RDR2 Mods Discussion
An open discussion forum for any and all talk about modding RDR2 on PC.
1,051 topics in this forum
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Note: Due to me being busy, don't expect any help from me. I apologize for this inconvenience. I see that people are having issues installing mods for Red Dead Redemption 2. This troubleshooting guide will help you get your mods working. Thanks to @Entreped for some solutions on this guide. 1. Make sure you are not using a pirated version of the game. Sometimes the files in that version of the game is preventing the asi loader from work properly. Note: There is no support for the pirated version of the game. 2. Check that your Antivirus software is not blocking read/write access. This can prevent mods from workin…
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- 131 replies
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- 6 followers
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Our new NativeDB is now live and available for all to use. This is a project that we've been working on keenly since the game was launched, as we thought that having a proper and fully relational database for native functions would be a massive help for everyone. The NativeDB can be freely edited by registered members, and we hope that everyone finds the enhanced functionality to be useful: Search natives by return type, name or hash. Filter search results by game version and whether or not the native has any comments. WYSIWYG editor for native descriptions, including attachments/images support. Basic code editor to provide co…
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- 11 replies
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Hi, I need a small coordinate change for an existing RDR2 single-player mod (story mode, not RedM). I have a mod that spawns a buyer NPC at a specific farm. I want to move that NPC to Van Horn Trading Post (the run-down building by the dock). What needs to be changed: - Move the spawn/trigger coordinates from the original farm to Van Horn - Keep all dialogue and sell interactions exactly the same Budget: $35 USD. Should be a quick job if you have the source files. DM me if interested. Thanks.
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Features: – Detect hanging victim – NPCs aim + shoot at rope – Rope breaks when hit – INI settings for chance (0–100%) – Toggle on/off Would anyone be interested in making this? I can help test and give feedback.
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I'm familiar with modding similar games, althought new to RDR2 modding in specific. I've followed the tutorials to install Lenny's Mod Loader, I am using the 2021 ASI loader (Most recent would not run ASI files.), aswell as having Scripthook. All my .asi mods in the root folder run fine! So I know that works. Lml is located in my root folder, along with associated files. Mod Manager is located on my desktop and is ran using Administrator, and it is showing all my mods as "Enabled". I also downloaded all mods manually, and placed them in the Lml folder, instead of downloading them via the modloader. HOWEVER! For some, horrible, downright agonizing reason, Lml cannot seem …
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Does somebody now anything about problem regarding the bounty mission with Sadie Adler? i found somebody who had the same issue but saw no real fix to it. The mission works for a while but then i just get a softlock and after that i need to restart the game to continue playing. (Not my video but the exact same issue for me) I tried to remove the trainer i used (Rampage) but that didn't change anything. I read that on the video as a possible solution. Mods i use: Open Interiors Dog Companion Bounties Expansion Contracts Cut Dialogue Restoration and Enhancement First Person Walk Fix Gun…
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- 10 replies
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Sorry for the weird worded title, but this is what i was talking about(below this sentence) Mod Idea / Script Request: Link Rampage Trainer's "Play Speech" to Native AI Interaction Logic Right now, when you use a character changer (like turning into Young Jack or a custom NPC) and use Rampage Trainer's Player > Play Speech soundboard, the audio plays for the player's immersion, but townspeople completely ignore it. I am looking for a script or an extension to Rampage that bridges this gap. When a player selects and triggers an audio line from the "Play Speech" menu, the script should simultaneously fire the game’s native greeting, insult, or combat event trigger code…
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- 583 views
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Are there any mods that allow you to trigger camp events in RDR2? Since I don't play the game in English, I can't really enjoy the event compilation videos made by international creators. I want to experience them in my own game instead. Is it possible to do this with something like the Rampage Trainer?
