59 files
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Shoot it out with bandits, hunt down outlaws and walk the streets with a star. RDR First Response (RDRFR) is an all new experience we've created specifically tailored for Red Dead Redemption which ties in seamlessly with the game, turning you into the law.
This first version of RDRFR puts the power of the law into your hands for the first time since Rockstar's flagship title arrived on PC. Working in conjunction with our Patreon supporters and testers, we've built a number of core features into the mod for you to enjoy with the ability to arrest suspects, go on duty and request backup in a manner similar to LSPDFR for GTA V.
Being tailor made towards RDR, though, there's a couple of key differences in RDRFR. One of the new concepts we've introduced is for providing 'missions' or 'investigations' to the player. Instead of pretending that police radios existed in the 20th Century, you'll now find that civilians within the world will summon your help the old fashioned way - in person, calling out loudly for the assistance of the law. Similarly, there are other noticeable deviations throughout especially as it relates to arresting suspects and the interaction options available. Instead of having separate key presses or buttons, we've tried to keep things as integrated with the game as possible: most of the features and actions in RDRFR are accessed or performed through the game's contextual prompts.
Part of the First Response Mods family.
RDRFR Feature Guide
More information about the features available in RDRFR.
View the RDRFR Feature Guide Installation Help & FAQ
An online guide and tutorial video for getting started with RDRFR.
RDRFR FAQ RDRFR Installation Guide
Want to discuss RDRFR? Check out the RDRFR Forums Section here: https://www.mod-rdr.com/forums/forum/6-rdr-first-response/
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Description
The mod adds 141 new bandit hideouts, 50 ambush points, a bandit posse on horseback that will chase and hunt you,
random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies.
Players can customize all features through various settings with the included Bandit_Hideouts.ini file.
Bandit Hideouts is a standalone mod, it is a highly upgraded version of all the AMJM Transport mod bandit features,
created by crossed99 and Gunter Severloh
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Warning - Before you install!
For those installing the mod for the first time and want to also play the story/missions.
So you understand what this mod does, it adds 141 bandit hideouts and
50 ambush points all over the map, thats everywhere and anywhere except towns (settlements).
That means there are some hideouts that will spawn at story, and mission
locations. There are also ambush points that will spawn bandits that may
interfere with story missions, or while riding to them.
There are also other bandit features like the bandit posse on horseback
that will spawn and attack the player anywhere, anytime.
That means they may come when your in the middle of a story mission, or traveling
with another character from the story during a mission.
If you do play the story and dont like the idea of hideouts, and bandits interfering
during the story and missions.
There is a Bandit_Hideouts.ini file included in the download, it is a configuration file that will
allow you to configure every feature in the mod, this includes being able to disable the mod while ingame,
or disabling certain features, hideouts, and ambush points that could interfere with the story.
As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers.
Do not install the mod if you are not at least in chapter 2 of the story!
Any questions or problems review the articles, or ask on the post tab!
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Features
Bandit Hideouts
The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out.
Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits
a hideout will have, what gang will spawn there, and how many reinforcements will come if any,
even if zombies will spawn there instead of bandits.
Hideout Locations Map
The hideout locations map is a high resolution map of the RDR2 world you can download and use it as a reference to
see where all the hideouts, & ambush locations are at in the world.
The legend on the map will tell you what region a hideout or ambush location is in, what gang is at each hideout/ambush
point. All hideouts and ambush points are marked with a colored skull icon to represent a hideout, and an X to represent an ambush location,
both a numbered and listed in the legend accordingly. Icons on the map will indicate their exact locations.
Download
Google Drive: 59.5mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing
Credits: LittleBigSmoak & Moth-man
Ingame Blips & Icons
Hideout Locations Blip (icon)
A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen
it means a hideout has spawned in and is nearby.
If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout.
If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up.
You can disable this icon if you wish through the included bandit hideouts.ini
Default spawned in hideout map blip
When a hideout spawns in, by default this icon will be showing on the map at the location of the hideout,
the player has 3 other choices of map icons they can use if they want to change it which can be done through the ini
Persistent Blip (icon)
The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not,
if you clear a hideout the blip icon on the map will be removed until the spawn time for that hideout has returned.
The persistent blip icons have their own icon type vs the one on screen. The icon can also be disabled in the ini, and
only the blip icon of a hideout will show on the map when the hideout spawns in.
Types of bandit hideouts
Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places.
Hideouts will spawn bandits in by chance when you're nearby, this means that if set in the Bandit Hideouts.ini
you set the chance to 100 then each time you come close to an area where a hideout would be then bandits
will spawn there for sure, the lower the chance then it becomes random or less.
Cleared hideout message
A small feature by default is if you cleared a hideout a message will show on the screen saying
"You have cleared the hideout!"
you can disable this in the ini if you wish.
Earn money from clearing hideouts!
Yes you read that right, after killing all the bandits in a hideout, you will earn a random
amount of money ranging from $25 - $150
You can customize the amount you want to earn in the ini or set it to 0 to disable it.
Cleared hideout respawn
Once you clear a hideout you can set in the ini the cool down of how long before they respawn again.
If you set the respawn to 1 for example then in one hour from when you cleared the hideout bandits will spawn in again.
