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RDR2 Mods Discussion

An open discussion forum for any and all talk about modding RDR2 on PC.

  1. So I was going to get back into modding since Script Hook and everything else has been updated but my convert_assets.bat file to convert GTA textures is not working anymore, anyone has an idea as to why or has the same problem?

    • 0 replies
    • 1.2k views
  2. Started by rhuaranga,

    Hello. In the camp there are some icons that are related to the supply of food, ammunition and medicine. When it comes to food, when I don't bring them anything for several days the icon turns red and the other gang members call out to me to bring food. This is fine, but I wish there was a greater consequence, because after they call my attention nothing happens, everything remains the same. Has anyone made any changes to it? Some ideas come to mind: that my health is affected, that the health of the band members is affected, that they get sick due to lack of food, etc. Does anyone have any idea what files I have to modify?

    • 2 replies
    • 1.3k views
  3. Hello, how can I delete from my wardrobe some purchased clothing items that I do not use? For example, I want to remove a hat or coat that I don't want. I have Rampage trainer installed but I haven't found the option to do it.

    • 0 replies
    • 3.1k views
  4. Hey guys, recently finished my first RDR2 playthrough and was really happy to finish the challenge grind and unlock the rewards. Love the LOTE outfit at the end of the game but I was really disappointed to find out that the climate resistance bonus is pretty broken. The temperature resistance no longer works if you change anything about the outfit. Although I would like the ability to accessorize the outfit without ruining the bonus, I don't really care about that. However, the bonus is broken by the player equipping a bandana, which unequips the scarf and is really annoying overall. Could anyone more skilled at RDR2 modding help with a fix? I don'…

    • 0 replies
    • 1.3k views
  5. Started by Redharlow2614,

    Haveing a NativeUI for script hook rdr dot net would be useful and was wondering if this is possible and if someone would be willing to do it...

  6. Started by sahider,

    Hello Is there a mod where you can disable the primary holster and only use the off hand holster?

  7. The Red Dead Online offers various recipes of stew available when you purchase stew pot, makes me wonder if there's a way to replace the cosmetics of Pearson stew in Single Player. Just thought it'd be great if camp folks don't have to eat the same thing everyday.

    • 0 replies
    • 1.5k views
  8. Hello modding friends, considering I have no experience or idea what I am doing, I would like to reduce and raise my characters sweat level. I found this function but idk how to use it : So can anyone give an advice and tell me how I can do that ingame or with a script?

  9. Started by M8T,

    Hello. I have noticed that World.Player.Wantedlevel does not actually do anything no matter what you set it to. I looked for native hashes but couldn't find any related to setting if the player is wanted or not. How can I make the player wanted?

    • 2 replies
    • 951 views
  10. Started by UMebius,

    God I DEFINITELY didn't have the other coffee mod in mind when I first goggled this. But anyway yea I always thought its a shame Arthur had to threw away his cup of coffee after only 3 sips.

    • 0 replies
    • 1.1k views
  11. Started by Gacsam,

    Hi, I've been working on a mod and I'm almost there, but I've gotten stuck on prompts and got no clue how to fix it up. I am using the ScriptHookRDRNetAPI. I'd really appreciate if someone could look over and point out where the issue lies. Some notes to narrow down the issue: Function.Call<string>(Hash._CREATE_VAR_STRING is where I think the issue lies but that's just assumption. _CREATE_VAR_STRING in NativeDB is shown as a const char*, but: const char* gives an error: char* cannot be declared as a const (commented out) Function.Call<char*> gives an error: char* cannot be used as an argument (commented out) changing stri…

  12. Unfortunalely Im not that familiar with the game files in a way to edit internal game mechanics (except for euphoria stuff and a little bit of the weapons stuff). Maybe a more skilled/talented user could do this easily in no time (I know that there are some extreme pro`s outhere 😄 ) My suggestion: A mod which lets lawman on horses behave like they did in RDR1 when chasing you. In detail: No more horse drive by when you are in combat AND on the ground. If they can see you (your position is known and you are in active combat and you are NOT on your horse) AND coming to shoot you down, they get off the horse at a distance of about 20 - 30 meters (away from your po…

  13. Started by sahider,

    Hey. Is it possible to make a mod that will make bruises and scars last way longer like it would in real life?

