114 files
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FEATURES
Crimes
1. Minor crimes are disabled, lawmen now ignores you commiting minor crimes
2. Wilderness is now completely lawless, you can commit whatever crimes without getting wanted
3. Train robbery is no longer an instant wanted
Bounty Hunter
1. Reduced the chance for dogs to accompany bounty hunters
2. U.S Marshall (level 4) and Pinkerton Agent (level 5/max bounty) will now hunt you down once you incurred enough bounty
Witness
1. Witness Is now limited to 1. Once you stop them, there will be cooldown before another witness appear
2. Disabled witness in the wilderness
AI
1. Lawmen are much more skilled and competent
2. Pinkerton are no longer aimbots
3. Improved Saint Denis and Blackwater Police AI
4. Altered Gang behaviour, each gang now has different combat behaviour
5. NPC will no longer accuse you of following them
Dispatch
1. Respawning rider and wagon is now disabled, killing all lawmen will end pursuit
2. Completely reworked Saint Denis and Blackwater Dispatch. US Marshall (and Pinkertons in Saint Denis) will be dispatched in the final wave
3. Pinkertons now specifically uses elite horses
4. Wapiti Warriors will be dispatched in Ambarino and US Army will be dispatched in Cumberland Forest (Currently can only be seen by forcing wanted using Rampage)
5. Reduced the wanted circle size during initial and stage 1 wanted
Loadout and Health
1. Slightly Increased Lawmen health
2. Dispatched Lawmen carries rifles and shotgun
3. Pinkerton and US Marshall will carry pistol as their sidearms
4. Lawmen guns are always clean
5. NPC's carries different revolvers
6. Saint Denis and Blackwater police carry pistol as their sidearms
Project NA Compability [OPTIONAL]
1. Restores Law and Order to Armadillo
2. Rebalanced Armadillo Law, no respawning riders
TO INSTALL
put crime_law folder into LML Folder. requires Lenny Mod Loader to be installed.
If you wish to use Project NA compatible version, replace the dispatch.meta
Exclusive to rdr2mods.com & nexusmods.com. Any upload not on these sites is STOLEN and may contain viruses, be outdated and should be avoided.
Discord Server
If you have any question, feel free to join the discord server
https://discord.gg/Rhyz9445
Credit
Blackjack Colver Voltaire
GameRoll
Modifiver
Natsu
SgtJoe
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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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Blood textures replacement that i think fits better with alot more variations of splatters and blood pools,Tarantino style.
drop the folder into "Red Dead Redemption 2\lml"
use High Velocity ammo for more blood splatter specially on the walls,because the bullet goes trough
In order to play with Bloodlust wich is very recommended you need to delete "blooddecal" folder from Bloodlust or my mod wont work as intended.
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This is my edited Ist.ini file for Lenny's Simple Trainer !
I added everthing i have found here: www.mod-rdr.com/wiki/pages/ and everything what's added from other users there.
Whats inside the file:
- Full Charakters list
- Full Peds list
- Full Weapons list
- Full Horses list
- Full Vehicles list
- Many Teleport Locations (inclusive some "Out Of Map" - you should have at least a fly mod for proper use.)
- Many Actions (like drinking coffee)
Known issues:
- Because of RDR2 updates, the mod can cause unwanted behavior to the game, expect random crashes and or being stuck somehow
- Spawned legendarys will be not recognized as legendarys. You will get perfect pelts/skin only.
Installation:
- Install Lenny's Simple Trainer and everything mentioned there
- Drag the Ist.ini in your Red Dead Redemption 2 root folder
Credits: LMS for Lenny's Simple Trainer,
NetSSH for his actions list
- 88,801 Downloads
- 361958 Views
- 183.42 kB File Size
- 96 Comments
Aaskereija in MiscUpdated -
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
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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!
