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Leaderboard

  1. HughJanus

    Recognized Creator
    143
    Points
    836
    Posts
  2. LMS

    Administrators
    66
    Points
    918
    Posts
  3. AnymYo

    Recognized Creator
    53
    Points
    131
    Posts
  4. fitfondue

    Members
    46
    Points
    74
    Posts

Popular Content

Showing content with the highest reputation since 10/29/2019 in File Comments

  1. 7 points
    I never downloaded anything so fast! well except porn. but this is just amazing. Thank YOU
  2. Errors found during steam display update (application configuration file is not available)
  3. It's WEAPON_REVOLVER_NAVY but it seems not to load in properly (most likely because it is a MP weapon). We are trying to fix this.
  4. 5 points
    Is this the beginning of LSPDFR Red Dead Style?
  5. made an account just to tell you but its miss lexa lmfao
  6. please make the mod compatible with the new uptade.
  7. @ChristianW. Whats the name of the NPC or the model hash? Are you using the "vanilla" ini settings or your own, customized ones? @xuru @ChristianW.@Cullen Bohannon@bbastion@Crysii OK, now I added/switched to the following ini values: NPCHealthMin = 75 NPCHealthMax = 75 FriendlyStoryNPCHealthMin = 450 FriendlyStoryNPCHealthMax = 450 OtherStoryNPCHealthMin = 0 OtherStoryNPCHealthMax = 0 PoliceNPCHealthMin = 75 PoliceNPCHealthMax = 75 Setting NPCHealth Min and Max to 0 does not disable the feature, leaving all NPCs at their vanilla health (because I need some sort of anchor for the DyingStates). All other Min and Max can be set to 0 to leave those NPCs at their vanilla health. Please test! A lot! lol PedDamageOverhaul.asi PedDamageOverhaul.ini
  8. @xuru You are fast, my friend. Thank you. This version should fix both bugs (Malloy is now counted among the "Other Story NPCs" --> ini value ExcludeOtherStoryNPCs). PedDamageOverhaul.asi
  9. As of now, PDO affects NPCs which have their health at the set ini value (condition for the big loop). I would have to adjust some things in order to implement such a feature. Ill put it on the list.
  10. Hello everyone! So this update took a bit longer, because ive implemented a new Euphoria message which is also used in RDR1 but works a bit different in RDR2. It took me a bit of time to adjust all the existing behaviours from 1.0.3 to deliver a result which is satisfying and also feels like it could be a normal part of RDR2. Rolling and falling is still untouched but i will work on this in future updates. The impulse rework and the adjustment of the existing behaviours are something that should be clearly noticable in general. Sniper and bow are not affected because imho they deliver a quite satisfying result allready and i dont know what to enhance there... Anyway, I hope you like this new version and it will give you some nice and satisfying shootouts in this great game! 🙂
  11. modders are doing in months what rockstar didnt do in 8 years lol
  12. Hey there, I'll look into this issue and post an update when it's resolved, I am currently working hard to get all remaining weapon bugs kinked out as those affect general gameplay. Please remain patient and, like I said, I'll take a look at it as soon as I can. 🙂
  13. 4 points
    You don't have to install the entire Lenny's Simple Trainer/Outfit Changer, you only need the version.dll file from them. the burled grips are a known issue, mentioned in the description.
  14. @HughJanus Thanks, i will try to configure these values and test the result. @lexo1000 If you dont mean the vanilla "injured on ground" euphoria behavior, this could help you. Open the .ini file from PDO version 1.56 and go down to line 39 - 48. There should be the following values: Turn down the values from DyingMovementThreshold2 and DyingThreshold. That should bring the desired effect that downed npcs moving on the ground more agile. For example like this: If the NPCs health is 70 or less but over 5, the NPC will move on the ground.
  15. Does First Response crash for anybody else with the stolen horse and wanted fugitive? The shootout works but those two call outs crashes it any idea why?
  16. How about a feature that allows you to change the reload speed for all weapons for both the player and NPC's. I don’t know why the reload animations have to be so ridicilously fast in this game to the point that it's immersion breaking. If all weapons had a more realistic (maybe about 75% slower) reload time then it would add more of a skillgap to the game cause it would make you think twice before wasting shots. This would also push players to wait for the right moment to shoot or to move up on an enemy and it would make melee weapons more viable options. Just some idea's. please tell me what you think.
  17. Thanks for all the comments, we will try to get as many requests as possible in the next update. In the meantime, we've fixed a few minor issues that caused bodyguards to get dismissed early and glitched out melee hogtie. Refer to the changelog for more 🙂
  18. No way THIS is how I lost NNN
  19. Yup, just loot the body and will get 1000$
