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RDR2 Mods Discussion

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

  1. I'm using the RDR SE for console so I can't check by myself.. If someone can find me his name in the files please !

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    • 5 replies
    • 5.4k views
  2. Started by stingger1980,

    anyone knows the two animations that Arthur does post load a new game ? the lean on wall seep on floor with hat covering face

    • 0 replies
    • 1.2k views
  3. Started by Johnny1999,

    So is it actually impossible to add the Navy Revolver to story mode or what? It's such a beautiful looking gun.

  4. I tried using save editor to reach 100% but it just breaks my save every time, and some ridiculously long missions cant be done with save editor so it would still take weeks for me to finish. I already finished 100% on xbox and just want that sexy legend of the east outfit on PC.

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    • 5 replies
    • 8.7k views
  5. Started by adv0cate,

    /*bone index*/ int left_hand = 37709; int right_hand = 7966; int neck = 14284; int mouth = 9650; Blip treasure = MAP::_BLIP_ADD_FOR_ENTITY(408396114, object); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(treasure, "MPINTRO_BLIP_TREASURE_MAP"); static Blip _BLIP_ADD_FOR_ENTITY(Hash blipHash, Entity entity) { return invoke<Any>(0x23F74C2FDA6E7C61, blipHash, entity); } // 0x23F74C2FDA6E7C61 b1207 static void SET_BLIP_NAME_FROM_TEXT_FILE(Blip blip, const char* gxtEntry) { invoke<Void>(0x0A062D6D7C0B2C2C, blip, gxtEntry); } // 0x0A062D6D7C0B2C2C b1207 Blip horse = MAP::_BLIP_ADD_FOR_ENTITY(-1230993421, mount); if (MAP::DOES_BLIP_EXIST(horse)) { MAP::SET_BLI…

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    • 5 replies
    • 2.8k views
  6. Would it be possible to have a mod that lets you visit the Braithwaite Manor in the prologue?(Or after the mission: Blood Feuds, Ancient and Modern) I don't know what can be made possible but if there is a talented modder out there looking for a challenge why not this one? 😉

    • 1 reply
    • 1.2k views
  7. I would like to find out some animation names, but have not found a native to do it (i was searching for something like GET_ENTITY_ANIM(Entity e)). I found and thought that maybe someone has been able to figure out some values for the anim name and anim dict we could use here.. Has anyone?^^

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    • 4 replies
    • 2.3k views
  8. While in slow motion, the physics go apesh*t and a force push of 50 suddenly equals a force push of 500 or so. I need to check wheter the time is running correctly or dead eye or the weapon wheel or some other time modifying feature is used. Is there a simple way to do that (with natives preferably)?

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    • 10 replies
    • 1.5k views
  9. Would it be possible right now to have a mod that lets you place your lantern on the ground or a table to have a nice stationary light when in a house, fishing, on a boat, and whatnot. And as a side question is it possible to allow weapons in camp yet? Or is that something that needs an rpf editor?

  10. Started by stingger1980,

    Hello.. is there a way to add the new items e.g. the new ponchos to the ini file or you're planing a release. thanks for this great MOD !!!!

  11. Started by cowpoke1899,

    Howdy! This is perhaps not possible, but how can I change an NPC's appearance or clothes? I don't mean making the PC take on an NPC's appearance, but rather (for instance) turning the Valentine bartender into Javier.

    • 3 replies
    • 7.6k views
  12. Started by Shtivi,

    Hi, Two questions 🙂 1. Does anybody has any idea how to get this function to work: TASK_PLACE_CARRIED_ENTITY_ON_MOUNT 2. How do you place an object on a wagon? thanks

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    • 8 replies
    • 1.4k views
  13. In a mod I am using a bleeding effect. Currently it also applies when being damaged in a fistfight. How could I check if an NPC has been damaged by a "non-fist-weapon"?^^ I imagine something like checking if the last damaged source was NOT a fist... is that possible somehow?

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    • 9 replies
    • 1.3k views
  14. the bigfoot cave man NOT the cave hermit and what is the models name ?

