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RDR2 Mods Discussion

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

  1. Started by crossed99,

    Anyone know how to make spawned peds have the greet & insult promts when you target them? I thought it would be this native but didn't seem to do anything on it's own: SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT Thanks!

  2. I followed every step of the instructions to install LML use the Mod Manage - Can start the Game but nothing but Retextures are Loading or if i use things that i put into the root like bankrobbery.asi the game loads into a black screen...

  3. an weird bug I find in game If i use this file (version.dll) I cant execute anyone with machete(all of them either online machete or offline machete that include pirate blade and only happened on machete) by execute I mean hold the machete and run towards to anyone you can tackled them, player will hold the npc on the ground and screen shows left click to execute you click, you get nothing. either E to rob, F to hit, or R to release, nothing. then you need to reload your save just to get out this situation. also you cant interact with any regular beggar (give them money by press that key, I cant remember the key, but this this will not happened on…

  4. Started by rizzle45,

    i play almost only in 1st person mode with a semi hardcore PDO ini, so i have gun reticles turned off for realism, only thing is whenever i use the bow, my aim is all over because of how they designed the bow gameplay to rely on a reticle. what im wondering is if you can have it so the reticle turns on when you aim with the bow, and then turns back off when you stop aiming. i know nothing about coding/modding really so idk if its possible with the tools available but if it is this would be an amazing mod i think

  5. Started by Bumble Bee,

    is there a way to change what anim set certain weapons use? i.e making the cattleman use the navy revolver reload, etc for context, im using a mod that replaces the cattleman model with the navy revolver model, and i'd like to do the same for the animations

  6. The game is set in 1899 yet we only have like 9 breeds and it's such a shame. I love the Dog Companion mod so I think more breeds would pair well with it. I'm a 3D modeler so if any modder is looking for help in that regard, I'd be happy to contribute my skills. Here's a list of breeds that were recognized in this time and aren't in game, I underlined the ones that I think should take priority (based on the time and place): Recognized in 1878 Pointer Spaniels: Clumber, Irish Water, Sussex Setters: English, Gordon, Irish Recognized in 1885 Basset Hound Beagle Bull Terrier Collie (Rough/Smooth) Dachshund Fox Terrier Greyhound Harrier Irish Terrier Mastiff Pug Sain…

  7. Started by cardermartyr,

    Hey so I have another idea for a realism immersion mod; your character can now contrat illnesses! LMK what ya'll think! (details below): Pasted content Of course. Integrating a doctor visit as a core mechanic for curing these severe illnesses is a fantastic addition. It creates a gold sink, a clear gameplay loop, and reinforces the realism. Here is the improved conceptual design and pseudo-code. --- ### **Mod Concept: "The Grim Reality - Sickness" ASI Mod v2.0** **New Feature:** Illnesses can now be diagnosed and treated by doctors in towns (e.g., Saint Denis, Valentine, Blackwater). Treatment costs money and time, and may involve using specific items prescribed by the …

  8. How can you kill camp members or use weapons in restricted areas like the gang camp or the Saint Denis show? I often see clips like this on YouTube — is it possible to do with the RAMPAGE trainer, or is there another method?

  9. Started by duestien,

    I often play free roam with a trainer, going around RP'ing and such. I've noticed that if you play as a NPC character, you'll have way less health, and your character will actually react to getting shot, and use hurt animations while running etc. I was wondering if there was a mod that did this for the player, so that you can't survive 10 shots and such - basically equalizing it, aswell as adding the hurt animations to the player if shot. Cheers

    • 0 replies
    • 688 views
  10. Hello everyone, Im looking for a mod created by cad5150 (i think you now his channel on youtube) for alternate happy ending, where Arthur and Mary get married and all that stuff. I would be really happy) like? its really amazing, and Im struggling to find it) if its necessary to pay for download the mod, I'l be happy to support the creator) Thank you)

  11. Started by kingshawn,

    Hi, I wanted to ask if it’s possible for someone to create a mod like this, but without using Rampage Trainer or Map Editor. Instead, I’d like it to work in a way where the game automatically loads everything — similar to how the Buyable Properties mod works, or something along those lines. Basically, the idea is to have an apartment in Saint Denis that can be accessed without having to manually spawn it each time. Is this doable, and has anyone tried something similar before? To me, this seems easier compared to some other mods, like Project New Austin 1907. Thanks in advance!

  12. Hello, I've seen videos where people have managed to replace Arthurs cutscene models with others that are working and animated. I'd like to learn how to do the same thing, as I'd like to my model in Rampage to work correctly during cutscenes. How is this possible? Thanks.

  13. Started by BarthurMorgan,

    Hey guys, Does anyone have a list of mods that are okay to run during a new playthrough? (Or, if that's shorter, a list that wont work?) I've added a few mods and now the game crashes during certain cutscenes. Would like to start a new story with a few weapon mods mostly and ideally all the red dead online stuff added into the game but not sure which one causes crashes Cheers

  14. Currently having issues where my game will randomly freeze (not crash - audio runs but visuals never update) during various forms of combat: when I shoot an NPC, knife a guard, hogtie a bandit, etc etc. I've tried several different online fixes but nothing's worked. As of this morning it has bled over into the normal game as well. The game worked fine through Chapter I but is now giving issues so I have no idea. Examples that have caused this freeze: >Shooting an NPC with a revolver >Hogtying an NPC during a Sgt. Joe Bank Robbery >Riding my horse southwest of Horseshoe Bend >Using the grooming kit at Horseshoe Bend

  15. Started by seemack,

    I know you guys have probably troubleshooted this mod SO many times, but please help. Anyways, the mod isn't showing up when I go to trapper or hairstylist. I downloaded ScriptHook, Lenny's Mod Loader, Rampage Trainer, Red Dead Offline, Bank Robberies, and I think that's it. Here are some photos of my files.