Hideout bandit/gang types
Each hideout will be populated with gang members for the area the hideout is in, for example:
Valentine area will have O'Driscoll members or a generic gang.
Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang.
Annesburg area will have Murfree gang members.
Saint Denis area may have either Nightfolk, or a generic gang.
Tall Trees area you will see the Skinner brothers gang.
New Austin area you will see the Del Lobo gang.
Grizzlies West (snow region) area will have a generic gang.
Grizzlies East (snow region) area will have a generic gang.
Guarma will have the Cuban Army and Nightfolk.
Disable individual Hideouts and Ambush points
This feature allows the player to disable any individual hideout and ambush point in the mod through the included ini
all you need to do is locate the hideout you want to disable through the downloadable map and then change the number from a 1 to a 0.
There is a list for both hideouts and ambush points in the ini.
Custom Gangs in hideouts
Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang.
The gang types to choose from are the following:
// Gang Type Reference //
Generic gang - 7
Murfree Brood - 8
Lemoyne Raiders - 9
O'Driscoll Boys - 10
Skinner Brothers - 11
Del Lobo gang - 12
Nightfolk -13
Cuban Army -14
Ku Klux Klan - 15
Wapiti Warriors - 16
United States Army - 17
Laramie gang - 18
Micah's gang - 19
Angelo Bronte's Mob - 20
Cornwall Goons - 21
Braithwaites - 22
Gray Family - 23
Foreman Brothers - 24
Bounty Hunters - 25
Pinkertons National Detective Agency - 26
Chelonians - 27
Vampires - 28
James Langton Boys - 29
Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list:
ENABLE_ABANDONED_FACTORY=1
- With the setting at 1 the hideout spawns its default gang.
- With its setting at 0 the hideout is disabled and wont spawn.
- If the number is changed to a number from either 7-28 seen in the list above, then that hideout will spawn that gang based on the number.
For example if we changed the number to say
ENABLE_ABANDONED_FACTORY=18
then the Laramies gang will spawn at that hideout instead of the default gang.
Here is an article on how this works in more detail with a video demonstration/guide
https://www.nexusmods.com/reddeadredemption2/articles/435
Custom Gangs in Regions
A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions
or areas on the map, each region has a default number, the number represents what gang will spawn in that region.
From the reference in the ini, you can change the number for the region for whatever gang you want to
spawn at the hideouts in those regions. This feature is disabled by default.
Exact or random number of bandits in a hideout
The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini
there you can set the minimum and maximum numbers you will encounter, this is for all hideouts.
If you set the number for both min/max the same you will get that exact amount, if you set the number to
exceed the default random min and max then the extra bandits will come as reinforcements.
Bandit Reinforcements
Bandits at hideouts can call in reinforcements, they will show up on horses and or on foot.
Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show.
Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted
bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini.
Bandit Spawn Amount
In the included bandit hideouts.ini there is a list called spawn amount, this list will list every hideout/ambush point
and allow you to set a specific number that you want to spawn at a or each individual hideout.
This lets you customize hideouts based on how you want to play.
Each hideout and ambush point has a default or base number of spawn points you can use this article reference
to get the base default number of each hideout: LINK
Knowing the base number of a hideout or ambush point will tell you how many bandits can be spawned there.
For example: If you chose a hideout that had 10 bandits spawn positions that means if you set the spawn amount
to say 5 then only 5 bandits would spawn. If you set the number to say 15 then the extra 5 bandits would spawn
at the reinforcement spawn points.
The would respawn at the reinforcement spawn points because there are only 10 available spawn points
at the hideout. The same applies to ambush points.
Bandits will chase the player
Bandits will chase you if you ride off or run away after attacking their hideout.
Bandit Ambushes
Ambushes are not dynamic they are built the same as hideouts and are at set locations.
Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location.
If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse.
Ambush locations are marked on the downloadable map with an X
Enable/Disable individual Ambush Points
This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini,
all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason,
you open up the ini file, locate the ambush point in the list, and just set the setting accordingly.
Ambushes can also be customized to have a certain amount of bandits spawn using the spawn amount setting.
Bandit Posse on Horseback
As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time.
In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack,
and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to.
Random Roaming Bandits
Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members
from that area so if your in Valentine Area then you might see a small group of O'Driscolls wandering around.
These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both.
You can also set in the ini if they attack you on sight or not, and set how often they will spawn.
Hired Gunmen
Players can hire up to 9 gunmen to fight alongside them, to do so just talk to the barkeep in any saloon.
These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies.
You can hire up to 9 gunmen at a time.
You can hire a random gunmen with their own gear and weapons.
You can customize what they wear, and the weapons they carry.
Set how much it costs to hire a gunmen.
Hired Guns will not fight while in a town (can change this in the ini).
Story characters are also available.
You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case
you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them.
They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat.
If the "Allow revive" option is enabled, instead of dying they will go down into an injured state and be revived
by crouching close to their head until the 'Help' prompt fills up (10 seconds).
Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling.
The 'Ride with me' command will prevent them from spawning in their own horse.
If there's another free horse around they'll use that, but if not they'll ride with you on your horse.
Commands menu:
You can also give commands to them through their command menu, Numpad 1-9 keys by default.
Hired Gunmen Voice Lines
When you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands,
and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice.
