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RDR2 Mods Discussion

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

  1. Hello to whoever is reading this, I have an issue with a OPEN_SEQUENCE_TASK related task. I am trying to make a PED do a specific set of actions after each other. For I tried to use the OPEN_SEQUENCE_TASK feature. Howver after a time the game no longer recognizes the PED who is referred to 0 or something. The PED will no longer do what he's supposed to do unless I change the 0 to it's name. However if I do that I can no longer run the actions after each other, now the PED will only do the last set action. Could someone help me with finding a way around this? Here's the part of the code I am referring to: Object seq; …

  2. Started by bolmin,

    Hi guys! I've been looking into ped components and I figured out how to enable them but I don't know how to disable them. Is there a native for that?

  3. Started by oyvi00i,

    The DeLorean from back to the future so we can pretent it is 1885 in Hill Valley

    • 0 replies
    • 675 views
  4. Started by JulioNIB,

    So, when we create a custom camera in game and manually set the rotation to point where we want or when we strafe the camera to one side, the Anti Aliasing seems to be temporary disabled and we can notice big visual changes, example: Stopped camera X Moving camera Anyone know how to avoid this in custom cameras?

  5. Started by Marcellus88,

    is there a mod or a trainer to have better accuracy when hip firing? Red Dead Rage trainer has it, but crashes in current version of rdr2. Thanks.

    • 0 replies
    • 4.4k views
  6. Started by RISE25,

    Hi firstly sorry for my English its not my native language anyway I have a request from RDR2 modders. Could someone make a FreeCamera mod without Anti Aliasing problem? I tried some FreeCamera from trainers but all has anti-aliasing problem. Maybe someone wondering what is this Anti-Aliasing problem I can explain like this: while move camera some textures are pixelated. I hope someone make this or reply this request because I need this really :)

  7. Started by SackNaps,

    Howdy y'all, I am working on a mod/script that would basically add a toggle function to remove hitmarkers, as this is for some ungodly reason not in the game (COD fans rejoice). As this would be my first mod, please don't hate on my lack of knowledge. I there a simple way to find what HUD value would be triggered from, let's say a true value of _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON and/or IS_PED_DEAD_OR_DYING (white and red hitmarkers respectively)? Alternatively, am I looking at going about this the wrong way, and if so, what should I be looking for? Any insight is much appreciated.

  8. Any way to work around it? Thought I could by pass it somehow but alas, I was unsuccessful. Saddle still becomes invisible.

    • 4 replies
    • 1.8k views
  9. can any body tell me how to disable stealt kill / stunt kill in c#. i want a long fight betwen ped or player.

    • 0 replies
    • 799 views
  10. I dont know how to code and Ive already found my niche so Im honestly not very interested in learning, but if any modders out there are looking for ideas, a mod that allows you to lure peds to a secluded place in order to rob them without witnesses would be awesome.

      • Like
    • 3 replies
    • 1.4k views
  11. What I am trying to do is giving back health to NPCs if they got hit in certain bones - this way I try to implement body part specific damage. Example: if NPC01 was hit in the leg, check how much health it lost and give it back a part of it. Somehow it wont work, though. Here is the code I am using: //modifiers for health not deducted for the affected body parts float ini_legdamagemod = 0.99; // 99% of deducted health will be given back float ini_armdamagemod = 0.99; // 99% of deducted health will be given back float ini_torsodamagemod = 0.0; // 0% of deducted health will be given back float ini_headdamagemod = 0.0; // 0% of deducted health will be give…

      • Like
    • 7 replies
    • 1.8k views
  12. Started by Charon14,

    There are some balance issues regarding the economy in single player... at a certain point in the story it's Arthur just walks arounnd with thousands of dollars on his pocket, without any way to spend them. It kinda undercuts the portrayal of the gang's increasing difficulties but, in more practical terms, it also removes some incentives to engage in the game's many activities. It would be nice if there was a way to mitigate this problem... Increased prices (ammo could be a little bit more expensive imo, so could some weapons or provisions, as well as Trapper/Fence items), costly camp upgrades, disable Honor-dependent discounts, reduce automatic looting of amm…

      • Like
    • 2 replies
    • 4.1k views
  13. All right i have seen and hunted all of the legendary animals gone to the ends of the map and finnished this game once and so. I am creating a mod. As soon as i get a pc because i took a coding class not to long ago and i am extremely good at being creative and can draw. I am going to try and make a mod called Expanded legendary animals and rare new kinds of animals,weapons,a new area called the high plains north of new Austin. the brief ideas of animals that i am going to add. the Hagerman's horse also called the Hagerman zebra or the American zebra, was a North American species of equid from the Pliocene epoch and the Pleistocene epoch. It was one of the oldest horses o…

