IV Style knockdowns Improved v4
12.040
102
12.040
102
WHAT THIS MOD DOES
REQUIRED: https://www.gta5-mods.com/misc/longer-fist-fights/download/94682
I was tired of having to use gunshotwound 2 or more gore for this feature so I made it myself without anything else.
This mod disables the writhing feature and instead replaces it with a knockdown feature similar to the IV injured feature.
Once an enemy is defeated instead of dying they go into a knockdown state, after a timeframe they get back up.
There's 5 customizable settings, the distance in which the mods work (less range, better performance, an addition most modders should consider adding to their mods.)
the range of detection for pedestrians in the world (100 Meters by default)
The time of knockdown (in milliseconds) 30 seconds by default, you can make it infinite by setting it to -1, peds will remain alive after their life depletes but they will not get up again.
The choice to make knocked down peds die after the player goes away (DIEFAR) set to true by default
The choice to make knocked down peds die after the knockdown timer ends (simulating a bleed out) set to false by default, works with every type of weapon, even punches, take that into consideration if you set it to true.
the range at which knocked down peds will die after the player goes away (RANGEOFDEATH) Set to 90 meters by default
Changelog 1.1
Fixed a little oversight that was causing birds on the sky to get knocked out.
Changelog 1.2
Fixed a little oversight that caused peds to stay floating when run over.
Changelog mission fix
For some reasons certain pedestrians on story missions have less health than others, and they get knocked down randomly, so I made this update where the mod is disabled during story missions.
Changelog Improved V4:
-Made health levels closer to default as it was on previous versions to prevent peds being knocked down when being carjacked
-permanently removed knockdown feature from missions
-Persistent peds (random events peds or peds from other scripts) will be knockeddown, but they will die after the knockdown timer (KNOCKOUTTIME in the ini) ends or after the player goes away.
-Added a toggle in the ini (DIEAFTERKO) to make every ped die after the knockdown timer ends, or after the player goes away (DIEFAR) at a certain range (90 meters by default in RANGEOFDEATH)
-RANGEOFDEATH must be lower than RANGEOFDETECTION, or else peds won't be "detected" the names say it, I'm doing too much explaining this.
REQUIRED: https://www.gta5-mods.com/misc/longer-fist-fights/download/94682
I was tired of having to use gunshotwound 2 or more gore for this feature so I made it myself without anything else.
This mod disables the writhing feature and instead replaces it with a knockdown feature similar to the IV injured feature.
Once an enemy is defeated instead of dying they go into a knockdown state, after a timeframe they get back up.
There's 5 customizable settings, the distance in which the mods work (less range, better performance, an addition most modders should consider adding to their mods.)
the range of detection for pedestrians in the world (100 Meters by default)
The time of knockdown (in milliseconds) 30 seconds by default, you can make it infinite by setting it to -1, peds will remain alive after their life depletes but they will not get up again.
The choice to make knocked down peds die after the player goes away (DIEFAR) set to true by default
The choice to make knocked down peds die after the knockdown timer ends (simulating a bleed out) set to false by default, works with every type of weapon, even punches, take that into consideration if you set it to true.
the range at which knocked down peds will die after the player goes away (RANGEOFDEATH) Set to 90 meters by default
Changelog 1.1
Fixed a little oversight that was causing birds on the sky to get knocked out.
Changelog 1.2
Fixed a little oversight that caused peds to stay floating when run over.
Changelog mission fix
For some reasons certain pedestrians on story missions have less health than others, and they get knocked down randomly, so I made this update where the mod is disabled during story missions.
Changelog Improved V4:
-Made health levels closer to default as it was on previous versions to prevent peds being knocked down when being carjacked
-permanently removed knockdown feature from missions
-Persistent peds (random events peds or peds from other scripts) will be knockeddown, but they will die after the knockdown timer (KNOCKOUTTIME in the ini) ends or after the player goes away.
-Added a toggle in the ini (DIEAFTERKO) to make every ped die after the knockdown timer ends, or after the player goes away (DIEFAR) at a certain range (90 meters by default in RANGEOFDEATH)
-RANGEOFDEATH must be lower than RANGEOFDETECTION, or else peds won't be "detected" the names say it, I'm doing too much explaining this.