This feature can also be enabled and disabled in the ini, and is enabled by default.
The command menu has some extra commands:
Aim at person while the menu is up: Attack target, lasso target.
Aim at dead / hogtied person: pick up target.
Aim at horse: put carried body on horse.
Aim at downed hired gun: help up (it'll take them the same amount of time as for you).
Press numpad 0 to make all hired guns stay / follow
Zombies
As if bandits weren't enough to deal with, the mod also adds zombies to the game world.
Disabled by default, you can enable them in the Bandit Hideouts.ini
These are the options in the ini you can customize :
Spawn frequency - this is how much more or less you will see of them.
Day/night detection - this is a setting where you can set if the zombies detect you.
Zombie health - this is how much a zombie can take before you kill them.
Min/max spawn amount - this will be the group size of how many groups of zombies.
Min/max number - number of zombies that can spawn during day or night.
Min/max spawn time - how often they will spawn in seconds.
Zombies burst into flames upon dieing.
Zombie lairs - this will change all the bandit hideouts to zombie lairs,
so instead of bandits spawning, zombies will.
Customization
All of the features in the mod can be customized by editing the Bandit Hideouts.ini file.
Each setting in the ini has a description on what it does and how to enable/disable it or adjust it.
Open the ini file with notepad to edit it, also run it as administrator if you are being denied access.
Installation
Move the following files:
Bandit_Hideouts.asi
Bandit_Hideouts.ini
Bandit_Hideouts_CustomPeds.txt
to your RDR2 directory which can be found here:
C:\SteamLibrary\steamapps\common\Red Dead Redemption 2
Requirements
Scripthook by Alexander Blade is required to run the mod.
https://www.dev-c.com/rdr2/scripthookrdr2/
If AB Scripthook gives you issues with the mod then try using
ScriptHookRDR2 V2
https://www.nexusmods.com/reddeadredemption2/mods/1472
Credits
Crossed99 for his help and support, and patience in helping me create and update this version of his great mod!
LittleBigSmoak & Moth-man for their help in creating the Bandit Hideouts map showing all the locations
of the hideouts, and sorting them based on color and gang.
Bandit Hideouts Youtube Channel
Gunter Severloh RDR2
Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod.- 53,752 Downloads
- 323233 Views
- 27.04 MB File Size
- 34 Comments
Updated -
Mary Linton will join the gang after the mission We Loved Once and True III is complete.
Includes:
-configuration menu (F3 key)
-six different female companions
-online clothes
-Sadie Adler outfits
-fishing
-dancing (can be triggered when on extremely flat terrain and standing still by targeting companion)
-love making (can be triggered when on mostly flat terrain and standing still by targeting companion)
-simple alternative ending if you go help John (you need to load a moded save with Arthur as the player when the mission is finished to continue playing as Arthur
https://www.nexusmods.com/reddeadredemption2/mods/168?tab=description)
-removed sickness (this has a permanent effect on the saved games)
-play instruments (when standing still hold "jump" + press "reveal hud" to enable prompts)
-order to companion to drive a vehicle (stand next to an empty vehicle and target the companion)
-companion will fall down if badly injured, kneel next to her to help her (if you are using Ped Damage Overhaul mod you need to set WOUNDED_STATE_HEALTH in the .ini to less than 75)
To install extract inside main game folder. To make metapeds.ymt compatible with other mods that use that file copy everything that is in mp_female and copy it to other mod. Also all companions need to have health set to this: <HealthConfigHash>HEALTH_STANDARD_PED</HealthConfigHash>.
Version 1.1:
-fixed player being ignored and Mary not shooting after dancing
-fixed alternative ending not triggering
-fixed Mary not fishing
-rifle can now be put on the back
-added a blip for Mary
-revive ability can now be disabled in the .ini
-when making love, Mary will now have the same hair that it was chosen in the menu
Version 1.2:
-fixed dance exiting
-Mary will now get up immediately after being helped
-Mary can now be revived if fully dead
-Fixed Mary having Sadie's voice and name when switching to Sadie's outfits
-mission requirement can be disabled in the .ini
-fixed Arthur sometimes being invisible after making love
-added instrument playing
-added Bonnie MacFarlane, Harriet Davenport and Princess Isabeau (Bonnie and Harriet require Online Content Unlocker)
-Mary can now ride as a passenger
Version 1.3:
-fixed Mary not talking after starting the game
Version 1.4:
-fixed Arthur not playing instruments when companion is in camp
-fixed instrument prompts interfering with radar
-changed the menu key for the controller to RB and B
-removed random text appearing on the screen
-when player is using a scenario in water, the companion will not sit
-added Sadie
-companion horse can now be selected in the menu
-added Language.dat file
Version 1.5:
-removed companion complaints when following her around camp
-fixed some horse parameters when switching the horse in the menu
-added horse equipment customization
Version 1.6:
-companion will not sit on the ground when the player is at the bar
-fixed grass when making camp
-changed instrument key to hold "jump" + press "reveal hud"
-companion will now whistle for her horse
-added Alice Sinclair
-added online clothes (some clothes are only compatible with Alice Sinclair's head)
Version 1.7:
-companion horse will now slow down when it gets close to the companion
-added adjustable health and wounded state health in the .ini (if you are using Ped Damage Overhaul mod you need to set WOUNDED_STATE_HEALTH in the .ini to less than 75)
-added solo dancing from MP
-companion can now be ordered to drive a vehicle
-added MP holster versions with removed knife sheath
-fixed MP shirts glitching around the neck when not using MP head
-added three MP torso versions
-revamped love making
-companion will now join the player in the bath
-companion will now always hitch her horse when the player does
-bow and knifes can now be selected in the menu
Version 1.8:
-companion will not join in the bath if We Loved Once and True III is not complete
-adjusted hitching parameters
-fixed walking style
-disabled companion whistle when she rides with you
Version 1.9:
-fixed floating guns when using Sadie's holsters and online clothes
-fixed companion not wearing all the clothes if spawned at the camp
-fixed companion joining you in bath when she is at the camp
-fixed companion shooting at your melee opponents when in hold fire mode
-ride with me, hold fire and follow on missions can now be changed with behavior prompt when focusing on companion
-loadouts can now be saved
- 7,157 Downloads
- 75330 Views
- 45.72 MB File Size
- 29 Comments
Updated -
🌟 QuickDraw Immersive V2.2 Update
Are you a Red Dead Redemption 2 fan and love mods that enhance immersion? Meet QuickDraw Immersive V2.2! Featuring insane weapon cheats, lightning-fast loot, a streamlined menu, and a new addition: the O'Driscolls gang now roaming the world of RDR2.
