Everything posted by HughJanus
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Some questions.
As you have already mentioned, OpenIV is usually the program to get into the game files and edit them (or swap them out with edited ones). Unfortunately, the current OpenIV version does not allow the editing yet (it only lets you browse through the files - some of which still have hashed names, so you dont know what they are). As for model and animation editing, I suppose you would have to export the models and animations via OpenIV and then edit them with a program of your choice (but I am no expert at that, so it might be a wrong guess).
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Ped Damage Overhaul
@daggerrobin In the code I check their inventory for the weapon they currently have equipped and then drop that to the ground. I dont interfere with the condition - seems to drop this way with the method I use. I already searched for the "drop current weapon" method (to save myself the workaround of dropping an inventory weapon) but I havent found this method, unfortunately.
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- 5 reviews
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[MOD SUGGESTION] Lure Peds for Robbing
I think you can already do this with guards (at least in some missions you are able to lure guards with your horse whistle). Maybe it could be extended to normal NPCs if you are locked onto them?
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Ped Damage Overhaul
@daggerrobin thanks for reporting. As you already pointed out, there is no way of making sure NPCs are disarm-able and this effect not happening. You can only prevent that if you turn disarming off in the ini.
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- 5 reviews
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Hangings
I think its "American Venom", if I remember correctly. Huge spoilers, though (if you havent played it yet^^).
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Hangings
Would be cool if when you went to a gallow carrying someone who is hogtied, you could interact with a button, so the hogtied NPC gets into the noose. Then you can activate the lever like in the game mission.
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Melee Weapons Glow
I didnt find this method in the native database (searched for "glow"). Where did you find it?
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How to find root folder for mods?
Where did you put Lennys Simple Trainer? Because if it works, you have probably already put it into the root folder.
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Ped Damage Overhaul
You mean the vanilla weapon glow for all pickup-able weapons? Havent looked into it, so I cant say if theres a way to disable it.
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- 5 reviews
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Ped Damage Overhaul
Someone in the nexus forum apparently uploaded the files on mediafire: http://www.mediafire.com/file/uwa7nsoxxs6akbl/ScriptHookRDR2_1.0.1232.17.zip/file Have not downloaded and checked it, though. So be careful. And no, unfortunately there is no way around scripthook.
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Ped Damage Overhaul
The "problems" are not really problems but just the effects of the mod. If someone gets shot in the leg, he will stumble. These are the rules^^ We just added the option because we were asked to. Some people obviously wanted to take revenge on some characters which were excluded from the mod before :P
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- 5 reviews
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A New KICK ASS MOD
I dont know how much of that will be possible (I guess you will need an OpenIV version which lets you edit game files). I wish you luck, and if you have any questions about RDR2 modding, this is probably the best site available (the guys who are making the first response mod are very knowledgeable and they help out here a lot).
- ADD_ROPE
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Hangings
I agree. Havent found a way to do that, though. The trickiest part is lassoing someone by the neck. It only occurs 1% of the time or so, it seems.
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How to find root folder for mods?
Describe your problem. UnknownOutlaw23 has already told you how to find the root folder. What are you talking about Lennys Simple Trainer?
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[SOLVED] Need help with some code, please.
What a dumb mistake. The iterator has the same name as the counter for the peds, so it overwrote the counter.
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[SOLVED] Need help with some code, please.
Now I have set some values to be shown on screen for the current target (the one the player is free aiming at / the last NPC he free aimed at). The damage done is the delta between the map and the current health - this increases steadily, the current health (ped health) decreases steadily. So it seems neither the map is updated, nor is the ped health increased. The max health is the max health of the ped (is correct), the last dam bone is also correct (the "Legbone" is just a value of the legbones vector, to see if it even aligns with the last dam bone, so the code for increasing the health is (should be) executed). To see if the code in those brackets (increasing health, updating the map) even triggers, I wrote a draw text function in each bracket (one for leg (YOLOYOLOYOLO_LEG), one for arm (YOLOYOLOYOLO_ARM), etc.) and the text gets drawn, so the health should also be increased and the map should be updated. But it doesnt happen for some reason. I even tried setting the health to a fixed value to increase it to (ENTITY::SET_ENTITY_HEALTH(peds, 100)), but that doesnt change anything. Those two methods dont seem to work in those brackets: pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); ENTITY::SET_ENTITY_HEALTH
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How to find root folder for mods?
Depending on the language setting of your operating system, the "Program Data" folder may have a different name.
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[SOLVED] Need help with some code, please.
I havent checked, but I dont suppose that is the case. I guess I made a mistake in the logic I use, but I cant seem to find it. I even wrote it down on paper, but it all checks out^^
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[SOLVED] Need help with some code, please.