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I've researched all over about this topic and there doesn't seem to be any solid information anywhere. When changing the model to, for instance, "MP_FEMALE" in RDR2, deadeye ability no longer works. I read online about modifying the metapeds.ymt, but I was lost in this. I tracked down someone on the RDR2 modding discord that provided a modified metapeds.ymt, but I'm unsure how to get it working beyond replacing a metapeds.ymt in my mods files to load it, which I did. When I use the MP_FEMALE model now, my health, stamina, and deadeye cores are locked to 0. This is without any other conflicting mods installed. The person I go…
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I know this sounds dumb, but hear me out. I found a Horse Overhaul Mod that I absolutely love, but I only want to use a few of the coats within the mod. The Mod Creator has stated that they won't tell which .ymt files match to their corresponding .ytd files for individual coats, and that the mod is supposed to be used as an overhaul (You can change every horse in Story Mode, but not specific horses alone). How do you use OpenIV to match a .ymt file with the .ytd file (the horse file that the modded coat will be replacing)? Help urgently needed before I pull all of my hair out
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Hi everyone, im trying to apply the ped overlay in C++ i have read and tried these: Ped Modification and MetaData Overview - Outfits, Assets, Expressions, Shop Items, Overlays, etc - RedM Resource Development / Modding Tutorials - Cfx.re Community rdr3_discoveries/clothes/change_overlays_script.lua at master · femga/rdr3_discoveries · GitHub Heres my code: int componentNum = PED::_GET_NUM_COMPONENTS_IN_PED(playerPed); Hash targetCategory = MISC::GET_HASH_KEY("heads"); int componentIndex = -1; for (int i = 0; i < componentNum; i++) { Any componentCategory = PED::_0x9B90842304C938A7(playerPed, i, 0); //UIUtil::PrintSubtitle("componentCategory " + std::to_strin…
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Okay, I'm posting as a last resort...maybe someone will take pity on me, lol So, after searching high and low for a perfect horse coat mod, I decided to try my hand at making my own. I followed a guide I found on Nexus mods, and I'm so frustrated by this point I'm ready to just call it quits. And I may anyway, lol. There's a serious lack of resources for people wanting to get into modding... I'm wanting to edit a storymode horse. Literally all I want is to add a specific white marking on the DB Turk's face. I found one mod which came super close to what I wanted but they altered the whole color of the horse to make it more red-bay...literally all I want. Is to add a mar…
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こんにちは。MODを使うのは初めてで、まだあまり経験がないのですが、「Exit code 0xc0000374 indicates a fatal game exit (reason: Unknown Error Code)」というエラーが頻繁に表示され、メッセージも表示されないままゲームがクラッシュしてしまいます。 思いつく限りのことは試してみたんですが、どうしても直せません。 どなたか、この問題を解決する方法を教えていただけないでしょうか? あるいは、どのMODが問題を引き起こしているのか特定する方法があれば、そちらも教えていただけると助かります。
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- ambience
- discussion
- issues
- npc
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So after modding RDR2 for about five months (I first started modding it in early August 2023), it has now come to my attention that modding essentially breaks the game engine's ability to properly spawn in NPCs, wildlife, and even trains, in the way the game was intended. Trains rarely if ever spawn in, and if they do, NPCs will be nearly or completely absent from riding as passengers on the train, and the armed guard will be gone who usually stands at the back end of the caboose (only the engineer will be driving the train, but no one else will be present). NPCs will also essentially never be found riding as passengers in stagecoaches or in the back of wagons or riding s…
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- 776 replies
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- 32 followers
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Hey! I'm new to modding RDR2, and I finally have my completed list of mods that I would like to use for my new single-player run. Does the load order matter if I don't see the mod author say it has to go in a specific placement? Is the automatic load order that LML creates fine to leave as-is?
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- 785 views
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Hello, I recently installed the 'needs' mod for RDR2 and some interactions like sitting at a fire, or taking a drink of water, or sleeping, make my game go from 80-90fps down to around 24fps. I uninstalled the mod and the issue disappeared. Is there some file or change I need to make to fix this? Thank you.
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After spending literal hours trying to troubleshoot a mod over an issue that was completely arbitrary, I've taken it upon myself to begin the unofficial RDR2 modding limitation document. This not only has some useful information on how to do stuff but also can be used to troubleshoot if any of your mods aren't working the way they should. RDR2 modding can be a hellhole and while I only just started this I'm allowing you to comment your own finds on the document as well so that we as a community can finally help each other figure out any common issues we're having with our mods. If you leave a comment on the document, be sure to be as precise as possible about what the is…
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I recently moved a couple mods around in my LML load order and ended up causing insane graphical flickering in my game. Clouds and shadows are flickering and reflective surfaces are straight up flashing white. Of course it didn't really start until enough time had passed that I forgot which mods I rearranged... So I'm wondering: before I start swapping everything around again and spend hours trying to figure out wtf is causing this, is there a rule of thumb when arranging load order? Like should euphoria mods be higher or lower on the list than say NPC behavior and spawning changes?
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I have tried redownloading lml, reinstalling asi files and removing my mods one by one as well as files that are origin to the game and nothing works at all ive followed tutorials and at ONE point in the past mods did work i had job mods, rampage and a blood mod but now NOTHING works for me at all i had even started from scratch and redownloaded rdr2 and redownloaded lml and all needed files including scripthooks and nothing works genuinely
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so i have mods installed and everything is attached (should be) and it doesn't know the game is open i need help
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[Commission/Idea] General Store Business – The Ultimate Store Management ModA Deep, Dynamic, and Immersive General Store Owner Experience for RDR2Project OverviewI am looking for a talented modder to create a comprehensive General Store Business mod, expanding on the concept of “Gunsmith Business” but tailored for general stores and pushing the gameplay further, with original mechanics, depth, and replayability. This mod would allow players to fully own, manage, and customize their own general store—dealing with restocking, NPC customers, staff, prices, decor, and dynamic world events. The vision is to deliver a true business simulation within the Wild West, making the pl…
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- 10 replies
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So one day i opened RDR2 it ran fine then i found some new mods to install and then i loaded it up and this fucker appeared right on to me A goddamn revolver spinning endlessly, i tried changing to Vulkan to DX12 in the rockstar folder but it didn't fixed it So any man here knows why? New Information After the loading with the images is done it just turn into this pure pit of darkness plus the music stops too
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- 9 replies
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i try to open the mod loader my mouse does the blue sircling thing and the aplication wont open.
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Hello everyone, I recently installed some mods for Red Dead Redemption 2, but I don’t really understand how to organize them in LML. Some mods are working, while others aren’t (such as Vestigia). I would really appreciate your help.
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