The KO (IV Style knockdowns) V1.3

IV Style knockdowns

WHAT THIS MOD DOES
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 2 customizable settings, the distance in which the mods work (less range, better performance, an addition most modders should consider adding to their mods.)
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.
I will not add no bleeding out feature or anything like that, just use more gore if that’s what you want.

Changelog:
New update

– Fixed Michael, Franklin or trevor, getting knocked down in missions where the player switches between all of them
– Fixed peds being knocked down again when they get away from the player and he catches up to them.

New update, mod has been completely remade and new features have been added.

-You can kneecap people now, you shot someone on the knees they won’t be able to run and will fall if they try to do so until they are eventually knocked down from the damage they cause themselves in the adrenaline rush.
-Now peds DO actually make pain noises when properly knocked down.
-Only peds that can ragdoll (there are peds in mods that can’t like juggernauts) and peds with enough health to be knocked down will be used by the script (This solves the jacking vehicle peds being knocked down)
-Peds from story missions can’t be knocked down, however peds from side missions, from other mods, and from the world as long as they can be used by the mod, will be knocked down.
-Script has been optimized so it’s not a nightmare for performance anymore.

DEFINITIVE:
-Added pain sounds to knocked out peds
-Now peds will go into a stumble before being knocked out, to emulate those DUMB ASS euphoria mods where peds stumble with a headshot, so knockdowns are similar to deaths, except, here it makes sense.

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.

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 1.2
Fixed a little oversight that caused peds to stay floating when run over.

Changelog 1.1
Fixed a little oversight that was causing birds on the sky to get knocked out.

Credits:

thalilmythos

5/5 - (3 votes)

Download mod

FileFile size
zip The ko definitive 1dot36 KB

1 thought on “The KO (IV Style knockdowns) V1.3

Leave a Reply

Your email address will not be published. Required fields are marked *