RDR2 Mods Discussion
An open discussion forum for any and all talk about modding RDR2 on PC.
1,036 topics in this forum
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I noticed that there are 2 different heads for John marston, one seeming to be from the epilogue model, but what is the other one? I know that Arthur has different head models because of a certain plot point that I will not reveal here, and because of the different weights for the character. This one seems very similar to the epilogue version though, with the forehead and some facial features looking a little different. Anyone know where this is from in the game?
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- 1 reply
- 1.9k views
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To go along with LMS' amazing no bullet trail/hitmarker mods, I think an slight increase in muzzle flash and smoke would be perfect for even further immersion.
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- 1.6k views
- 1 follower
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Hi everyone! I have an adiction with realism in games, and the bullet trails bother me enough to try to make my first mod. I want to remove them, but I don't know where to start. I hope it would be as simple as it sound. Thank you!
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- 10 replies
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I noticed that John kinda walks like a pussy compared to the first game but every now and then he randomly switches into his RDR1 walking animation when youre walking around. It also comes in when you go into focus mode for hunting. This probably requires OpenIV to do this but maybe it could be done with a trainer since the animations are already in the game. I don't know much about modding so I could be wrong. Thanks to anyone who might also want to see this and has the right modding experience! I'll link a clip if I can find one it goes away fast so its hard to record it. Ill at least record a clip of focus mode when I get the time …
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Hey everyone, I'm very new to modding, so forgive me if I'm going about this in a hamfisted way. Taking inspiration from a similar GTA5 mod, I was able to locate the sprite images for the X-hitmarker using OpenIV and a Flash decompiler. In the GTA5 mod, the author simply replaced the hitmarker sprite with a transparent image. However, unlike GTA5's OpenIV support, RDR2 doesn't have edit mode, so even though I'm able to extract the .gfx file and edit it, I have no means of reinserting it into the .rpf. Is there any way to accomplish this? Worst case, if I copied every file contained within the .rpf and replaced the original .…
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- 1 follower
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Hello Someone can create this mod ? Replace the right parted lenght 7 by the NPC John Marston's hair cut ? Jedi josh was able but we have no news about him Thanks
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Hi, a mod that would make you play with animals and have to do as the animal does in real life, for example, live life as a coyote and that you could save it for when you return to the game that you have left it, would be very entertaining.
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- 1 reply
- 873 views
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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; …
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- 4 replies
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- 1 follower
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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?
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- 1 follower
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The DeLorean from back to the future so we can pretent it is 1885 in Hill Valley
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- 776 views
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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?
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- 2 replies
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- 1 follower
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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.
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- 4.6k views
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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 :)
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- 2 followers
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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.
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- 5 replies
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- 1 follower
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Any way to work around it? Thought I could by pass it somehow but alas, I was unsuccessful. Saddle still becomes invisible.
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can any body tell me how to disable stealt kill / stunt kill in c#. i want a long fight betwen ped or player.
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- 868 views
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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.
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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…
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- 7 replies
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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…
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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…
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- 5 replies
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- 1 follower
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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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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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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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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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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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