New:
Old:
🔧 About the mod:
This mod was created to provide a fully immersive experience, with weapon and gang cheats that bring more life to the world of RDR2. I'm constantly working on improving performance and fixing bugs.
⚙️ Main features of the mod:
QuickDraw: Press "X" for a quick draw.
Weapon cheats: Press "TAB" to perform weapon cheats.
Menu: Press "F7" to access cheats and other options, to exit the menu just go back all the way by pressing "Backspace".
New gangs: You can now find the O'Driscolls gang roaming the map.
✨ Recent improvements:
The mod no longer activates during missions!
Quickdraw has been improved from 4ms to 2ms.
Gun tricks have been improved from 9ms to 5ms.
Added a function to delete stationary peds!
Known bugs are being fixed continuously. Check the menu to see what has been updated!
All mods within "QuickDraw Immersive V2.2" will have their own separate versions in the future in case you want to have specific mechanics of the mod.
Many thanks to everyone for supporting this project.
- 4,781 Downloads
- 196711 Views
- 173 kB File Size
- 2 Comments
Updated -
Main File: Mexican Poncho, has clipping and it is unfixable
Optional File: Javier's Poncho, has clipping and broken physics and is unfixable
Changelogs:
1.1.2 Fixed Black Poncho Bugs
1.1.1 Fixed The Crash On The Loading Screen
1.0.1 Added Javier's Poncho Only Option, This version is broken and crashes the game
Unfixable "Issues" Javier's Poncho Physics, Clipping
Please Join My Discord For Bug Reports And Access To My Smaller Projects
https://discord.gg/NTbsJukAhT
This will not be updated because it has no issues to what i know of and i will maybe make update if i get new idea for a poncho
This Mod Is Only Posted On RDR2Mods.com anywhere else it's a repost, report them if you "want to"
Credits:
TheRealJohnModding: For Making Unhashed Necessities, because i used that mod's shop_items.ymt as a base for this mod
why do people even like wearing these things in red dead
- 13,864 Downloads
- 97621 Views
- 25.94 MB File Size
- 23 Comments
Updated -
Description
This mod brings you Max Payne 3-inspired, yet authentically tuned for a western-style, "exaggerated" shot and burning reactions. The shot reactions are written from scratch and shouldn't break the immersion of RDR2. It's actually a WIP update for C.E.R.R that I initially abandoned to revert to an earlier stage after the physicstasks hotreload tool was released. I've added some of the new C.E.R.R features that I'm working on for the upcoming update. Now it's a solid euphoria mod, created without experimentation, following the same pattern as seen in older Rockstar Games titles. No weapon customization via the weapons.ymt file and no updates planned.
A.R.E.P Main Preview:
A.R.E.P now caters to a broader range of ragdoll-related preferences by offering various versions to choose from, each focusing on specific aspects. Despite the different adjustments, each version retains the core elements that make for a satisfying ragdoll physics experience—exactly what I aim for with A.R.E.P and what we were accustomed to in older Rockstar Games titles.
- A.R.E.P 1.1:
This is the main version of A.R.E.P (1.1). Inspired by Max Payne 3 ragdolls, this version offers a ragdoll result adapted to the western genre. If you're looking for a balanced and immersive experience between balancing/collapsing, appropriately exaggerated shot reactions, and satisfying Euphoria physics, this is the version to choose. Headshots can result in a drop or sometimes in a "the brain isn't working so well anymore" reaction. Fire reactions are much more dramatic—NPCs either throw themselves to the ground or run away while burning.
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Alternative Versions:
These are alternative versions of A.R.E.P that were requested by the community.
