RDR2 Mods Discussion
An open discussion forum for any and all talk about modding RDR2 on PC.
1,043 topics in this forum
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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.
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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…
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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!
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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) …
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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.
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Is it possible to "bring back " that pushing action you could do to npc's ? (Not running into them)
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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, &…
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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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Hoping someone here might be able to help - I'm trying to find the hash names of the train compositions in the game. I have the hash names of the individual train carriages, but I'm trying to find the hash numbers for the overall train composition, e.g. the train from the gunslinger mission or such. Specifically trying to find the Pacific Union Railroad train with the bar and sleeper wagons. The trains can be seen in the Railroad Engineer mod and spawned to use, but I'm trying to find the full hash numbers for the train composition so I can use them in a RedM mod.
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Hello I played RDR2 and i wondered myself "Why can't i surrender while having a shootout?" So a short mod wish: When you aim at a lawmen you can chose to surrender.
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my rdr2 is not working/lauching when the vfs.asi from LML Mod loader is in the main directory folder of the game. But when I remove the vfs.asi the game is now working. I can't play the game with lml mods because of that. It happens also when I put version.dll. Help Pls
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Researched modding a little bit, just would like some tips on making the beds function in places they don't, I think it would be fun to 'live' in places other than beechers hope. Would also appreciate tips on making interactable fires or seats if possible. The first two places I plan on making are the veterans home and gill's landing. Just love those places.
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- 421 views
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I'm trying to work out how to properly "merge" two mods together altering 1 type of file. I'm however trying to find the ORIGINAL GAME FILES (catalog_sp.ymt, weapons.ymt, dispatch.meta) to have a REFRENCE POINT* to the game's original settings* to determine which mod removed what and why - and also which is more like the original game. I noticed OpenIV does not allow any decryption of files (uninstalled it obv) so it's practically useless. So where did the mods alter or get these files from? And how can I find it so I can merge my mods properly without blindly merging the missing entries from both files which would lead to erratic behavior? NOTHING is coming up anywhere…
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I've noticed that the guards in the game are very aggressive and will just attack the player without any concern when there are other NPC's shooting, even if the player doesn't do anything, after some testing with my rampage, I've realized that this is a problem with the guard zones, and although can just disable the guard zones with rampage, this will result in the disabling of guard zones for the ones that I don't want to disable, for example sisika, can someone tell me which file to modify to change the sets about the guard zones?
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Hi, I’m using the law mod but I’m wanting more police to spawn , I have tried editing the Dispatch.xml , wantedtuning.ymt and dispatchtuning.ymt but I’ve had no luck so far. Does anyone know how i can achieve this? Thanks
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It would be great if someone made a mod for beige/white chaps.
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Could anyone create a mod that makes the Lancaster Repeater have the capacity for 8 rounds to simulate larger gauges like 30-30 and 45-70?
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I'm sure there's plenty of people in the community that are curious about implementing new horses into the game, so here's a general overview as to how you would go about doing that. Note that this isn't meant to be a YMT or file editing tutorial, but rather just a general explanation of how implementing horses into the game would be done properly. Let me know if you have any questions about this! Note: If the image doesn't load for you, click here.
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Suggestion for an Ultra Realistic Mod Created by: Noti Raul Hi! I’m a 12-year-old fan with a big imagination and a huge love for Red Dead Redemption 2. I’ve spent a lot of time thinking about how to make the game even more realistic and immersive, and I’d love to share some of my ideas with you. Maybe one day they could be part of a mod—or even inspire a future update or game! Here are some of my most realistic suggestions: --- 1. Pretending to Be Dead Arthur can play dead during fights or ambushes to avoid being shot or captured. NPCs might ignore him or leave, giving the player a chance to escape or surprise enemies. 2. Visiting the Police Station for Hunting Per…
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I was just wondering if there was any sort of mod to edit the amount of ammo a certain gun carries as I'm trying to make the cattleman revolver hold 5 instead of 6.
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I downloaded LML yesterday, and when I try to add my RDR2 game into LML, none of my downloads on my files appear or anything, yes the program files appear but not the downloads. Also says when before I go on it “Error starting downloads watch dog. Please see the logfile for more information”. I have also ran as an administrator, that didn’t work either. I do have scripthook. I have been stuck on this for awhile so any responses to help would be much appreciated!
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The sound and visuals of a bullet hitting Arthur in SP really ruin the whole immersive experience for me. Is it possible to make a cheat/mod that will make shots ignore Arthur's body (e.g., getting rid of a player's hitboxes)? Or smth like a "notarget" cheat so that enemies won't be able to shoot you (but not like Native Trainer one that makes everyone ignore the player and ruins all scripts)? Or maybe some stealth mode, but for it to work only for a player (meaning friendly NPC will still be aimed at during missions and such) Thanks a lot in advance, and thanks to this community.
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I’ve been trying to install WhyEm’s DLC on my Steam Deck but every time I launch Lenny’s Mod Loader, I get the message above. The file is indeed in the games folder and in the lml folder. Do you know about this issue? Thanks
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Want to make it so another breed apart from Turkomen/Arabians receive compliments
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If anybody can help me replacing a story mode flat cap with a multiplayer common flat cap would be awesome. Without the use of lenny's outfit changer. For story mode reasons so I don't have to keep pressing saved outfits. I've looked all over to create/find hashes in OpenIV. But the ytd is encrypted. Have no desire to learn the RedM app and Texture ID app. If anybody has the time to help would be great. Thank you. Common Flat Cap Hash: CFAE09C2 Could replace with this Flat Cap Hash: 415A184A
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