RDR2 Mods Discussion
An open discussion forum for any and all talk about modding RDR2 on PC.
1,018 topics in this forum
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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 I really feel like the map is kinda "hardcore" since it's outdated and it's hard to trace the activities, which in my opinion should be reflected on the map (the same way it was done in the Witcher 3).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
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- 3 replies
- 2k views
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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.
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- 0 replies
- 1.1k views
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RDR2 uses d3d11.dll? Anyone tried or know if RESOREP works as a texture aplication ripper and changer in this game?
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- 1 reply
- 1.6k views
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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
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- 2 replies
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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. …
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- 1.2k views
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OpenIV is out so i don't get it ? Some modder did it in GTA V successfully
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- 1.3k views
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Is it achiveable without OpenIV ?
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- 6 replies
- 7.1k views
- 1 follower
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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
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- 0 replies
- 2.7k views
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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?
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- 0 replies
- 1.1k views
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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…
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- 1 reply
- 2.9k views
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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?
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- 1 reply
- 768 views
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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
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- 4 replies
- 1.5k views
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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
- 5.7k views
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anyone knows the two animations that Arthur does post load a new game ? the lean on wall seep on floor with hat covering face
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- 0 replies
- 1.2k views
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So is it actually impossible to add the Navy Revolver to story mode or what? It's such a beautiful looking gun.
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- 11 replies
- 10.7k views
- 1 follower
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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
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/*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
- 2.9k views
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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? 😉
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- 1 reply
- 1.3k views
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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
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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
- 1.6k views
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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?
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- 4 replies
- 2.7k views
- 1 follower
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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 !!!!
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- 0 replies
- 757 views
- 1 follower
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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.
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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
- 1.6k views
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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
- 1.4k views
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