  14. Started by Dugin,

    Maybe you guys heard of a map mod, which is going to show all collectibles within the game? I really feel like the map is kinda "hardcore" since it's outdated and it's hard to trace the activities, which in my opinion should be reflected on the map (the same way it was done in the Witcher 3). Same way I feel abt the overall responsiveness of rdr2 map. Please tell me what you guys think ! Hope y'all doing great

    • 3 replies
    • 1.9k views
  15. Real guns usually do not leave bullet trails when shot. Shooting in RDR2 always leave behind a very visible and distracting streak in the air, really takes away from the immersion. Hoping to get a mod to fix this. Thank you.

    • 0 replies
    • 1k views
  16. Started by nfcintra,

    RDR2 uses d3d11.dll? Anyone tried or know if RESOREP works as a texture aplication ripper and changer in this game?

  17. Started by Dugin,

    Remember the PedAccuracy mod for GTA V? I was wondering if it is possible to make the same mod for RDR2; (not like i hate shooting in this game, bu still). Is it possible to change the accuracy of NPC's in RDR 2? What parameter shall we change? Also it would be lovely to change weapon damage also; still I can't find anything that resembles PedAccuracy.meta from GTA. I'll be v grateful if you could share some info or your thoughts

    • 2 replies
    • 3k views
  18. My solution currently looks as follows: Hash pedweaphash; Vector3 vec = ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(peds[i], PED::GET_PED_BONE_INDEX(peds[i], 11300)); WEAPON::GET_CURRENT_PED_WEAPON(peds[i], &pedweaphash, false, 0, false); WEAPON::SET_PED_DROPS_INVENTORY_WEAPON(peds[i], pedweaphash, vec.x, vec.y, vec.z, 30); So I first get the position of the right hand, then I get the current ped weapon and then I drop the current weapon out of the peds inventory at the position of the right hand. The drawbacks of this method is that weapons dropped this way appear partly invisible and they are also marked with a "weapon pickup" symbol on the radar. …

    • 0 replies
    • 1.1k views
  19. Started by GoulactiX,

    OpenIV is out so i don't get it ? Some modder did it in GTA V successfully

    • 0 replies
    • 1.2k views
  20. Started by GoulactiX,

    Is it achiveable without OpenIV ?

  21. Started by Jacko270901,

    When i change my player model to someone such as dutch or javier using jedijosh trainer, even when i have play as npc mod enabled the guns reload function and unique dialogue options for the different models dont work. Has anyone who uses a model changer or the same mod having the same problem as me or know a fix

    • 0 replies
    • 2.6k views
  22. Started by choky10,

    So is supose we need this native: void_SET_PED_COMPONENT_VARIATION( Ped ped, Hash componentHash, Hash variationHash, BOOL updatePed, BOOL isMpComponent, Any p5 ) So i have some questions, on gtav i think this was different i remember we need two more native, to get the variationsHash, and the component. Or what i need to doe? So i try with this hat: So for example, i put on componentHash, the Hash of the HAT. But how i get the variationHash. Any help with this?

    • 0 replies
    • 1.1k views
  23. Started by gel060,

    Howdy folks ! 😉 Last night I saw a movie "The Road" with Viggo Morttensen. And today something tells me, that this post-apo theme would really nicely fit with old west world in RDR2 So, as the title says, I would love to see <and i guess many others> solid post-apocalyptic mod in RDR. And here's the list of suggested features for this mod: - Murfree Brood groups all over the map, hunting for people, and for player of course. So you have to hide, run or encouter the attacks or ambushes.. or help the other people to deal with Murfree's - More creppy swamp people ("night folks" that can be found only in bayou nwa at lakay swamp area at night) in mo…

      • Like
    • 1 reply
    • 2.8k views
  24. Everyday as more and more amazing mods for this game are released, i think it's a perfect time to ask for a mod where by you can challange all annoying npcs ( I mean anyone) to draw. It would make the game so much more fun. I think this should not be too much to ask for as this feature is already present in the game. Would you guys like to see this?

  25. Im wondering if anyone has given thought to altering the current lighting and weather system in New Hanover to the hot and dusty atmosphere you see in new austin? Not even sure if its possible right now but I thought for a new play through such a mod make it feel like a whole different experience

      • Like
    • 4 replies
    • 1.4k views

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