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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. Stop helping thieves, just tell them to buy the game like everyone else.
  40. hi,i'm having troubles with the mod,when i launch the game with it,it's all okay until i launch story mode,it puts the loading screen for a few seconds and the game just closes,here are the logs EasyHook : 2022-05-08 01:23:55 TRACE Patch:178: Log initialized 2022-05-08 01:23:55 TRACE Patch:183: Loaded EasyHook64.dll at 7ffaab6d0000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b130000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b150000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b170000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b190000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b1b0000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b1d0000 2022-05-08 01:23:55 TRACE Patch:203: Allocated 65536 bytes at 7ff60b1f0000 2022-05-08 01:23:55 TRACE Patch:219: Found LhAllocateMemoryEx at 7ffaab6e5180 2022-05-08 01:23:55 TRACE Patch:227: Found LhFreeMemory at 7ffaab6e5270 2022-05-08 01:23:55 TRACE Patch:235: Found LhFreeMemory inlined at 7ffaab6e8968 LennysSimpleTrainer : [INFO] HookManager::Initialize [INFO] Waiting for game start [INFO] Scanning D:\Jeux\PC\Red Dead Redemption 2\LennysSimpleTrainer [INFO] Found plugin OutfitChanger.dll [INFO] RDR 2 Outfit Changer 0.3 by LMS & Sam. [INFO] > www.mod-rdr.com [INFO] Loaded OutfitChanger.dll [INFO] Waiting for game start [INFO] Waiting for game start [INFO] Waiting for game start
  41. @xuru Fast as always, thank you. New version attached. @MattyReady Please just read the comments in the ini, they explain everything :) PedDamageOverhaul.asi
  42. @xuru No and as we currently cannot determine if an NPC has been hit in an artery (we could not tie any task to the behavior). I wanted to check the movement animations (for determining if an NPC is bleeding out) but could not find a native function for it. @ChristianW. Here you go, added an ini parameter and the asi-logic. PedDamageOverhaul.asi PedDamageOverhaul.ini
  43. Hey there partner, Can you try to fix game stuttering due to this modloader? cause my game stutters with this.
  44. 2 points
    Any update being worked on? Still love this mod enjoying the online guns and clothing
  45. I want to make sure... There is no better or worse between WERO and CERR in general. These are two projects which are different in detail. There is no competition. SyntheticOutlaw and me are in dialog since WERO 1.0 and everything new we figure out, we share with each other. (Thats the reason i mentioned him in the mod discription) WERO is great, especially 2.6 Beta! Its using different mechanics which you wont find in CERR. But also CERR has configurations you wont find in WERO. One of the main differences is the weight of the NPCs. They feel a bit heavyer in CERR cause imho it fits great to the rest of the mod. If you dont like that feeling, you should use WERO. Tested 2.6 Beta for my self and its really nice! What i want to say is, there is no better or worse in general and at the end of the day, were doing this becasue R* didnt for some reason. RDR2 is a great game which imho deserves 120% more love to the euphoria engine like old R* titles but R* dont give a f**k anymore...