First Uploaded: Venres 12 de Maio de 2023
Last Updated: Luns 12 de Agosto de 2024
Last Downloaded: 5 minuto
All Versions
83 Comments
More mods by thalilmythos:
- Gameplay
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Voice lines update
By thalilmythos
WHAT THIS MOD DOES
REQUIRED: https://www.gta5-mods.com/misc/longer-fist-fights/download/94682
I was tired of having to use gunshotwound 2 or more gore for this feature so I made it myself without anything else.
This mod disables the writhing feature and instead replaces it with a knockdown feature similar to the IV injured feature.
Once an enemy is defeated instead of dying they go into a knockdown state, after a timeframe they get back up.
There's 5 customizable settings, the distance in which the mods work (less range, better performance, an addition most modders should consider adding to their mods.)
the range of detection for pedestrians in the world (100 Meters by default)
The time of knockdown (in milliseconds) 30 seconds by default, you can make it infinite by setting it to -1, peds will remain alive after their life depletes but they will not get up again.
The choice to make knocked down peds die after the player goes away (DIEFAR) set to true by default
The choice to make knocked down peds die after the knockdown timer ends (simulating a bleed out) set to false by default, works with every type of weapon, even punches, take that into consideration if you set it to true.
the range at which knocked down peds will die after the player goes away (RANGEOFDEATH) Set to 90 meters by default
Changelog 1.1
Fixed a little oversight that was causing birds on the sky to get knocked out.
Changelog 1.2
Fixed a little oversight that caused peds to stay floating when run over.
Changelog mission fix
For some reasons certain pedestrians on story missions have less health than others, and they get knocked down randomly, so I made this update where the mod is disabled during story missions.
Changelog Improved V4:
-Made health levels closer to default as it was on previous versions to prevent peds being knocked down when being carjacked
-permanently removed knockdown feature from missions
-Persistent peds (random events peds or peds from other scripts) will be knockeddown, but they will die after the knockdown timer (KNOCKOUTTIME in the ini) ends or after the player goes away.
-Added a toggle in the ini (DIEAFTERKO) to make every ped die after the knockdown timer ends, or after the player goes away (DIEFAR) at a certain range (90 meters by default in RANGEOFDEATH)
-RANGEOFDEATH must be lower than RANGEOFDETECTION, or else peds won't be "detected" the names say it, I'm doing too much explaining this.
REQUIRED: https://www.gta5-mods.com/misc/longer-fist-fights/download/94682
I was tired of having to use gunshotwound 2 or more gore for this feature so I made it myself without anything else.
This mod disables the writhing feature and instead replaces it with a knockdown feature similar to the IV injured feature.
Once an enemy is defeated instead of dying they go into a knockdown state, after a timeframe they get back up.
There's 5 customizable settings, the distance in which the mods work (less range, better performance, an addition most modders should consider adding to their mods.)
the range of detection for pedestrians in the world (100 Meters by default)
The time of knockdown (in milliseconds) 30 seconds by default, you can make it infinite by setting it to -1, peds will remain alive after their life depletes but they will not get up again.
The choice to make knocked down peds die after the player goes away (DIEFAR) set to true by default
The choice to make knocked down peds die after the knockdown timer ends (simulating a bleed out) set to false by default, works with every type of weapon, even punches, take that into consideration if you set it to true.
the range at which knocked down peds will die after the player goes away (RANGEOFDEATH) Set to 90 meters by default
Changelog 1.1
Fixed a little oversight that was causing birds on the sky to get knocked out.
Changelog 1.2
Fixed a little oversight that caused peds to stay floating when run over.
Changelog mission fix
For some reasons certain pedestrians on story missions have less health than others, and they get knocked down randomly, so I made this update where the mod is disabled during story missions.
