July 14Jul 14 Hey everyone! I know syncing the entire single-player campaign scripts is basically impossible due to the engine rigidity. But would any developers be interested in collaborating on a Light Script-Sync Project? Instead of syncing full missions, has anyone tried just syncing Player 2's position/ped model as an ASI plugin using basic peer-to-peer (P2P) sockets, purely for free-roam exploring? I'd love to help test or fund a basic proof-of-concept!
July 16Jul 16 what if the scripts or the game, loaded in, with the two players, were done in all ways single except, just having a player with you, even if you can't animational interact or emote to them, does a camera/ game spectating mod work maybe, or is that just not gonna work either?
July 16Jul 16 Author I think that’s actually closer to what I had in mind. I wasn’t thinking about syncing the whole campaign, just a second player existing in the world with basic movement and maybe combat. Even if missions and interactions stayed single-player, a free-roam companion would already be a huge step. I’m curious whether RAGECOOP or an ASI approach could handle that.
July 16Jul 16 3 hours ago, IHATEPEOPLE said:I think that’s actually closer to what I had in mind. I wasn’t thinking about syncing the whole campaign, just a second player existing in the world with basic movement and maybe combat. Even if missions and interactions stayed single-player, a free-roam companion would already be a huge step. I’m curious whether RAGECOOP or an ASI approach could handle that.I understand, I was asking if any other ways to make multiplayer the way you said , I was asking about the modding that is being used on the multiplayer method you mentioned, was my question, i say those other methods within mods only cause I was asking how the mod works or would work, wanted to work and if any mod has used a multiplayer style link up in the past. I apologize for not being more clear
July 16Jul 16 Author No worries! I think I understand what you mean now.From what I’ve found, GTA V’s RAGECOOP uses its own networking layer together with ScriptHookV to sync players, NPCs, vehicles, and other game data between clients. (docs.ragecoop.com)As far as I know, nothing like that currently exists for RDR2 Story Mode. There are modding tools like ScriptHookRDR2 and ASI plugins, but nobody has released a true RAGECOOP-style Story Mode multiplayer framework for RDR2 yet. (Nexus Mods)That’s really why I made this post. I was curious whether a similar networking approach could be built for RDR2, even if it only started with syncing two players in free roam before attempting anything more ambitious.
July 18Jul 18 Author 11 minutes ago, IHATEPEOPLE said:On 7/16/2026 at 5:18 PM, Ckytac2k said:I understand, I was asking if any other ways to make multiplayer the way you said , I was asking about the modding that is being used on the multiplayer method you mentioned, was my question, i say those other methods within mods only cause I was asking how the mod works or would work, wanted to work and if any mod has used a multiplayer style link up in the past. I apologize for not being more clearNo worries! I think I understand what you mean now.From what I’ve found, GTA V’s RAGECOOP uses its own networking layer together with ScriptHookV to sync players, NPCs, vehicles, and other game data between clients. (docs.ragecoop.com)As far as I know, nothing like that currently exists for RDR2 Story Mode. There are modding tools like ScriptHookRDR2 and ASI plugins, but nobody has released a true RAGECOOP-style Story Mode multiplayer framework for RDR2 yet. (Nexus Mods)That’s really why I made this post. I was curious whether a similar networking approach could be built for RDR2, even if it only started with syncing two players in free roam before attempting anything more ambitious.
July 18Jul 18 Author Hey, just wondering if anyone has had any more thoughts on this. I’m still curious whether a basic RDR2 free-roam multiplayer proof-of-concept using ASI/network syncing would be technically possible.
July 25Jul 25 I'm working on something like that I doubt it will come out anytime soon, but it is definitely possible here is a work in progress photo of what we have now WIP photo I don't want to hype anything up I'm just saying its possible.
July 29Jul 29 Author On 7/25/2026 at 8:14 AM, carbine10 said:I'm working on something like that I doubt it will come out anytime soon, but it is definitely possible here is a work in progress photo of what we have now WIP photo I don't want to hype anything up I'm just saying its possible.Thank you so much for sharing this! Honestly, seeing your post and the WIP screenshot made my day. I've wanted an RDR2 story mode co-op mod like RAGECoop for GTA V for a long time, so it's really exciting to see someone actually working on it. I was also wondering, do you think it would eventually be possible to synchronize NPCs and story missions like RAGECoop does in GTA V? Or is that something that's still too early to know?