  16. RDR1 had a blindfire mechanic, it is time for modders to do the same for RDR2.

  17. Started by pbnjade,

    I'm wondering if anyone knows the actual file name for the horse color palette posted here? I'm trying to find it in OpenIV so I can edit the horse coats with gradients in them (ex: Flaxen Roan Tennessee Walker). They list hashes for the horse palettes, but searching those in OpenIV doesn't give me any results, so I imagine I need to know their actual name. Because of how the horse colors are set up, I can't simply choose the colors I want a gradient between; there has to be an existing section in the palette with that set gradient. A bit of an issue for those wanting more fantastical color gradients (me). I can find the actual textures thanks to this guide, but I think e…

    • 0 replies
    • 914 views
  18. For the longest time I have always wanted all of the members of the gang to have a fancy look to them to match Dutch and the way I made Arthur look. Been looking for mods to be able to change the look of the whole gang but its never been what I'm looking for, its mainly time accurate cowboys or other misc. If there is a way to change their look manually through LML or possibly a mod that I am missing I would love to know.

    • 0 replies
    • 789 views
  19. Coming from an old version of the natives.h that still had CREATE_STRING, what is known about how VAR_STRING is used? The first argument is a flag but all the comment says is that the first bit MUST NOT be set and that a value of 0 should be set when "passing a hash". Does the first flag seem to influence anything else? is there a difference whether I pass 2, 10 or 0x7FFFFFFE ? Followup question, if I want to pass a Hash, a hash of what exactly can I even pass to this function, and if I have a valid has, do I just pass it like VAR_STRING(0, myHash) ? Next question: why the template arguments? can I provide more than 3 arguments? if so, what do the additional argument…

  20. Hey guys! I've been thinking about such mod for a long time as I think the game's too easy and death should be more punishing. I like the idea of having to plan your attacks carefully in order not to screw up. And if you die you have to re-gear your character. Could be interesting to experiment with loadouts. Also would be cool to limit the amount of weapons you can bring. Do you know any mods like this? I've been searching around but couldn't find any else the PED overhaul, which removes money. Thanks!

  21. Hello! I'm very new to modding and programming in general. I'm trying to make a spawned ped automatically mount my horse when I mount up. However, I can't seem to get it to work properly. The ped just stands there and does nothing. Sometimes, they mount the horse only after I dismount. Here's the code I'm using: Ped playerPed = PLAYER::PLAYER_PED_ID(); if (PED::IS_PED_ON_MOUNT(playerPed)) { Entity playerHorse = PED::GET_MOUNT(playerPed); if (companionPed && ENTITY::DOES_ENTITY_EXIST(companionPed) && !ENTITY::IS_ENTITY_DEAD(companionPed)) { if (!PED::IS_PED_ON_MOUNT(companionPed) || PED::GET_MOUNT(companionPed) != playerHorse) …

  22. Started by SnowMan509,

    I followed the instructions in the video on how to install LML but now I get the message "One or more LML files could not be found in the game directory. Some features might might not work properly. Error: Missing LML folder in E:\Steam Games\steamapps\common\Red Dead Redemption 2\lml". I've got an LML folder created already so what does this error mean? Update: I changed the lml folder to LML and the above error message has now been replaced with another message telling me that ModManager.core.dll is not in the game folder but it is.

  23. Started by GoulactiX,

    Is it possible to "bring back " that pushing action you could do to npc's ? (Not running into them)

  24. Vector3 GET_COORDS_PLAYER_IS_FREE_AIMING_AT() { Ped player_ped = PLAYER::PLAYER_PED_ID(); Vector3 camPos = CAM::GET_GAMEPLAY_CAM_COORD(); Vector3 camRot = CAM::GET_GAMEPLAY_CAM_ROT(2); Vector3 dir = RotationToDirection(camRot); // Raycast distance float dist = 1000.0f; Vector3 end = { camPos.x + dir.x * dist, camPos.y + dir.y * dist, camPos.z + dir.z * dist }; int handle = SHAPETEST::START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE(camPos.x, camPos.y, camPos.z, end.x, end.y, end.z, 1, player_ped, 7 ); //result BOOL hit = false; Vector3 hitCoords = Vector3(); Vector3 surfaceNormal = Vector3(); Ped entityHit = NULL; SHAPETEST::GET_SHAPE_TEST_RESULT(handle, &hit, &…

    • 0 replies
    • 590 views
  25. vfs.log I've been wondering if the stream files (.ymt, .ydr, etc.) are being loaded. I've been told to check in vfs.log, but I can't find vfs.log. mods.xml In my LML folder, there is a mods.xml file. When I open it, there are references to many mods I that I have tried, but have since removed. Is that creating a problem? Should I edit the file and delete them? Or doesn't it matter?

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