### It is important to mention that, unfortunately, it is not possible to modify A.R.E.P 1.1 without altering the overall result in the game (even aspects, which shouldn't be affected)... Even adding a simple empty line in the physicstasks.ymt file or changing a comment somehow causes Euphoria-related aspects like stumbling/balancing and bullet force effects to slightly change. I have absolutely no idea why this happens, nor do I know how to fix it. Nevertheless, I have done my best to create a satisfying experience for all versions. ###
- Version A "A.R.E.P v.A (Less balance, faster drops)":
In this version, the Euphoria balance time and NPC stability have been reduced, causing NPCs to fall to the ground noticeably faster. As a result, their body weight feels heavier. Additionally, NPCs immediately drop upon receiving headshots. Those who enjoyed the vanilla Euphoria tuning of RDR2 but prefer a touch of "realism" in A.R.E.P, will love this version!
- Version B "A.R.E.P v.B (Drop Headshots)":
This version is like A.R.E.P Main, but with the difference that headshots make the NPC drop to the ground instantly. Changing the parameters slightly affected the balancing. It feels a bit altered due to the aforementioned phenomenon/bug.
- Version C "A.R.E.P v.C (Spaghetti Western incl. more stumbling)":
Many wanted more stable NPCs that stay in balancing mode for longer. This version has been adjusted in various aspects to achieve a higher chance to let NPCs stumble longer, especially when you rapidfire them. But even here, it was important to me to make it immersion-friendly, so I tried my best to adjust it this way. Overall, this version feels more like a 1960s spaghetti western.
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-> Installation:
Choose a version and copy the corresponding folder into your LML folder. For example the "A.R.E.P Main" Folder. Make sure the mod is active in Lenny's Mod Loader UI.
Important for troubleshooting:
- Be aware that you can only run one Euphoria/Ragdoll mod at a time.
- Custom settings in weapons.ymt (like custom impulses or associated Euphoria tuning sets) can affect A.R.E.P's Euphoria tuning, possibly in a negative way.
- If you use PDO, make sure you set "euphoriamodinstalled" to "1" in the .ini file.
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Experience true spaghetti western with this euphoria physics overhaul mod that recreates RDR 1's physics from the ground up and adds a bunch of new additions.
Ever since GTA 5 was released, the euphoria physics have been a major downgrade compared to games like MP3, GTA IV and RDR 1. RDR 2's euphoria physics have improved a ton, but it still feels very repetitive and rather boring.
(If you want to download older versions of W.E.R.O, you can get them in my discord server)
FEATURES:
• No Air Restriction when flying super fast during ragdoll & RDR 1 like falling gravity
• Every weapon and ammo type will affect differently on how the NPC will react (WEAPONS.YMT REQUIRED)
• RDR 1 Falling Reactions. Falling behaviors are fluid and flexible, allowing more variety
• RDR 1 like gunshot reactions. NPCs no longer stumble to the same direction and they spin when shot in the shoulder area. They also react dynamically and gunshot reactions are fluid
• RDR 1 Rolling Reactions. No more rigid movements!
• Advanced InjuredOnGround behaviour. The NPC will reach for the exact wound where they have been shot on instead of reaching for the stomach all the time
• More improved and diversified legshot reactions. NPC's will stumble or fall depending on the bullet/weapon (WEAPONS.YMT REQUIRED)
• Improved On Fire behaviors. NPCs stumble in agonizing pain
• Every single shotgun affects differently on how the NPC will react and the NPCs now spin more violently (WEAPONS.YMT REQUIRED)
• Improved behaviors when bailing out of a wagon
• RDR 1 like knockout reactions
• Improved the NPC reactions caused by arrows and added different behaviors to other arrow types (WEAPONS.YMT REQUIRED)
• Alternative versions! Want the deaths feeling more realistic? Want realism mixed with fun? I got you! Versions such as Instant Drop On Headshot and Fall To Knees On Death (or both combined) will give you exactly that!
• Improved explosion behaviors & distance of flight when near an explosion
Compatible with: Ped Damage Overhaul, Red Dead Offline, WhyEm's DLC, 1899 Firearms and All Shots Cause Bleedouts & basically any mod at this point (excluding mods that use physicstasks.ymt). WILL REQUIRE VERSION.DLL (Lenny's Asi Loader) AND W.E.R.O - AUTOMATIC COMPATIBILITY PATCH, if you have a mod conflicting with W.E.R.O's weapons.ymt file.
A massive thanks to LMS, Bolmin & Senexis for letting me use some of their Red Dead Offline files! Without them, i wouldn't be able to implement different reactions to every weapon and ammo type into this mod
Massive thanks to the following mod authors for letting me add compatibility to their mod/agreeing on a merge:
WickedHorseMan
WhyEm
Maverick
Also huge thanks to AnymYo for a lot of the discoveries made so that I can bring you the most advanced mod to date. A lot of struggle went through making and continuing to make this mod to fit your preferences and to give you more options, so if you like my mod, definitely consider endorsing and perhaps providing feedback and letting me know what you like the most about W.E.R.O. Thanks for downloading! This mod wouldn't be possible without you guys and AnymYo for helping me crack the file and unlock it's full potential! The amount of support you show to this mod definitely means a lot to me and pushes me to continue this project! Thanks again
If you want to, you can:
Join my DISCORD server to stay up to date with latest early update previews and more
Download my wero mod for GTA 5 as well: https://bit.ly/2QZNO6V
For realism, I recommend using the latest Ped Damage Overhaul mod that has added support for euphoria mods and i also recommend using All Shots Cause Bleedouts mod (or any other blood mod like BloodLust by WhyEm or Center Mass by walrus159). Make sure that the EuphoriaModInstalled value is set to 1 in PDO so you can have the best experience possible
and much much more that gives the game a more satisfying feel when killing enemies or falling and rolling
How to install this mod into your game
Just drag and drop the WERO folder in your LML folder. IF the mod doesn't work, make sure you have the latest ScriptHook, ASI Loader by Lenny and a properly installed LML. Make sure you don't have any other mods that have the physicstasks.ymt file.