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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.- 53,890 Downloads
- 324032 Views
- 27.04 MB File Size
- 34 Comments
Updated -
This mod skips the legal menu and the main menu and puts you directly into story mode. Since this mod tells the game to replace certain files, Red Dead Online is disabled when you install this mod to prevent the risk of being banned due to modified game files. Any attempt to connect to Red Dead Online will redirect you to story mode. Attempting to open the online menu in the pause menu will cause you to get softlocked.
NOTE: When the loading bar disappears, you will be on a black screen for a few seconds. The game is waiting for social club to sign you in. Story mode will start loading when you sign in.
Installation:
1. Download the zip file from the downloads page.
2. Extract the x64 folder in the zip file.
3. Put the x64 folder in your game directory.
4. The file explorer will say that there is a x64 folder in the game directory and if you want to merge the folder.
5. Click yes.
6. Done!
NOTE: The rockstar launcher may show a scary warning saying that there are modified files and that you may get banned for using online services with the modified files. Don't worry, this mod blocks you from going into online mode.
Uninstallation:
1. Go to your game directory.
2. Open the x64 folder
3. Delete the main_and_legal_menu_skip_data folder.
4. Open the data folder
5. Delete the startup.meta file.
6. Done!
Components:
These files can be found in x64/main_and_legal_menu_skip_data in the game directory.
legal_screen_patch.ymt - This skips the legal screen. Delete this file if you want to disable this. main_menu_patch.ymt - This skips the main menu and enables protections that prevent you from going online. Delete this file if you want to disable this.
Disclaimer:
I am not responsible if you get banned online for using this mod with protections that prevent you from going online being disabled in any way.
- 43,217 Downloads
- 300163 Views
- 2.26 kB File Size
- 10 Comments
WesternGamer in MiscUpdated -
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
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- 75,842 Downloads
- 298391 Views
- 6.02 MB File Size
- 30 Comments
VolaticWolf in MiscUpdated -
This mod makes the nights darker and more realistic. It also gets rid of the vignette effect.
There are 3 files.
Darker = Very dark (Like the screenshots)
Light = Slightly brighter
Lighter = Even more bright but still much darker than vanilla
Install:
Extract and place the 'dark_nights' folder into 'lml' folder.
Lenny's Mod Loader is required!
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This mod removes the sound effect played whenever you lose honor, for example, after killing someone.
This mod requires Lenny's Mod Loader. To install drag and drop the 'No Honor Loss Sound' folder inside your lml folder.
- 740 Downloads
- 203378 Views
- 46.93 MB File Size
- 1 Comments
generatedmax in MiscUpdated -
This mod removes the whistle sound effect used by the police in Saint Denis when you are wanted.
This mod requires Lenny's Mod Loader. To install drag and drop the 'No Police Whistle Sound' folder inside your lml folder.
- 206 Downloads
- 194706 Views
- 2.19 kB File Size
generatedmax in MiscUpdated -
If you liked my other mod "all shots cause bleedouts", then you'll like this too.
From The makers of "All Shots Cause Bleedouts"
This mod gives combat way more realism. There are 3 options to choose from, including :
lower bullet force
lower bullet force + peds dont get up instantly after being shot
%100 bleedout chance (every shot will cause a bleedout)
Gut shots (inflicts huge pain realistically, so when you shoot a ped in the gut, they will hold their guts for a second and collapse.)
Requires LML.
again, huge thanks to morrigan.
and, no, npcs dont bleedout from their arms or legs, and headshots are still an insta kill.
WARNING : ONLY CHOOSE EITHER THE FILE NAMED "lower_bullet_force_and_reaction_delay" OR "lower_bullet_force" YOU CAN NOT INSTALL BOTH AS THEY USE THE SAME FILE.
THE DIFFERENCE BETWEEN THEM IS THAT lower_bullet_force_and_reaction_delay CAUSES PEDS TO NOT GET UP INSTANTLY AFTER BEING SHOT.