  20. Feature request: add the ability to spawn the horses of apocalypse in Undead Nightmare (maybe in the base game too!, if it works:) )
  21. @LMS Use this code on a loop for Infinite Ammo, Are you using the INFINITE_AMMO native that can be unstable, sometimes on console it can cause crashes never got to the bottom of the problem, it could be a certain weapon or something else in background that can cause a crash. To fix vehicles use this after spawning car or truck. Also put this on a loop and you can re enter the vehicle after leaving it.
  22. 3 points
    The game has just been updated to a new version and version.dll is crashing the game now. Pls help, need updated asi loader. Thanks
  23. Is there a way to make this work with version 1436.28 ? i always crash on the opening rockstar logo during the gunshot scene. Thankyou
  24. Hear hear! Liking a mod is subjective. You should never listen to someone tell you one is better than another. Try every mod that you are interested in. It's the only way to know what works for YOU. I personally love both mods and it sucks having to choose between the two. Both mod authors have made a fantastic game that much better.
  25. 3 points
    you need these two files and Remove the dinput8.dll file from game directory ScriptHookRDR2.dll version.dll
  26. 3 points
    This mod is amazing, but will a version be released that does NOT require Lenny's Simple Trainer/Outfit Changer? Both mods have a serious negative impact on my FPS (others have this issue as well). Is there perhaps some workaround that only uses some of the .dlls from LST? I really would like to use the multiplayer items but LST really hits my FPS hard/causes stuttering.
  27. Finally starting to see things added from MP into SP. I hope all those gun metals, wraps, and other weapons can be added in the future!
  28. @HughJanus @foxy9911 I tried anything but could not deactivate the shock state. I can reduce the shock time but at the end, the vanilla euphoria sequence will break, the npc will walk slower and slower until hes standing for a second and than collapse... Especialy with the lemat revolver the shock state is nearly to 100% happening. I also noticed, that the shock state is using the configured advance stumbling values (line 319 to 328 [or 336]) even when DSEuphoriaStumbleChance, DSMaxStumbleTime, DSDelay and DSMaxEuphTime set to 0. Is this working properly so or is it a bug? DSEuphoriaStumbleChance is a nice feature but IMHO sometimes it looks a little bit strange if the npcs walking every time in a circle and dont react to bullets like a few seconds before... this could be related to the differend "ragdoll and balance" behavior which will applied on the NPC if this mechanic kicks in (it is the same behavior that is used for the shock state i guess). This behavior makes the npc more lifeless (no bullet wounds touching, no reaction to body shots, no bullet force, only balancing if a force push will be applied) and breaks the immersion a little bit. If i understand correctly, the shock state behavior kicks in, when the NPCs health is under the value from DyingMovementThreshold (standart 70). If this happens while the npc is ragdolling, the vanilla euphoria breaks and the shock state behavior kicks in. So the only way to prevent this is disabling the Dying movement (which kills almost the complete mod kommt also absolut nicht in Frage 😄 ) Currently: 1. You shoot a NPC (Health is 100, threshold is 70) 2. The NPC is pushed away from the bullet force (sadly this is like RDR2 and also GTA5 works cause no NaturalMotion developers are involved in R* game production anymore sience shitty Zynga baught NaturalMotion) 3. While the NPC is stunbling in vanilla euphoria ragdoll (but not on the ground) the NPC health crosses the threshold of 70 and the shock state kicks in. <- here is the (more or less) problem 4. The NPC dont react to bullets anymore and falls to the ground using the "Knockback" sequence or (if you continue shooting) is going to fly because suddenly bullets are insanely powerfull. The problem might be to find a way to get the NPCs in a dynamic way to the ground (in case that the threshold is crossed but the NPC wont fall down after stumbling) which wont breake the current motion sequence and let the NPC still reacting to the environment and bullets. Maybe by calling the vanilla "writhed in pain euphoria" sequence (I mean the movement of the last 1 second which a NPC is performing right after you killed him on the ground finaly). In GTA 5 this physics task should be called "CTaskNMInjuredOnGround". The taskname should be the same in RDR2. This could force a standing NPC in a "dynamic vanilla euphoria like" way to the ground and prevents the use of a force (X,Y,Z) which would push the NPC in a specific (everytime the same) direction repetitive again and again like the DSEuphoriaStumbleChance feature. The new mechanic should always match the situation. Some friendly suggestions for future releases: - A (additional) mechanic which activates the dying mode (shock state) only if the NPC lays on the ground (maybe by checking the position of specific bones) with a time delay option to prevent the "vanilla euphoria sequence breaking" (in case of a NPC is going down but the force causes the NPC to roll on the ground for 1 or 2 meters but the NPC health is under DyingMovementThreshold, the delay option would prevent the break of the current motion sequence and would activate the "shock state on ground" mode after a certain amount of time later). - An option to configure the bullet impact force which is applied on NPCs. Some weapons sends NPCs flying. Beste Mod die es bisher gibt, weiter so!