REQUIRED: LENNY'S MOD LOADER & SCRIPT HOOK
Hope you enjoy this mod!
Thanks to all my Patreon supporters for participating in making this mod better and better:
Jack Fisher
Myles Brown
Catfish
Ole Kristian Tveit
AidenNapalm
Sloot.
Julien Lecleire
UAEXAE
Prodigii
Abizhey
Joe Ray
Roy Luo
NotBatman
joel Davey
Madoks Filek
Pokker-Gamer
El Morty
martin gustafsson
Fer Bueno
Ta'Quan Anthony
Miguel Lefebvre-Sabourin
Rex._.
Tim Tran
Jason Schaefer
Tristan Darden-Lawrence
Braylan
Stephen Killam
Abizhey
Like what I do?
Consider supporting me on Patreon!
- 75,769 Downloads
- 298090 Views
- 6.02 MB File Size
- 30 Comments
VolaticWolf in MiscUpdated -
Best TAA and Visual Effects is intended primarily for players who play the game with an upscale of 1.5, 1.75 or higher (in the game settings) Also works great using DSR and DLDSR technologies. Or use real 2k/4k monitors!
Big update v.1.6.0 Changes below:
✔️Reflections from water have been reworked (now objects are reflected more clearly: trees, hills, houses).
✔️Improved glare from water (especially at night).
✔️Improved SSDO screen space occlusion (SSAO).
✔️Other minor improvements.
✔️Still the same vanilla performance, without loss of FPS. 💪🏋💯
Big update v.1.5.0 Changes below:
✔️Added terrain tessellation.
✔️Improved water glare, foam and its physical behavior.
✔️Other small improvements.
Big update v.1.3.0 Changes below:
✔️Now the best volumetric reflections from clouds.
✔️Improved tessellation of water surface.
✔️Thanks to: Cazanu We now have an incredibly beautiful Milky Way constellation, which I included in this update. Now in the Wild West there are stunningly beautiful nights in 8k resolution!
✔️Improved the quality of all reflections from water and puddles.
✔️Water glare has been adjusted.
✔️Improved foam near the ocean shores.
Advantages:
✔️FPS + -absolutely the same as in the stock version of the game (But the difference is calasal)
✔️The mod is fully compatible with the mod: "Visual Redemption" https://www.razedmods.com/red-dead-redemption-ii by Razed. You should simply delete the "visualsettings.dat" file from the "Visual_Redemption" folder in your LML directory.
✔️This TAA fix is equal in quality to anti-aliasing: MSAA 2x. At the same time, it is much more productive!
✔️Higher rendering of objects at all distances in the game
✔️Trees now have more volume
✔️Higher terrain detail
✔️Very flexible TAA sharpening scale (If you want a less sharp image, you should decrease TAA sharpness)
✔️Better detail for pedestrians and animals
✔️People and horses now spawn at long distances
✔️Grass quality at all distances in the game has a clearer outline
Now you no longer need texture packs with high-poly objects that will cause frame rate drops when using a not-so- expensive graphics card, or have texture loading before your eyes! I also recommend you use my free ReShade Preset:
Through extensive testing and tweaking, I was able to increase the draw distance of objects, especially trees. Also the distance of the appearance of pedestrians, horses and other objects at a greater distance. If you're playing on PC, remember that people and animals used to be downloaded over long distances, with the latest Rockstar updates, this thing is broken. This add-on will help solve the problem.
Attention! This assembly is an early version and may have some bugs, treat it with understanding!
WARNING: 👇The screenshots use my own preset for ReShade: "Red Dead Vision", details on my server 👇
Subscribe to my Discord server: https://discord.gg/BbavTG7 to follow and stay updated!
Flaws:
❌Some people may find these settings too sharp (However, people who like a clear picture and know how to play with scaling will be delighted with the detail)
INSTALLATION METHOD:
unpack the entire contents of the archive into the"lml"folder.
WARNING: At the start of the game, you should have an option on the tab: "TAA Antialiasing"set to"High".
If you already have a file: "visualsettings.dat" in the LML package, then the mod may not work! Therefore, before installation, you need to delete the file with the same name.
Buddy, if you like these settings, leave your approval and your vote!
You can leave your wishes in the comments 🙂
- 24,589 Downloads
- 126334 Views
- 108.85 kB File Size
- 13 Comments
Updated -
Hello everyone!
Prolog
This Mod is bringing back some cineastic and diversified euphoria ragdoll shot reactions which R* did not consider necessary to implement since they think that the euphoria engine is a feature that "costs more time and money and players dont notice it"...
A really sad attitude and absolutely wrong in every way!!!!