July 29Jul 29 Author I was also wondering, do you think it would eventually be possible to synchronize melee combat too? Things like punches, knife attacks, and other melee weapons. GTA V's RAGECoop mod didn't have melee synced, so I was curious if that might be possible in this new RDR2 mod.
July 29Jul 29 Author also, if you could add voice chat and normal texting chat, that would also be very cool.
July 30Jul 30 for the open world aspect of things, the roamer NPCs and scenario NPCs "the ones you see doing stuff like carrying wood and saddles and stuff in town" are all synced host side currently so they don't multiply and same goes for the animals and fishing and random encounters. the issue with the story stuff currently is that there is a ton of scripted stuff in every mission and its way too much to handle and understand every element currently, there really isn't a good source for all the scripting in missions. so temporarily the story missions are not synced at the moment but I'm working on them. but the project is definitely in way better shape than ragecoopv currently because I recently played through gta v with it and sometimes it would desync and have tons of issues if you play the mission the same time. I'm making an announcement trailer for the mod currently so you will see more gameplay on how it works soon and ill post the link here.
July 30Jul 30 Author This is honestly amazing to hear. Thank you so much for working on this and for sharing the progress. I've been hoping for an RDR2 story mode co-op mod for years, so this genuinely made my day. Really looking forward to seeing the trailer!
August 6Aug 6 Author Hey! Just wanted to check in and see how things are going with the mod. No rush at all, I was just curious how development has been going. Hope everything’s going well!
August 6Aug 6 Author On 7/30/2026 at 6:54 AM, carbine10 said:for the open world aspect of things, the roamer NPCs and scenario NPCs "the ones you see doing stuff like carrying wood and saddles and stuff in town" are all synced host side currently so they don't multiply and same goes for the animals and fishing and random encounters. the issue with the story stuff currently is that there is a ton of scripted stuff in every mission and its way too much to handle and understand every element currently, there really isn't a good source for all the scripting in missions. so temporarily the story missions are not synced at the moment but I'm working on them. but the project is definitely in way better shape than ragecoopv currently because I recently played through gta v with it and sometimes it would desync and have tons of issues if you play the mission the same time. I'm making an announcement trailer for the mod currently so you will see more gameplay on how it works soon and ill post the link here.Hey! Just wanted to check in and see how things are going with the mod. No rush at all, I was just curious how development has been going. Hope everything’s going well!
Friday at 05:03 PM5 days I have been making progress slowly still working on it here is some gameplay from the first mission note that it's still early and tons of stuff still needs to be fixed https://www.youtube.com/watch?v=2ErzMIy7BeQ&feature=youtu.be for some reason the link isn't clickable so you have to paste it in your URL. Edited Friday at 05:06 PM5 days by carbine10
Friday at 11:34 PM5 days Author 6 hours ago, carbine10 said:I have been making progress slowly still working on it here is some gameplay from the first mission note that it's still early and tons of stuff still needs to be fixed https://www.youtube.com/watch?v=2ErzMIy7BeQ&feature=youtu.befor some reason the link isn't clickable so you have to paste it in your URL.Nice! It already looks great, so I’m really excited to see it when it’s finished. Even though it’ll probably take a long time, I’m still looking forward to seeing the fully finished and polished version of this mod. Keep up the good work! 🤠👍
Monday at 02:35 PM3 days On 8/7/2026 at 7:03 PM, carbine10 said:I have been making progress slowly still working on it here is some gameplay from the first mission note that it's still early and tons of stuff still needs to be fixed https://www.youtube.com/watch?v=2ErzMIy7BeQ&feature=youtu.befor some reason the link isn't clickable so you have to paste it in your URL.How does it work with characters? would it be possible to change into anyone or will that require another mod (just wondering great job so far) Edited Monday at 02:52 PM3 days by LennySummers
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