- 39,146 Downloads
- 193082 Views
- 220.1 kB File Size
- 8 Comments
Professor2 in MiscUpdated -
[REQUIRES LENNY MOD LOADER]
Gang Territories:
Lemoyne Raiders - Scarlett Meadows and Bayou NWA, can be seen driving wagon loaded with dynamite or gatling wagon Wapiti Warriors - Ambarino and the West Laramie - Big Valley and Heartlands O'Driscolls - Big Valley and Heartland, rarely appear inside Valentine Saloon. Can be seen driving wagons Del Lobos - New Austin and sometimes in Heartland U.S Army - Cumberland Forest and Grizzlies. Can be seen driving supply wagon or warwagon The Grays - Scarlett Meadows Murfree Broods - Roanoke Ridge Skinner Bros -Tall Trees Bronte Goons - Saint Denis Walton Gang - New Austin, may appear in Armadillo Saloon Bollard Twins - New Austin Williamson Gang - New Austin Treasure Hunters - New Austin Dutch Gang - Tall Trees and Great Plains Night Folks - Rarely across Bayou NWA
RDR Gang Addon:
Added the 5 gangs from the original RDRI Added RDR Bill, Javier and Dutch as new peds, both as NPC and Playable (Playable version has working deadeye and fixed reloading) RDR Bill can be spawned by spawning 'BILL_LEADER' for NPC, 'PC_BILL' for Playable on Rampage custom input RDR Dutch can be spawned by spawning 'DUTCH_LEADER' for NPC, 'PC_DUTCH' for Playable on Rampage custom input RDR Javier can be spawned by spawning 'JAVIER_BANDITO' for NPC, 'PC_JAVIER' for Playable on Rampage custom input Added new outfit variations for RDR Dutch, Bill, and Javier
New Gang Hideout:
Thieves Landing - Populated by Bollard Twins Twin Rocks - Populated by Walton Gang Pikes Basin - Populated by Bollard Twins (Requires Project NA) Removed Del Lobos from Twin Rocks and Thieves Landing (credit to SgtJoe for the script) Pleasance House - Populated by Walton Gang Colter - Populated by Outlaws (This will cause issue with Chapter 1, remove Colter.ymt when starting a new game)
Quality of Life Changes:
Gangs will attack any other gangs that cross their path Special ammo can now be looted from enemy gang and lawmen Increased Del Lobos loot value Added unique names for Laramie Gang, Bronte Goons, Wapiti Warriors, US Marshall, and Saint Denis & Blackwater Police Added Poachers from Online Female riders may rarely spawn Added African-American Gang which was originally mission exclusive NPC Added high-class NPC as Saint Denis stagecoach passengers Added stagecoaches around New Austin Enemy gang will attack you on sight [OPTIONAL] {REDACTED}
Compability:
More Perfect Animals John Marston Animation Overhaul, credit to Dick Hertz
To Install
Copy Ambient Gang - RDR Gang folder to lml
To install Compatible File, simply replace the conflicting file
To install New Gang Hideout, Copy the .ymt files to scenario folder, and copy the .asi script into script folder or the game directory
- 51,082 Downloads
- 187084 Views
- 538.66 kB File Size
- 18 Comments
Blackjack420 in MiscUpdated -
I present to your attention Ultra-realistic preset with ideal colors and white balance. Designed for powerful PC.
1) Differs in the highest detail
2) Working HDR
3) Correct color correction and white balance
4) Realistic sunrises and sunsets
5) The color of the sky has become more correct
6) Clouds are now more pronounced
7) Improved glare from surfaces (stones, water, roofs of buildings)
9) Lighting from lamps, fire and other light sources now looks more realistic and correct. A soft light appeared.
10) Improved shadow effects
Be sure to follow the last two points, otherwise you will have an oversaturated picture!
1) The color profile must be in the video adapter settings: sRGB IEC61966-2.1 or Apple RGB (color management).