The fact that youtubers these days making successfully videos about
ragdoll showcases from a game which was released 2010, speaks for itself...
When the most people talking about realism in Euphoria driven games, most of them actually mean "authentic" motions. And that was what Rockstar Games aimed for in GTA4, Red dead Redemption (2010) and MaxPayne 3. It wasnt realistic in a way that NPCs immediately fell lifeless to the ground after you shot them, but the motions the NPC was performing were really authentic, believable and movie-like for each genre the game was set in. Since GTA5 this feature is missed.
Cineastic Euphoria Ragdoll Rework (C.E.R.R)
This mod is inspired by the great and "evergreen" Red Dead Redemption from 2010 and other classic western movies!
Unfortunately its really hard to recreate this great shooting
experience from RDR1 by just watching videos and playing the game, thats
why I started studying the euphoria behaviours and parameters to create
something that maybe go in the "right direction" and would reach a kind
of the old R* standards of Euphoria ragdoll physics...
This mod is bringing you new and diversified gunshot reactions, for each weapon and also ammo type (revolver, pistol, shotgun, bow and so on)
NPCs behaving differently when shot depending on each weapon, ammo and hit zone!
I also implemented a range of random varieties to certain shot behaviors.
Some of the features:
- The reactions are inspired by the original Red Dead Redemption (2010) and classic western movies (Tombstone, A Fistful of Dollars, The Good, the Bad and the Ugly, and so on)
- All modded Euphoria tasks have been rebuilt from the ground up to match the motions
- All own created reactions containing those classic and "alive" looking authentic euphoria features like they were before GTA5 was released
- NPCs reacting longer to shots without collapsing
- Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
- Almost each weapon and its ammo type has its own reactions (Normal ammo, express, splitpoint, different arrows, slug, fire ammo)
- NPCs start writhing in flames instead of simply falling down when you shoot them with a fire arrow
- NPCs stay active and more life like on the ground
- A Lowered stiffness to create more "fluid" motions to match that "satisfying" feeling, people know from GTA4, RDR1 and MP3
- And more!
Feel free to post your feedback in the comments/review section 🙂
I hope you enjoy the mod!
A special thanks goes to SyntheticOutlaw for giving me that great start into this kind of modding!
Please see Installation.txt for installation instructions!
This mod is 100% compatible to Red Dead Offline! -> Its really awesome. If you dont have it yet, I relly recommend to check it out!
This mod is also 100% compatible to PDO! (Go to the .ini and set "EuphoriaModInstalled = 1")
In case you want to make other mods compatible which are also using the weapons.ymt file, you will need to merge all changes from the other weapon.ymt (from the other mod) into the weapons.ymt file from C.E.R.R. There are a lot of euphoria related changes in the weapons.ymt file from C.E.R.R so its less work to use this file as a base. Each section which contains changes, is marked with a comment which contains "C.E.R.R REDONE". I also marked all explicit changes with a comment which contains "CERR" (without dots between the letters to make it easy to find). Ive done this only in the weapon section "Cattleman Revolver Single" but its a repeating pattern for all other weapon sections. Just keep all values marked in the "Cattleman Revolver Single" section also in all other weapon sections to keep the C.E.R.R adjustments properly.
Just download Notepad++ and download the "Compare" and the "XML Tools" plugin.
With these plugins, you can collapse all sections by pressing "ALT+0". This makes it easier to keep track of things.
All changes are done only in:
<CWeaponInfoBlob> -> <Infos> -> <Item type="CAmmoInfo"> and <Item type="CWeaponInfo">
By using the compare function, you can compare both files to see the differences and what to take over. After you did this, just copy the changes of the other mod to the weapons.ymt file from C.E.R.R.
I also warmly welcome any creator to make their mods compatible with C.E.R.R!
Have fun!
Other media:
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Thirst and hunger cores for the horse. Similar to a mod Horses Needs that was made by bolmin70.
For the horse to drink leave it in a water source or near a trough. If the water is too deep the horse will not drink.
To make it eat leave it near a haystack. Outside of towns the horse will also graze on grass. By default eating hay will restore hunger core much faster than eating grass. Running and sprinting will make the cores drop much faster.
When one of the cores reaches zero health and stamina will start dropping, speed will be limited and the horse will start falling to the ground. Details can be adjusted in the ThirstyHorse.ini file.
For installation put ThirstyHorse folder, lml folder and ThirstyHorse.asi file inside main rdr2 folder.