  29. It wasn't aware to us that the shock state was such a problem for some of you. We'll take a look at it for the next release.
  30. @AnymYo Please post your settings if you manage to fix that weird shock state/bad standing. You'd save a lot of people I'm sure of it. Thanks :D
  31. @HughJanus Ive tried to configure a mix between vanilla euphoria npc behavior (more cineastic npc movement when shot) and the dying movement on the ground. My intention was to configure a clean motion pass over from vanilla stumbling and movement (until the npc is on the ground) to the dying movement mode of the mod. I wanted to prevent the knock back (KnockbackChance) and the euphoria ballancer of the mod (DSEuphoriaStumbleChance) which let the npc walk in a random direction or causing a simple fall to the ground. With my current .ini configuration i did a good progress and sometimes it is working well but often there are some problems which i dont know how to solve... Problem: When i shoot a npc, the vanilla euphoria kicks in and the npc starts to stumble and behave (touching bullet holes and so on)... after a few more shots, the vanilla bullet force is suddenly gone and the npc starts to stand still (while getting shot)... if i stop shooting, the npc will collapse after 1 - 2 seconds, if i continue shooting, no force will applied to the npcs body but after 1 or 2 seconds, the bullet force is insane and sends the npc flying... Desired behavior: In this case, everything works fine! The npc is in dying mode after vanilla euphoria ragdoll behavior brings the npc to the ground... This is the desired behavior without Knockback or DSEuphoriaStumble! Issues: This is the case, where the vanilla bullet force is getting lower and lower until its completely gone and the npc is standing still: In this cases the last bullet sends the npc flying: Questions: It seems like the vanilla euphoria sequence break when the NPCs health crosses the dying mode threshold and causes these strange behaviors (with still standing and so on...) What do i have to configure to bring the NPC in dying mode right AFTER he allready feld to the ground after vanilla euphoria is done? (like in the first video) Is it possible to only activate the dying mode SPECIFIC when the npc is laying on the ground? Maybe by checking coordinates of specific bones? If not, is it possible to activate a kind of "delay" (of the dyning mode) which kicks in when the NPCs health is under the dyning mode threshold to prevent the breaking of the vanilla euphoria ragdoll? Here the values which i changed in the ini: KnockbackThreshold = 0 KnockbackChance = 0 DSEuphoriaStumbleChance = 0 DSMaxStumbleTime = 0 DSMaxEuphTime = 3000 ;stumbling BothLegsStumbleForcePushX = 0 BothLegsStumbleForcePushY = 0 BothLegsStumbleForcePushZ = 0 OneLegStumbleForcePushX = 0 OneLegStumbleForcePushY = 0 OneLegStumbleForcePushZ = 0 IsDirectionRelativeOneLeg = 0 IsForceRelativeOneLeg = 1 IsDirectionRelativeBothLegs = 0 IsForceRelativeBothLegs = 1 DyingPushChance = 0 DyingForcePushX = 0 DyingForcePushY = 0 DyingForcePushZ = 0 HeadVecMaxTime = 0 (intention: to mimize the "still standing time" of the npc) Thanks for your help and keep up the good work of that great mod!
  32. I would love to see this as well. I've been posting about this on cheat happens, fearless, nexus, several mod pages on nexus for native trainers. No one seems interested in even responding. O_o... To recap what I've posted before. level 1 - Unlocks dead-eye and automatically selects targets when aiming over them. (Unlocked at Chapter 1: Old Friends) level 2 - Manually select target points. (Unlocked at Chapter 2: Pouring Forth Oil) level 3 - Continuously shoot without breaking dead-eye. (Unlocked at Chapter 4: Banking, the Old American Art) level 4 - Highlight hearts and heads while in dead-eye and aiming over an enemy. (Unlocked at Chapter 5: Fleeting Joy) level 5 - Highlight stomach, groin, lunges and other vital areas. (Best for hunting legendary animals that are hard to kill) (Unlocks at Chapter 6: Goodbye, Dear Friend)
  33. I haven't been able to figure out how to fix that yet, unfortunately. I will let you guys know should we make some progress on that.
  34. It's a confirmed issue, but no workaround available currently. I will keep you posted.
  35. 3 points
    Could you make an update where you could actually change the horses stats? (speed, health, etc)
  36. Just updated the trainer, should work with the latest game version now!
  37. It is not necessary to continue writing messages and more messages just to say the same. Surely LMS already knows that his trainer does not work with the new update, it is possible that even he is working on fixing it. Be patient, the fix will come when he is ready.
