Everything posted by HughJanus
- List of Facial Animations in RDR2
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Ped Damage Overhaul
The next big step we want to take is adding proper animations to the dying states (instead of the force pushes, which are our current workaround). But we will only be able to do this with the help of OpenIV. We need to know the animation names to be able to actually use them. Edit: the current version (v1.46) is not this "big step" - we just found a workaround for using these animations, but it is not the desired end result yet.
- 1,271 comments
- 5 reviews
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Difficulties modding Rdr2
I dont know what the mod manager does exactly, but I am using PDO, longer days and the native trainer that comes with AB's script hook (and the script hook itself, of course). I did a manual install for all of them (just putting the files in the RDR directory) and I never have to re-download anything after an update of the game.
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Difficulties modding Rdr2
What mods are you using? I am only using script mods and a reshade - those can remain untouched after an update and still work normally.
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Ped Damage Overhaul
I have never tried it with rage hook, but the mod might not work with that. I remember reading some threads where people said some methods would not work the way they did with ABs script hook (dont know if it applies to any methods used in this mod, though).
- 1,271 comments
- 5 reviews
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Ped Damage Overhaul
- 1,271 comments
- 5 reviews
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Seeking scriptors for a collaboration
@Shtivi Thanks for responding. After reading what you said, I took a second look at your github repo and saw that half of the classes and libraries are for the missions themselves. When I first looked at it, I didnt really look at the file names and just scrolled to see if I even had the time to look through all this and gave up :D What I did now is just look through one of your mission files and it is really easy to read. Thanks for explaining!
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Seeking scriptors for a collaboration
Looks good! But youre right - if every added house would look that new, it would surely not fit into the world.
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Seeking scriptors for a collaboration
Ugh, sounds tedious^^ Nice that you put the work in, though. Thumbs up for you!
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Seeking scriptors for a collaboration
3 days?? Do you have to build them plank by plank?
- [C++ scripting] How to use facial animations for NPCs?
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SET_PED_CAN_TORSO_IK
What do all those SET_PED_CAN_XXX_IK do? Edit: I read somewhere a few months ago that IK means that the ragdoll/model interacts with things (so e.g. a foot is placed on a step -> if the foot only touches the step with its toes, the rest of the foot will move downwards touching the step below while the toes are still on the step above...if that makes sense?).
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Some questions.
No, unfortunately I dont 😕
- [Mod Request] Live after dismemberment.
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Some questions.
Yes, otherwise you dont have the files on your PC through which you want to look^^
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Seeking scriptors for a collaboration
I am not a professional coder, so maybe you can shed some light into my darkness 😄 I never understood why simple mods like the "Gunshot Wound" mod for GTA 5, for example, used a whole load of different classes just so the main script could be 5 lines long. When I started scripting in February, I had a hard time reading through all the source code I looked at, since people splitted it up unnecessarily. I understand why you need a factory class for objects you need more often, for example. But I dont get why there have to be a hundred classes for every hair you move on character. Thats why I decided to put all my code into one main file, hoping it would be easier and quicker for others to read, in case they wanted to make similar mods (thats what I hope for, at least^^). Could you explain to me, why you guys decided to make three dozen classes? Is it for the teamwork, so you can split things up more easily?
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Ped Damage Overhaul mod problem with FPS
The log seems OK (though mine looks a bit different). Performance-wise our systems are not that far apart: Ryzen 7 2700 X GTX 1080 32 GB RAM SSD Win 10 I get 50fps with my mix of mid/high/ultra settings (just tested in Saint Denis) and when I spawn 30 NPCs with the native trainer and look at the difference of mod enabled/disabled, the impact is 1-2 fps (if measureable at all). I have absolutely no idea what tanks your fps that bad. Maybe it has something to do with the RTX cards? Do you have any of that enabled? (thats just a completely wild guess into the blue) What you could try is disabling stuff in the ini and see if it changes anything for you. Set all the chances to 0 and disable everything you can, see if that changes anything.
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Ped Damage Overhaul mod problem with FPS
The script iterates through all NPCs and applies stuff like stumbling or bleeding, so of course its based on working with NPCs. Yet it should not have that much of a performance impact. What are your specs? Do you have a laptop or tower PC?
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Seeking scriptors for a collaboration
Safe houses are cool and all, but what crossed my mind when I saw the map mod is (SPOILERS!): But I havent messed with the map editor yet and also have I not messed with blips or placing new NPCs. I suppose its no sorcery, though.
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Ped Damage Overhaul mod problem with FPS
What is in the asiloader text file you have in your directory? Also what does the rampage.asi do?
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Ped Damage Overhaul
I have answered in your thread. Short answer: we (in the "development team") have no fps issues and none of the kind have been reported here for a long time, if I remember correctly.
- 1,271 comments
- 5 reviews
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Ped Damage Overhaul mod problem with FPS
Hey @joshmcdanie1s , in the early days of testing it was reported by one guy that in combination with a trainer (I dont remember which) he got some fps problems. Could you try using the mod without the trainer and check if that solves your issue? Just for clarification: the fps issue was never reported since, but we also didnt do anything to fix it (since we could not reproduce the problem).
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Removing bullet trails
Do you use the pro version or is such a thing possible with the free version of IDA too?
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Removing bullet trails
How did you find the pattern? Do you do something like cheat engine does and try to catch the re-occuring pattern while shooting?
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Removing bullet trails
@LMS Could you share your code (hit markers and bullet trails)? I am not gonna use it, just curious how you would do it without natives but using an asi file.