Changelog Improved V4:
-Made health levels closer to default as it was on previous versions to prevent peds being knocked down when being carjacked
-permanently removed knockdown feature from missions
-Persistent peds (random events peds or peds from other scripts) will be knockeddown, but they will die after the knockdown timer (KNOCKOUTTIME in the ini) ends or after the player goes away.
-Added a toggle in the ini (DIEAFTERKO) to make every ped die after the knockdown timer ends, or after the player goes away (DIEFAR) at a certain range (90 meters by default in RANGEOFDEATH)
-RANGEOFDEATH must be lower than RANGEOFDETECTION, or else peds won't be "detected" the names say it, I'm doing too much explaining this.
First Uploaded: Venres 12 de Maio de 2023
Last Updated: Luns 12 de Agosto de 2024
Last Downloaded: 5 minuto
Changelog of the new update:
-Made health levels closer to default as it was on previous versions to prevent peds being knocked down when being carjacked
-permanently removed knockdown feature from missions
-Persistent peds (random events peds or peds from other scripts) will be knockeddown, but they will die after the knockdown timer (KNOCKOUTTIME in the ini) ends or after the player goes away.
-Added a toggle in the ini (DIEAFTERKO) to make every ped die after the knockdown timer ends, or after the player goes away (DIEFAR) at a certain range (90 meters by default in RANGEOFDEATH)
-RANGEOFDEATH must be lower than RANGEOFDETECTION, or else peds won't be "detected" the names say it, I'm doing too much explaining this.
New update reduces the chance of a ped getting knocked out when being carjacked, also peds who get "knocked out" while driving will just die, instead of going into ragdoll when exiting the car, peds who get up from a knockdown and try to fight will fall down again, peds who get up from a knockdown and start running will fall down again.
V2 fixes issues with missions and fixes peds having less health than they do without the mod.
V3 maintains the mod disabled on missions, since it was still making trouble, and gives the peds the health they have by default making it the same as the game without the mod, but instead of dying when reaching 0 they get knocked down (previous versions changed the health differently.)
@Xire Should be fixed in the latest version.
@thalilmythos Thank you
@thalilmythos In version 3 KNOCKOUTTIME does not work correctly. If the time is short, then the defeated person is knocked out for a long time, or gets up and falls again. There is also a funny glitch where the attacker falls down along with the knocked out one and continues to run and attack while lying down. Looks funny, but needs fixing!
@Reactors it's meant to work like that, that's how it is in IV, people get knocked down and then get up and fall again.
@thalilmythos Hey, what do you think about returning to proper version numbers? (eg. version 2.4 or 3.1 for the next version)
@Michael21107 Why the insistence with this? I know it's simpler, but I like it like this.
@thalilmythos i think it's much much better but just a suggestion, do whatever you like best
Bro when your gonna make some more drug deliveries mods?
@Losthegamer01 good stuff is coming, worry not
@thalilmythos 🤙🏾🤙🏾
@thalilmythos Love the new update
When i use knife or other melee that must kill someone instantly, the npc falls and then gets up. help
@IronGuard27 Motherfucker you don't see the name of the goddamn mod, You are KO'ing people, what do you mean help, are you that dense?
Thanks for the help. Yeah, a person who gets stabbed in the neck from behind falls and then gets up like nothing happened. This type of mod doesn't deserve to be treated like this by someone who don't know how the human works. Good job
@IronGuard27 Yeah, I haven't changed the damage, something you installed did, that should kill the ped, so the one making the mistake here, is actually you, check your mods.
People get up after being knocked down, get knocked down again after showing them a gun
I am after testing 2 mods that suppose to make NPCs not die after being knocked down. First is the worst "Knockout" by author jedijosh920.
Second one is better made by the same guy, "Enhanced Melee Combat" 1.1
Both have weird bug that makes NPC after getting up from KO, chase player no matter what. I can be totally out of sight, they run to player position. They ignore all dangers even active shootouts. This makes both mods totally annoying to use and author abandoned them.
I see that here mod is updated so it is good sign. I will try to test it. Sadly in video NPC just after getting up gets killed so I must test this mod to see if it have same bug or not.
@thalilmythos Thanks. I will check my mods. See? We can talk like people :)