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HughJanus

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  1. I just took a quick look at your code and it seems like some chat AI wrote that. What are you trying to accomplish? The more detailed you explain the logic (edge cases, potential errors which need to be caught, etc.), the closer you are to somebody actually doing it for you^^
  2. Sorry, I did not fully read your opening post, it seems^^ Have you tried to not force the ped to go to the player, but just tell it to attack the player via melee (maybe it will try to close the distance by itself)?
  3. This maybe? Or you could try tasking the ped with closing the distance (here you can set a speed), then tasking it to attack: Or you could build a debugging function listing you the tasks a ped receives and then check if the task changes when the ped is transitioning from walking to running towards the player (if it changes, you could try tasking the ped with the second one):
  4. Did you try the melee natives? I think there are some where you can set a melee target for a ped or even force it to attack another ped via melee.
  5. Hey guys, I was away for quite a while and wanted to start a new playthrough of RDR2. When I left, my main problem was that once the cores are fully levelled up (which happens quite early in the game, if you do side activities), there is no real progression for the player. Unfortunately, there does not seem to be a mod which allows for further core progression. Apart from draining and filling the cores by script, I have not tinkered with that mechanic. Here comes the question: How easy or hard would it be to make the cores level up further? What do I mean by that? -> The cores take longer to fill -> e.g. if in vanilla a player had to level up the health core 20 times to make it full, I would like the player to have to level it up 200 times before it is full. All that, while each level up still offers the same amount of additional health (so in theory when the modded health core is full, you would have 10 times the health you would have in vanilla, because you levelled the core up 10 times more often). I would appreciate any hint I can get :) Best regards, HJ
  6. Zaxer started following HughJanus
  7. Zenzy started following HughJanus
  8. For all the "during missions" settings, the code looks as follows: [...] //get if mission is active bool missionactive = GAMEPLAY::GET_MISSION_FLAG(); [...] //check if core depletion should stop during missions if (ini_stopcoredepletionafterdeathinmissions == 1) { //check if mission is not active if (!missionactive) { //deplete cores ATTRIBUTE::_0xC6258F41D86676E0(playerPed, 0, 0); ATTRIBUTE::_0xC6258F41D86676E0(playerPed, 1, 0); ATTRIBUTE::_0xC6258F41D86676E0(playerPed, 2, 0); } } [...] The main difference between the nexus and the non-nexus version is the performance improvement, which lets the user set the tick interval. Could you try setting the TickInterval in the ini file to 1 and check if anything changes? (I doubt it, but its worth a try) What I would also need to know is which setting causes the bug. Is it the core draining setting in general or the "disable in missions" part of it? I have also updated the code on github with the "non-release version (for rdr2mods.com folks)" pull request description for folks to check. Thank you for responding so quickly.
  9. Hey guys, please excuse my irregular appearances here. If one of you could list all the currently mentioned bugs, I could try to address some of them on the weekend. However far I come, I will then push the current code to the repo, so others can take a look. Be aware that this was my first C++ project ever and I had no concept whatsoever in the beginning of making this mod (since the scope was meant to be extremely small and then grew into something bigger), so the source code is quite the chaos. I hope you are not having a lot of troubles with the current version. I apologize, if you do (I simply cannot find a lot of time for coding in my leasure in the current state of my life). Since I dont want to make any empty promises, I can just say that if I find the time to code a little, I will use it to figure out and fix the bugs you are reporting. All the best, HJ
  10. There are only three ways NPCs can ignore the dying states: You have EuphoriaModInstalled set to 1 (this only causes NPCs to stay down, when they fall and are below the thresholds - they will never be forcefully pushed down). The chances for Dying States are below 100 (so some just wont be affected). The NPC is an excluded character and the corresponding ini setting is turned on (to exclude those characters). If those three are not the case, it might be an incompatibility, a script hook fault or something within the engine keeping NPCs from the effects of the script (--> least probable cause).
  11. SpecialWeaponModifier is set to 30, meaning that affected weapons (your shotgun is one of them) do 30% of the usual damage. Increase this one until you reach whatever damage behavior you are looking for.
  12. Not possible, here is the code: //set invincibility, if set in ini or adjust player health if (ini_playerinvincibility == 1) PLAYER::SET_PLAYER_INVINCIBLE(player, true); else if (ini_playerhealth != 0 && ENTITY::GET_ENTITY_MAX_HEALTH(playerPed, false) != ini_playerhealth) { ENTITY::SET_ENTITY_MAX_HEALTH(playerPed, ini_playerhealth); ENTITY::SET_ENTITY_HEALTH(playerPed, ini_playerhealth, false); }
  13. PlayerInvincibility worked last time I tested. I currently dont have the time to test myself, but I have implemented a new ini value called "DropNPCInDyingState". If set to 1, this should ragdoll every NPC as soon as their health value crosses the DyingThreshold (if the NPC is standing (= check if the head bone position is x cm above ground --> could be that NPCs who have low health and are trying to get up, will be ragdolled during the getting up animation - please report back if that looks off)). PedDamageOverhaul.asi PedDamageOverhaul.ini
  14. Could you describe how to reproduce the behavior, so I can test it myself? I have done a bunch of shootouts with the new version (for testing purposes) and have never experienced this (to be fair, I never experienced it with the older version, either). I get NPCs standing up and walking, but they either fall down, squirm and die or they ragdoll/kneefall and die while walking.
  15. I added a check - as soon as an NPC enters the last Dying State, they get ragdolled to the ground (the rest of the already existing logic should keep them there). Please report back. PedDamageOverhaul.asi

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