Ultimate Combat Overhaul V1.0.7

Ultimate Combat Overhaul

This mod completely reworks RDR2’s combat, transforming it into a more intense, grounded, and immersive experience. Every encounter feels fresh, with smarter enemies and more realistic reactions.

This is the first part of my NPC Overhaul project but functions as a fully standalone mod.

[General]
Smarter NPCs & Self-Preservation – Enemies now think and act more strategically, using cover effectively, or retreating when necessary.
Enhanced Gunplay Combat – Enemies feels more natural and varied, with rebalanced accuracy, varying firing rates (not everyone peaks out and shoots every 5 secs), and unique behaviors for different types.
Realistic Melee Combat – You can no longer kill enemies with your fists, only knock them out. Fistfights tend to last longer, but a lucky haymaker can still knock an enemy out. NPCs nearby might come watch the fight like how people would behave in real life!
Reworked Damage – No more bullet sponges—combat is deadlier for both you and your enemies. It is a bit more challenging, but in a fair way (no random one shot kill).
Bleedouts – Combat is bloodier as it should be during a gunfight but not in an overdramatic amount. Bleedouts are increased but now it’s varied, removing repetitive death sequences.
Better Stamina System – Combat and movement now drain stamina more realistically, preventing you from having unlimited endurance in fights.

[Gunplay Combat]
Enemies fire at a more natural, controlled pace rather than rapid, unrealistic bursts
There is now a range in which enemies start to fire based on the weapons they are using (This prevents random hits from an unrealistic range)
Some enemies may flee, higher chance to run if the last man standing
More cautious and reactive movement—NPCs no longer follows predictable patterns
Enemies utilize cover more effectively
NPCs can pick up guns when they need to
NPC gun accuracy is more balanced
Specialized behavior for different enemy types (e.g., snipers, lawmen, gang members) based on their role and situation, eg. an inexperienced shooter might peek out of cover way more than an professional sniper
Very small chance enemies can get incapacitated, who can get revived or get up after a while

[Guns]
Reloading is generally paced in a more realistic way
Gun familiarity and gun cleanliness impact reload times as well

[Melee Combat]
You can no longer kill enemies with your fists—you can only knock them out
Melee damages will range, making fights different each time
Fights length will vary, generally longer than usual
Disarming an enemy as melee does not guarantee a knockout, a gunfight might turn into a fist fight
Unarmed combat and smaller minor crimes will no longer be considered a crime in most areas besides Saint Denis (civilization has its downsides)
Introducing a brand new dynamic crowd system where NPCs will naturally watch during fights and disperse after

Dynamic Crowd Demo:

[Damage]
Enemies are no longer bullet sponges
Increased variety in bleedout animations —no more repetitive “fetal position” sequences

[Health & Stamina]
You are significantly more vulnerable—cover usage is much more essential
Health regeneration is toned down
Stamina drain balance—you are no longer superhuman
Stamina management plays a crucial role in prolonged gunfights and physical exertion as depleted stamina can get you instantly killed

[Enemy Awareness & Behavior]
Enemies are far more aware of their surroundings and react accordingly
Behavior varies so it’s not the same predictable movements and actions that we’re so used to
NPCs now prioritizes survival—seeking cover, retreating, and calling for reinforcements when necessary
NPCs can now untie hogtied individuals if they come across them, not just lawmen
NPCs will get up at different rates
NPCs can flank — watch your back! (In vanilla, only specific groups have this enabled which is why you see most enemies just head towards you)
When you are holed up indoors, NPCs will tend to wait you out or go in when they have back up instead of going in one at a time. If there are multiple entrances, they will try to flank you and go in from different entrances

Combat Showcase:
Disclaimer: This showcase features a preview of an unreleased WIP Euphoria mod I’ve been working on. I’m not satisfied with the results yet, so I’ll be releasing it separately from this mod.

[Deadeye & Eagle Eye System]
Deadeye will no longer slow time. You may still tag enemies, but it will be real time.
Eagle Eye will no longer slow time.

[Blips]
The following blips are gone from the minimap and main map:

NPCs
Witnesses
Enemies
Lawmen
Bounty Hunters

[Recommended Settings & Mods]
Turn all HUD off except my Reticle Mod
Free Aim
Rededrunk’s Realistic Law Dispatch Response
alfabravozapa’s Remove Screen Effects
Any mod that removes glowing pickups

[Installation]
Lenny’s Mod Loader is required.
ScriptHookRDR2 V2 is required.

Place Rededrunk’s Ultimate Combat Overhaul to RDR2 Main Directory

Rededrunk’s Ultimate Combat Overhaul.asi >>> Main Directory
Rededrunk’s Ultimate Combat Overhaul folder >>> lml

[Compatibility]
Not compatible with any mod that touches the same files.

Changelog:

Version 1.0.7
Fixed instances where some enemies were dying from a single shot to limbs

Version 1.0.6
Fixed Sheriff Injured Threshold

Version 1.0.5
NPCs can now be killed by repeatedly kicking or stomping them while knocked out
Fixed NPCs missing shots at close range
Decreased player health for increased combat challenge
Lowered melee knockdown threshold to prevent mission issues
Slightly increased enemy health for better combat balance

Credits:

Rededrunk

Share mod:

Leave a Reply

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