  15. Started by Shtivi,

    Hi, I'm trying to get these things to work and dont know how: 1. show a help message 2. Show a prompt of an available action like when you lasso someone, get close to him and you have on the right bottom corner a hogtie prompt. I've seen it in the Hunting wagon mode, you can press "Z" to call the hunting wagon. How did he added it to the menu?

    • 12 replies
    • 4.2k views
  16. Started by Dan Smith,

    Yo could anyone make a mod for when your guns run out of ammo they don't auto reload on 0, so u have to press the R key Thanks.

  17. Started by choky10,

    Hello i have this code for my raycast.cpp: But when i hit a entity with the IntersectOptions on int 12. My game crash any idea why? I use like this: if (features::activateRaycast) { Entity target; Vector3 camPos = Position(); Vector3 camDir = DirectionFromScreenCentre(); auto ray = RaycastResult::Raycast(camPos, camDir, 20000.0f, IntersectOptions::Peds1, features::myPed()); if (ray.DidHitEntity()) { auto hitEntity = ray.HitEntity(); printf("Entity id: %d", hitEntity); } } Raycast.cpp RaycastResult::RaycastResult() : mResult(0), mDidHit(false) { } RaycastResult::RaycastResult(const Raycast…

    • 4 replies
    • 1.5k views
  18. Hello all, Are there any talented modders out there willing to create a mod that resets the completed bounty hunter posters? I wish to replay some of the bounties I have done(all of them actually XD). It would be awesome to be able to keep doing bounties with a simple push of a key. Thank you for reading and a good day!

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

    Hi there I'm looking for a native function which tells if a ped is hogtied, can't find anything (trying IS_PED_CUFFED, didnt work). And also, anybody knows how to programmaticlly tie a ped with a lasso? I'm not talking about TASK_LASSO_PED, but to make the lasso just appear around a ped's bone.

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    • 2 replies
    • 984 views
  20. Started by DaGman13,

    Fought big tommy in the street and knocked him out but now my character will not move??? I have the trainer on god mode tried to turn off god mode and still no dice, even shut down the trainer and my guy just stands there & will not get down to my knees and finish beating tommy up where the guy comes in and says for me to stop??? My guy continues to just stand there cannot get any action for my character at all??? REPLY

  21. almost didn't want to post this because the forum count was at 666.. but anyways! one thing i wanted to bring up or ask is about potentially creating a mod that allows for more temporary horses? so far i haven't seen anyone successfully allow for more stable space, but i feel like the horse fence in this game is underused. i think it would be cool if someone could allow more temporary horses, whether the player can control how many temporary horses they have or it's just a new set number (like 2 extra). that way we could get more of an *wrangler experience; selling horses after bonding/training with them to earn some extra cash. i've always ro…

    • 0 replies
    • 3.3k views
  22. Started by VenTWooT,

    Hi guys, i'm new here so i hope this is the right way for a request. is it possible to make a quick-save button, i think it's quite annoying you have to go to the menu all the time to save your game. I also don't like the part that when you die, you just lose some money and can continue. I prefer to load my previous save game as soon as i die. Maybe there's some mod for that too? Thanks and take care

  23. Hello everyone, when you change theplayer model into another, the max health is slightly decreased and you are one shot all the time. Is there a way to add something that increases the max health of the player , or a talented modder interested doing it ? 🙂

      • Like
    • 38 replies
    • 9.5k views
  24. I want to check if an NPC is on the ground. I am using the following code to get the positions of the headbone and the ground shown on the screen: char c[40]; char c2[40]; float act = 1; float act2 = 1; std::string text = "Zcoord ground = "; std::string text2 = "Zcoord head = "; Vector3 vechead = ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(playerPed, 21030); float groundzcoord; GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(vechead.x, vechead.y, vechead.z, &groundzcoord, true); act = groundzcoord; text = "Zcoord ground = " + std::to_string(act); act2 = vechead.z; text2 = "Zcoord head = " + std::to_string(act2); strcpy(c, text.c_str()); strcpy(c2, text2.c_str()); DrawText…

      • Like
    • 2 replies
    • 1.1k views
  25. Started by mauman,

    Would it be possible to create a mod to emulate vintage cameras formats like 6x6 and 4.5x6?

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