Thirst and Hunger cores version:
-drinking will restore thirst core and stamina
-eating will restore hunger core and health
-resting will restore and overpower stamina and health
No added cores version:
-drinking will restore and overpower stamina
-eating hay will will restore and overpower health
-eating grass will restore health
-resting will restore stamina
Version 1.1:
- fixed whistling not working correctly
- the horse staying in the water is now optional (select in the .ini)
- the horse will go to the water itself when near it if thirsty (rivers and similar water sources)
Version 1.2:
-adjusted horse distances to troughs
-fixed horse falling when running the game for the first time
-fixed feeding horse from inventory sometimes not working
-cores are now hidden if filled above 50% (adjustable in the .ini)
-added resting ability to the horse (only works on active horse)
Version 1.3:
-fixed core flickering
-added .ini option to disable the mod when playing minigames
-added .ini option to change core width and height
Version 1.3.1:
-fixed food core size not changing
Version 1.4:
-fixed the horse not eating and drinking after reaching the epilogue
-max drinking depth is now adjustable in the .ini
-disabled temporary horse core drain
-added Language.dat file for prompt renaming
Version 1.5:
-multiple horses can now eat and drink at the same time (including horses from peds in your group)
-each horse now has its own values (before core values were shared between same horse type)
-when eating grass thirst core can now be replenished
-inventory feeding can be set not to replenish stamina and health core
-after a certain player distance from the horse, the cores will stop dropping
Version 1.6:
-fixed temporary horse falling to the ground
No cores version:
Version 1.1:
-fixed the horse not eating and drinking after reaching the epilogue
-max drinking depth is now adjustable in the .ini
-added Language.dat file for prompt renaming
- fixed left key reducing health and stamina
- 5,846 Downloads
- 46748 Views
- 3.88 MB File Size
- 11 Comments
Updated -
A mod that changes some of the textures and models of the cowboy outfit, making it more accurate to the Red Dead Redemption Cowboy outfit.
Compatible with the John Marston Restoration Project.
Installation:
Download the latest version of Lenny's Mod Loader and put the folder "LML" in the game's directory.
- 17,669 Downloads
- 341688 Views
- 92.76 MB File Size
- 5 Comments
Updated -
This removes the online button from the pause menu, that is what this mod does!
- 5,686 Downloads
- 22329 Views
- 2.44 kB File Size
WesternGamer in MiscUpdated -
This mod is a teamwork of @fitfondue and @HughJanus.
The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!
Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).
OVERVIEW
This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.
IMPORTANT KEYS (for toggling effects)
These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):
F9 - Toggling the mod on/off (the mod is enabled by default). F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States". F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions). F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.
FEATURES
Here is a quick overview of the most important features:
First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂
Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.
This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.
Light version:
NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.). When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss. NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.). There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time. NPCs burn alive for longer when set on fire. There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards). NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents. For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.
Standard version:
The same features as in the light version apply as well as the following additions: NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges). NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore). You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should). NPCs are less accurate shots and their accuracy declines along with their health. Arm and leg shots do less damage to NPCs. All NPCs can be disarmed (yes, even lawmen). Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.
Overhaul version:
The same features as in the standard version apply as well as the following additions: Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options. Cores will be fully drained after death. Additional 25% of money lost after death.
We hope that you have as much fun with this mod as we have creating and improving it!
INSTALLATION
Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/ Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is). If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents). In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences). Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go. Start the game and have fun! While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).
TWEAKING
In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.
There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).
Examples:
To turn off the bleeding feature: set BleedWhenDying to 0 To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0 To turn off the dying state features: set DyingStateChance to 0
If you want to disable a feature which is based on chance, just set the chance value to 0.
Examples:
To turn off the knocking the wind out of your opponents: set KnockbackChance to 0 To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0 To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0
There are also many other features that can be activated in the ini - here are some examples:
LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary) NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)
The ini is full of values for those wanting to experiment a little.
One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.
KNOWN "ISSUES" (they are not real issues)
The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you). When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.
The source code of Ped Damage Overhaul can be found here:
https://github.com/HJHughJanus/PedDamageOverhaulRDR2
If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.
C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:
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Replaces holster / unholster animations for the right holster and the knife sheath when sitting on a horse or when standing in cover.
Also affects holstering/un-holstering on coaches but its a bit wonky there.
Requires Lennys Mod Loader. For installation put the Holstering animation folder inside lml folder.
Version 1.1: -Replaced holster animations for shortarms when crouched behind cover
Version 1.2: -Replaced holster animations for longarms when behind cover
-Character will not holster longarms if its holding it in a hand before mounting a horse(when character is running)
-Character will not holster longarms if its holding it in a hand before getting on a stagecoach (does not work on a few wagons)
Version 1.2.1: - fixed weapon wheel not appearing after picking up long arms
Version 1.2.2: - fixed character holstering weapons when dismounting from a horse
- 22,009 Downloads
- 107446 Views
- 3.09 MB File Size
- 1 Comments
Updated -
Version 1.0
Requires: Community Script Hook RDR2 .NET V2
Description: A simple script to slow the game down whilst playing and vice versa.
Usage: 1) Install Community Script Hook RDR2 .NET V2
2) Place all files in the zip into Red Read Redemption 2/Scripts
Default keybind is 'Y', default timescale of the mod is 0.40.
Keybind and TimeScale can be changed in Config.xml, as well as:
F3 lets you change the timescale. Enter a floating point (e.g 0.2, 0.3, 0.80)
F4 lets you change the bind. Refer to (Microsoft Key Code) for keycodes. 'Y' works, as does '89', which is also Y.
SSM.zip
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Makes weapons holster / unholster 50%, 25% or 10% faster. You can increase or decrease the speed by editing these lines in weapontasks.ymt file:
Line 91 - when standing or on a horse
Line 95 - when crouched in cover
Line 101 - when standing in cover
Line 104 - when crouching
Requires Lennys Mod Loader. For installation put the Faster Holstering Unholstering folder inside lml folder.
- 11,845 Downloads
- 58524 Views
- 8.38 kB File Size
Updated