  38. Awesome mod! Any chance for a menu like simple trainer and controller key binds?
  39. I just tried it, the inventory is working again after opening the mod, thank you very much for fixing it!!!
  40. 2 points
    when will the bugs be fixed?
  41. Hey! Please, help me fix Lenny's Mod Loader when I install it on my game the game crashes in the legal screen even if there's no mods in the lml folder. When I delete Lenny's Mod Loader from my game folder the game works well with the Script Hook RDR2 mods. My game version: v1.0.1436.28
  42. @Syndaren Don't install mod manager, just copy over "vfs.asi" and "lml\stream" folder to game root folder. copy mod file manually to "lml\stream" that will do.
  43. 2 points
    Would it be possible to make this for the Arabian Horse? Or is there a way I can change the breed it applies to in the file?
  44. My favorite mod for RDR2. Thank you for the consistent updates and improvements. You developers have outdone yourselves with all the adjustability and actually listening to and implementing feedback.
  45. @HughJanusThank you so much! That's very kind of you. I'm glad to be of help. By the way, what you said about the StumbleChance may be something that could be done to differentiate one leg being shot and two legs being shot. If both legs are shot, just increase StumbleChance to a fall-every-two-steps value. Until then, NPCs would stumble more rarely. I think that would work, if we can't find a more sophisticated behaviour for it. Before I get to my suggestions for 1.3, let me address @Jim Jam Banana Slam's point: in my testing, shotguns straight-up kill at close range (as in, you see a red crosshair), revolvers usually require two shots to the torso to down an enemy into the dying state (not killing them at first) and rifles may take just one shot to do the same. I found that to be more believable than vanilla settings, but if you're seeing a red crosshair at the first shot (as in, enemies are outright dying right away) please let us know. That would not be the intended design. SUGGESTIONS FOR 1.3: - Aggressive enemies always have that "shocked" reaction when they enter the knockback/dying state, and it takes a couple of seconds for them to fall. You tried to work around this by using a force push but you said it didn't look right. However, a weak but constant force push lasting two seconds would probably look right. Enemies in the "shocked" state are very susceptible to physical forces, with the exception of bullet impacts. A weak but constant force push backwards may lead to interesting reactions, and it shouldn't affect passive NPCs because they don't have the anti-stagger behaviour. They would still be affected by the force push but it would probably be too weak to change their ragdoll behaviour significantly. It's worth a try, at least until the anti-stagger behaviour can be isolated and removed completely. - Same force push method for downed enemies, to see if it makes them roll around on the ground realistically. This is in case no other ragdoll behaviours can be found and triggered instead. - StumbleChance increased to 80 or higher for enemies shot in both legs. - If the on fire behaviour can be triggered without the fire, I'd suggest adding it as a possibility for when an enemy is shot in both legs. - If the artery shot ragdoll behaviour can be triggered without the bleeding / health loss, I'd suggest making it happen more often, because it's a very good ragdoll behaviour. Who knows, it might even override the anti-stagger behaviour. - If the "wriggle oneself out from under horse" ragdoll behaviour can be triggered without the horse, I'd suggest testing it to see if it can be used as a "crawling away from battle" behaviour. - If the "dismemberment" behaviour can be isolated and customized, then I'd suggest making it last considerably longer (just like you did for the on-fire behaviour), and applying the ragdoll behaviour to non-dismemberment wounds to the arm and the leg. - Occasional arterial bleeding from headshots. Without the ragdoll behaviour, just the bleeding. - Making it possible to disarm lawmen, at which point they lose heart and run away like any other NPC. A workaround for this would be to make them flee if they're shot in the right arm, regardless of whether or not they still have a gun on their hand, since they can't shoot with a wounded arm. - Making NPCs wake up MUCH sooner after they're knocked out by melee damage. I have no idea how viable any of that is 😄 And this is your mod, you're the one doing the hard work of coding it, so ignore whatever you feel doesn't fit its scope or doesn't interest you.
  46. 2 points
    Just to clarify for any lawyers reading this page, it was @Sam that made the logo. 👀🕵️
  47. We can definitely look into it, but not sure if it works with Arthur.
  48. You can at your own risk. If the game saves while you are an Eagle, it won't go very well the next time you load that save. If you save as the normal player, you should be okay. Even with the trainer.

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