2) On the NVIDIA Control Panel, Modify Settings tab, the Output Dynamic Range must be set to Limited
Attention: for a perfect picture in the game itself, "Scaling" from 1.5 to 2.0 must be enabled (depending on your video card). Alternatively, you can use native 2k or 4k resolution. Also in the settings, it is desirable to set the maximum volumetric effects and geometry!
Designed exclusively for high performance computers!
My Discord: https://discord.gg/BbavTG7
Buddy, if you liked my preset, leave your approval and your voice! You can leave your wishes in the comments 🙂
- 28,369 Downloads
- 186290 Views
- 39.02 kB File Size
- 6 Comments
Updated -
All items unlocked and purchasable
Now fully compatible with Red Dead Offline! Make sure this mod overrides Red Dead Offline and you'll be good to go. Without Red Dead Offline installed, certain Multiplayer weapons will not be unlocked for purchase, in addition to making me sad that you didn't install it. Get it here!
In this mod, changes are made to the catalog to allow you to buy and and all items without requirements. This is done by manually going through the catalog file and removing the restrictions put on the items that are locked, by adding them all to a custom menu at the Trapper.
In addition, this makes every item always purchasable at Tailors, Newspaper Boys, General Stores, Trappers, Doctors, Pearson and the Bait store. This means that you can unlock items from those stores whenever you want. Newspaper Boys, for example, always sell every single issue of their newspaper, Trappers allow you to purchase the outfit before having crafted all individual pieces, Pearson allows you craft without needing the Crafting Tools from the Ledger, Tailors allow you to purchase all outfits from anywhere, and more. This functionality is intentionally not made available when customizing guns, at stables and at various barber shops, including the Camp Shaving kit. This is to prevent serious bugs from happening.
This adds a custom menu to the Trappers around the world that allows you to buy any item. Adds multiple categories to the menu you can use. The mod adds a dedicated All Items Menu option in which all options are located. Some pages allow you to use Q and E to browse tabs within them. Please note that due to a limitation in the game, the tab indicated (the little circles) stop updating past a certain point, but the menus still work. Items that are normally not available for purchase have been given a purchase price of $0.01, while any item that already had a purchase price has been left untouched and will cost the same.
NEW! In addition to the new custom menu at Trappers, this mod also allows you to sell any item that's located in your satchel by selling them to a Fence. Think documents, key items, unique items, and more. All items that are not intended to be sold will not give you cash for selling them. Any item with an original selling price has been left untouched and will sell for the same everywhere.
IMPORTANT: Purchasing or selling items that are obviously not intended to be used in gameplay either by being cut or not intended to be purchased or sold may have lasting and unforeseen consequences on your save file. I have intentionally left everything in there so that you can have fun experiencing what would happen if you got or removed certain items early, et cetera, but this means there is a very real chance that progression using your save game may be permanently broken. If you are worried about purchasing or selling something that may break your game, do not buy items that are free, are sold for free, have missing text, or display anything weird.
BACK UP YOUR SAVE, YOU HAVE BEEN WARNED!
Installation
Back up your save. There is a very real possibility your save will become damaged by using certain options in the menu. Download and install Lenny's Mod Loader. Make sure it's beta 8 or higher. Extract the downloaded ZIP to the LML folder. Done! Your Red Dead Redemption folder should have a folder LML which contains the all_items_menu folder. Permissions and credits
Feel free to use this mod to learn how to edit the file yourself, but if you do please credit me if you learned something. I don't mind re-uploads of (parts of) this mod, but credits are appreciated. Do not just re-upload the file under any circumstances. Both this version and the one on Nexus will be the only official sources. Do not download the file from anywhere else.
Thanks to @LMS for helping with the creation of the mod. Without them, this mod wouldn't be possible.
Thanks to @bolmin for helping out with the Red Dead Offline mod.
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There are 290 peds in the vanilla game that can't be dismembered,mostly from random encounters and side quests,resulting in incosnistent gameplay.This mod enables dismemberment for all of these peds,no longer will you have to guess if the shotgun will take the head off or not.