  46. @HughJanusTested 1.2 at default values. I am very glad to report that you've got a stable and (as far as I could tell) bug-free release candidate. I haven't tested it on missions due to a lack of time today, but that's gonna be a considerable undertaking, considering that Rockstar does all sorts of fuckery with the code in missions which may explain @ThanksHJ's problem above. So my feedback on free roam gameplay: - Bleed out is so subtle that it seems to not be working, but it IS working (I found that out by tweaking the values later). What matters is, it's working. If you're going for a really long bleed-out time, then you got it. - Arterial bleeding magnifies the bleed-out! Did you code that? 'Cause it does. Enemies who are bleeding from an artery will bleed out faster, often going beneath the DyingThreshold in the middle of the whole "get up, run, fall over, languish on ground" routine and may become incapacitated at different stages of the process. Sometimes an enemy will become incapacitated right after the artery shot (because the code by chance made them lose a lot of blood right away and put them under the DyingThreshold), some will ragdoll mid-run and some will get as far as languishing. It does add quite a bit of variety, because it keeps them from always reacting the exact same way. And fortunately, turning off BleedWhenDying does NOT make arterial bleeding stop dealing incremental damage. It still deals damage, so enemies do die from it regardless of whether or not BleedWhenDying is active. - Stumbling works, but it's prone to glitches if StumbleChance is set higher than your default value. This is because the RunningThreshold of 26 is still a bit low and affects NPCs who are moving slowly as they shoot at you. Their momentum isn't enough to tip them over so they'll just kind of glitch out without ragdolling, and StumbleChance magnifies that. I stand by the values I proposed previously: 30 for RunningThreshold, 80 for StumbleChance. It doesn't affect NPCs who are moving slow but does very quickly affect NPCs who break into a run. So it scales better, because this way, if the player wishes to increase StumbleChance, they won't be met with glitches. - The shotgun's effective range is still a bit too fearsome. Dialing it down to 2 or 3 may be ideal. So: after testing, I've tinkered with the .ini and come up with a "Realism" version, should you wish to make that available alongside your values. What this version does is: - Turns off invincibility by default. - Lowers NPC health to 70, which may seem too low, but they can still take something like four high-velocity shots to the torso without dying. - SpecialWeaponModifier is set to 1 because, at a lower health level, there's no reason to change it. Lower health also keeps fall damage as lethal as it is in vanilla. A health of 450 will make NPCs too resilient to high falls. - Sets KnockbackThreshold to 70 to fit the new health value, but maintains KnockbackChance at 11. It works really well so I kept it unchanged. - Sets DyingThreshold to 40. It takes two revolver shots OR 1 rifle shot to the chest to down an NPC permanently. Surprisingly, arterial bleeding scales properly and isn't brief, so that remains believable as well. - Changes BleedingChanceDying to 5 and BleedingValue to 1, in order to scale the bleeding time to a lower health level. The average time I saw in a few tests was something like two minutes, but it varies, and arterial bleeding is also magnified accordingly. - Sets StumbleChance to 80 and RunningThreshold to 30, making it impossible for NPCs to run, but avoiding the glitches caused by slower movement. - Melee, as far as I can tell, is not affected by any of this. NPCs can still take a lot of punches. - Increases FireHealth to 165 (I think that was the previous value) because 125 is a tad too fast, I think. Survival rate is unchanged. I've attached the .ini file below. Feel free to add it to the 1.2 release as an option for people who don't like the higher health. 🙂 Tomorrow I'll write more detailed suggestions for 1.3 features. On this test run I realized there is a ragdoll behaviour for when an NPC gets stuck beneath a dead horse. They try to wriggle themselves free of it, sometimes succeeding, sometimes failing. That behaviour may turn out to be useful. PedDamageOverhaul.ini
  47. UNTESTED These are the new Moonshiner's horses: A_C_Horse_Norfolk_Roadster_SpeckledGrey, A_C_Horse_Norfolk_Roadster_SpeckledBlack, A_C_Horse_Norfolk_Roadster_SpeckledGrey, A_C_Horse_Norfolk_Roadster_PiebaldRoan, A_C_Horse_Norfolk_Roadster_SpeckledGrey, A_C_Horse_Norfolk_Roadster_RoseGray, A_C_Horse_Norfolk_Roadster_SpeckledGrey, A_C_Horse_Norfolk_Roadster_DappledBuckskin, A_C_Horse_Norfolk_Roadster_SpeckledGrey, A_C_Horse_Norfolk_Roadster_SpottedTricolor Once again they are sorted from worst to best a.k.a unlock level according to the role. I will edit this post if you don't beat me to it to verify if they are all working or not.
  48. Yes, components are gender dependent. There are no single player female components in the game, only variations per model. We will try to make the clothing items that are available in RDR Online work in single player in a later version.

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