN_SWORD to the damage modifier list. Version 1.26 - Configurable Dynamic Headshot System added. - Peds struck in the head by bullets or thrown weapons may initially survive or die instantly, with outcomes determined by the weapon used. - Fully customizable in the .ini file, allowing lethality and outcome percentages to be set for different weapon groups. See "ENHANCED HEADSHOTS" in the ini for settings. - Configurable Deadeye refill for Enhanced Headshots to get around arterial headshots not awarding it. With this system, its awarded only once per ped under specific conditions (e.g., ped not in a dying state, player not in or recently exited Deadeye). - Added visual effect for instant-death headshots to bypass the issue of arterial bleedout effects not triggering on death. Future version will use a LOS_PROBE to place it right where you shot. This is fine for now though. - Added a number of extra blood effects for headshots. Might need tweaking, but good enough for now. - Added workaround for a vanilla RDR2 bug where arterial wounds cause bullet hole decals to stop appearing on peds who remain standing briefly after being shot, even after death. It's only for the headshot mechanic at the moment. See DecalFixForEnhancedHeadshots in the ini. - Added a configurable multiplier to increase damage dealt to peds in dying states, enabling faster finishing blows (see DyingStateDamageMultiplier in the .ini). - Animals are now excluded from damage reduction calculations (see ExcludeAnimalsFromDamageModifiers in the .ini) - Resolved an issue where ped deaths caused by damage multipliers were incorrectly reported as non-player kills. This caused issues with execution line triggers and cinematic death cam functionality for those kills. It's now fixed. - Added some missing weapons to the modifier list. Misc bugfixes. Enhanced the debug stats menu system with many more readouts. Version 1.25.6 - Added re-ignition. Can reignite burned peds with molotovs now using a custom native fire function implementation, getting around the hardcoded inability to set a ped on fire with a molotov once they've been extinguished the first time. - If a ped surrounded by environmental flames (and those flames are close enough to touch the ped), they'll now continue to burn for awhile, even if they die, enter DS3 or get up and stagger around. Looks pretty cool (and gruesome). - Greatly improved the custom and randomized flame effects for peds running on fire or being reignited. Peds will also no longer scream or flail when set back aflame, which is by design. They've already been torched and are near death, they've got nothing left. They'll emit quiet rattles instead. - Added limit to the amount of times a ped can get up and stagger around after initially surviving being burned. - Exposed many more variables for fire logic via the .ini - Archived 1.25.5 and replaced it with this version to fix issue with fire-screams not tapering off at the end correctly. Version 1.25 - Completely overhauled fire/burning peds logic and added 6 burning-screams packs for men, 2 for women. Settings are in the .ini, under "Fire Logic". - Peds on fire now have a chance to run screaming rather than instantly collapsing to the ground. This was surprisingly difficult to add... - Peds on fire who do run can set other peds on fire if they brush past them. Distance and chance definable in the .ini - Peds on fire have three options when the fires burn out. They either die, enter DS3 or they can stand up, stagger a little, then fall and repeat those three choices. - Much improved physics for the push and stumble. Peds should never ragdoll and fall in place anymore, especially with certain Euphoria mods like LLRO and AEM. - Removed arm and leg threshold health pools and rolled them into the main health pool. Thanks to Jesse6669 for the suggestion. - Made some changes to the hand to hand code which should stop NPC's from getting killed during fist fights, causing certain missions to fail. Thanks to YeeYee360 for providing his saves for testing. - Fixed broken NPC accuracy settings. NPC's will respect accuracy settings in the .ini and correctly lose accuracy as they take damage. This one was my fault, I broke the code early on and didn't even realize it. - Misc bug fixes. Version 1.24 - Refactored the code for push down methods so you can dynamically choose between them in the menu or a hybrid system that uses both. I also exposed all the variables for precise control and gave them clearer names. Fixed some bugs too. - Added both dying systems (Progression & Legacy) to the menu. Made longer bleedouts work with both of them. - You can now change individual damage modifiers for every weapon in the game via the .ini - Added two more male dying state sound packs. - Added final death gurgle/sigh/dying breath sound pack that can play before an NPC expires in DS3. - Added an ini option that ties the mouth blood spurt effect to the body twitches, so that they sync up. Each twitch will make them spurt blood at the same time. Looks more realistic. - Added the chance for the player to "mock" NPC's in the dying state. Only works with Arthur right now. - Added the chance to then play an "execution" line if you kill an NPC you previously mocked. - Fixed a long standing issue where the mod used "raw" health values to determine if a ped should enter a dying state, rather than their "refunded" health values based on .ini body part damage variables. Means they ONLY enter a dying state when they actually should, and limb shots are much less likely to send them into one. Version 1.23.1 - Fixed static bursts of sound during certain screams/dying rattles. Beyond being jarring, this issue could potentially lead to crashes, hence the hotfix. I know what causes it now and it won't happen again. - Fixed the blood spurting from the mouth effect. If a ped had an existing arterial wound, the mouth bleed would be a constant
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