-->How to Install
Place the "Dismember Everyone" folder into your lml folder.
Delete the files of the previous version from the stream folder if you have them.
-->Requirements
Script Hook,Lenny's Mod Loader
version.dll asi loader if you're using Ambient Gangs Dismemberment so you don't have rdr1 Bill with invisible pants
-->Known issues:
Dismemberment on a few charaters(included on a list) and camp members(there is a workaround but with trade offs) is buggy with detached neckgore,floating hand and foot mutilation fragments and can't be solved right now because they would need their ped fragment files edited which is not possible with the current tools avalable.
Because I didn't test all outfit variations on all of the 290 peds,if you notice some with outfit glitches that are not on listed let me know,but with the trade off that dismemberment becomes buggy.
You can easily disable the buggy characters by either removing their yft file if it has model glitches or the ymt file if you can't stand buggy dismemberment.
-->Optional dismemberment correction for camp members and others
Now you can enjoy some proper dismemberment on Micah with my optional file for camp members that corrects the dismemberment bugs but results in most of their outfit variations having bugs like wierd arms,bugged clothes etc,a list of broken outfits is included.
You need Ped Damage Overhaul to use Friedly Fire and Rampage(or your trainer of choice) to spawn them and change their outfits and set their health to 100 in the ped database(or in spawner settings check health scale 100)
Also you can choose which camp member you want,you don't really need all of them if you only want a specific one.
-->Ambient Gang Dismemberment
Enables dismemberment for the rdr1 versions of Dutch,Bill and Javier from his mod
-->Undead Nightmare II Dismemberment
Enables dismemberment for the undead peds used by his mod,replace his files with the ones provided when promted,ignore the readme included there as it is outdated.
-->Optional dismemberment for corpses
In case you're using other zombie mods,like the option found in minigames from Rampage
Before you ask,No this will not work on kids,even with the killable script,they already have all gore effects enabled in their files in the vanilla game but are blocked by something else
Special thanks to SergeantJoe for his Ymt Unhasher.
Credit to Blackjack Colver Voltaire and Dick Hertz for giving me the permission to add compatibility for Ambient Gang and Undead Nightmare II.
Changelog:
v2.1
-Changed the installation of the main and optional files to be compatible with LML's ModManager,delete the files of the previous version from the stream folder
-moved the Bathing Ladies yft to optionals as it causes one outfit to be glitched
-added yft file for Meredith to optionals as her outfit bug is funny
-fixed Lenny's yft having wrong name
-added dismemberment for the new rdr1 leader models from Ambient Gang 7.0,removed the previous broken version(somehow the text format became wrong resulting in them being invisible)
v2.0
-Changed how the mod works,it no longer uses metapeds.ymt so compatibility with other mods is improved significantly,instead it uses renamed yft files from metapeds_fragments.rpf,so now you can easily disable the buggy characters by either removing their yft file if it has model glitches or the ymt file if you can't stand buggy dismemberment.
-fixed Eagle Flies's arms
-fixed Meredith's tits clipping :D
-fixed German Mother's hair
-added those to the buggy dismemberment list
v1.2 The Undead Update
-added optional dismemberment for corpses,works especially well with undead/zombie mods
-added dismemberment for the undead peds used by Undead Nightmare II
v1.1
-fixed CS_TinyHermit's model bugs
-fixed CS_CaveHermit's outfit clipping bug
-added them to the buggy dismemberment list
-added CS_Magnifico to the buggy dismemberment list
-added Ambient Gang Compatibility
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An .INI file for Lenny's Simple Trainer, Adds all of the actions, Guns and more Models.
Installation: Go into the Rockstar launcher, Goto settings then click on "Red Dead Redemption 2" Then click on the "OPEN" button next to "View Installation Folder" Once the folder opens drag and drop the file(s) into the folder and either start the game or click "Reload Settings" inside of the menu 🙂
DON'T REPOST ANYWHERE