    • 0 replies
    • 1.5k views
  14. This is a missable event that is only available between Chapters 2-4. The difficulty is, it's very rare and difficult to trigger, so you either need to get lucky or grind for days, weeks, maybe even months, riding about the Heartlands waiting for it to happen. This is really, really annoying if you're doing a completionist run (like myself). It would be amazing if someone can make a mod that makes it much, much more common - to the point of it being all but guarenteed. I've looked through the RDR2 files in OpenIV but I am very new to modding and couldn't find much, so it would be great if someone else could give it a go. Thank you for reading.

  15. At 122 hours it appears that sadly, unlike RDR1, once you've completed each random event they will never happen again (i.e you'll never get jumped on the same bridge twice). I have the ambient gang mod installed and the optional attack-on-sight addon but it would be cool if there was some way to integrate it with the pre-existing system bounty hunters coming for you use where they can spawn anywhere at any time in a posse and hold you up/attack you. Instead of being taken in you get robbed unless they just straight up kill you. It would also be cool if they would rob random NPC's too and you could intervene. RDR1 felt more alive because things like this existed.

    • 0 replies
    • 2.7k views
  16. Started by Johnny1999,

    Is there a way to prevent TAA from resetting to high upon every launch of the game? Like a hex edit of the main executable or something? This seemed like it would be something easy to fix, but apparently it's not.

  17. I am curious on how to decompile native functions. I tried finding the native functions in Ghidra (A binary decompiler), but was unsuccessful. Does anyone know of a tutorial to do this or are able to give me instructions to do so? I tried looking in Google search but was unsucessful.

  18. Started by KipThorne,

    I'm using No Hitmarkers, a mod that removes the X marker when hitting or killing an NPC for better immersion. However, the game always shows the dead eye gain (small notification at the right side of the screen like +1, +3...) so I know when I kill somebody even without the X marker. I tried to set unlimited dead eye with Rampage trainer or disable some ingame settings (works but also disable keys notifications) but the game still shows dead eye gain. I came to the fact that it isn't possible without modding. So I'm ready to start my first mod ever but I'm completely new here. I guess it's quite simple because I want to do the same thing as No Hitmarkers mod : changing a …

    • 2 replies
    • 5k views
  19. Started by glazer,

    Can someone explain how I might learn to mod map features in RDR2? I'm interested in making hills, rivers, mountains etc. in the out of bounds areas of the game and I would like a place to start. I understand there's no terrain editor built into Lampbda's map editor tool. I use plenty of RDR2 mods but I'm a complete beginner when it comes to creating them. Thank you in advance!

    • 0 replies
    • 996 views
  20. So im trying to edit the special miracle tonic to change level 2 stats to level 3 stats. The effectids are in hash so im just wondering if i can find the text versions. Edit: Im editing the catalog_sp.ymt

  21. Does anyone know if there's a mod to get this gunbelt? I was scrolling through the model changer and found FAMOUS_GUNSLINGER_04, didn't think much of it (I thought it was Calloway) but then I discovered this guy with some badass holsters. Is there any mod for these holsters or is anyone currently making a mod for this? Please let me know if you are.

  22. i want to get mickey holsters on arthur this can be done somehow with the help of the rampage trainer

  23. hey friends 🙂 recently I've noticed that when I add LML to my game, it runs horribly, like, we're talking 10 fps drops and stutters all the time, my rig can run it because well, I have 24 gigs of ram, an rtx 2060 SC and a ryzen 5 5600g, and when I remove LML completely from my game, it goes back to normal, thing is, I want to play this game with the amazing content this community has made for this game, so any help is appreciated, thank you in advance from the bottom of my heart! the mods that I use are, WhyEms DLC, gun tricks, duels, and no invisible snipers, that's it, aside from the obvious stuff like ASI loader and stuff alike like Rampage.

  24. Started by grumpypoo,

    Is anyone aware of how to save a game via the natives? I've looked into SAVE::SAVEGAME_SAVE_SP(hash savetype) Here are the hashes https://alloc8or.re/rdr3/doc/enums/eSavegameType.txt SAVE::SAVEGAME_SAVE_MP(has savetype) I figure this is for MP, but you never know I also tried calling these native's by their hash - still nothing.

      • Thanks
      • Like
    • 2 replies
    • 1.7k views

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