I am first getting the health of the NPC and am saving it to the map (the map does not get touched after that). Then, every script iteration I do a "get health" and check if its less than the value remembered in the map. If so, I calculate the delta. Then I check the last bone that was damaged and multiply the delta according to the modifier for the specific body part and give that number of health back. (so e.g. if an NPC lost 10 health and the leg was last damaged, 9 health should be given back to him, if the modifier for the leg is 90% or 0.9). After that, I set the map to the current health and the whole thing triggers again when the health is lowered.
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[SOLVED] Need help with some code, please.
What I am trying to do is giving back health to NPCs if they got hit in certain bones - this way I try to implement body part specific damage. Example: if NPC01 was hit in the leg, check how much health it lost and give it back a part of it. Somehow it wont work, though. Here is the code I am using: //modifiers for health not deducted for the affected body parts float ini_legdamagemod = 0.99; // 99% of deducted health will be given back float ini_armdamagemod = 0.99; // 99% of deducted health will be given back float ini_torsodamagemod = 0.0; // 0% of deducted health will be given back float ini_headdamagemod = 0.0; // 0% of deducted health will be given back float ini_neckdamagemod = 0.0; // 0% of deducted health will be given back //container for peds and a health value to calculate the body part damage std::map<Ped, int> pedmaplimbhealth; //container for affected bones vector<int> legbones, armbones, torsobones, headbones, neckbones; legbones.push_back(6884); legbones.push_back(65478); legbones.push_back(51120); legbones.push_back(33646); legbones.push_back(43312); armbones.push_back(54187); armbones.push_back(53675); armbones.push_back(41357); armbones.push_back(41341); armbones.push_back(41405); armbones.push_back(41326); armbones.push_back(41325); armbones.push_back(35876); armbones.push_back(16829); armbones.push_back(16781); armbones.push_back(16765); armbones.push_back(16749); armbones.push_back(11300); torsobones.push_back(14410); torsobones.push_back(14411); torsobones.push_back(14412); torsobones.push_back(14413); torsobones.push_back(14414); torsobones.push_back(14415); headbones.push_back(21030); neckbones.push_back(14284); neckbones.push_back(14285); neckbones.push_back(14286); neckbones.push_back(14287); neckbones.push_back(14288); while(true) { if (MOD IS ENABLED) { //get all peds near player const int ARR_SIZE = 1024; Ped peds[ARR_SIZE]; int count = worldGetAllPeds(peds, ARR_SIZE); //filling the ped container for (int i = 0; i < count; i++) { if (pedmaplimbhealth.find(peds[i]) == pedmaplimbhealth.end()) { pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); } } //checking if ped health has decreased and if so, give health back according to modifiers if (pedmaplimbhealth[peds[i]] > ENTITY::GET_ENTITY_HEALTH(peds[i])) { float damagedone = pedmaplimbhealth[peds[i]] - ENTITY::GET_ENTITY_HEALTH(peds[i]); int act_Bone; if (PED::GET_PED_LAST_DAMAGE_BONE(peds[i], &act_Bone)) { for (vector<int>::size_type i = 0; i != legbones.size(); i++) { if (act_Bone == PED::GET_PED_BONE_INDEX(peds[i], legbones[i])) { int healthback = (int)(damagedone * ini_legdamagemod); if (ENTITY::GET_ENTITY_HEALTH(peds[i]) < ini_dyingmovementthreshold && (healthback + ENTITY::GET_ENTITY_HEALTH(peds[i])) > ini_dyingmovementthreshold) ENTITY::SET_ENTITY_HEALTH(peds[i], ini_dyingthreshold - 1, 0); else ENTITY::SET_ENTITY_HEALTH(peds[i], ENTITY::GET_ENTITY_HEALTH(peds[i]) + healthback, 0); pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); PED::CLEAR_PED_LAST_DAMAGE_BONE(peds[i]); } } for (vector<int>::size_type i = 0; i != armbones.size(); i++) { if (act_Bone == PED::GET_PED_BONE_INDEX(peds[i], armbones[i])) { int healthback = (int)(damagedone * ini_armdamagemod); if (ENTITY::GET_ENTITY_HEALTH(peds[i]) < ini_dyingmovementthreshold && (healthback + ENTITY::GET_ENTITY_HEALTH(peds[i])) > ini_dyingmovementthreshold) ENTITY::SET_ENTITY_HEALTH(peds[i], ini_dyingthreshold - 1, 0); else ENTITY::SET_ENTITY_HEALTH(peds[i], ENTITY::GET_ENTITY_HEALTH(peds[i]) + healthback, 0); pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); PED::CLEAR_PED_LAST_DAMAGE_BONE(peds[i]); } } for (vector<int>::size_type i = 0; i != torsobones.size(); i++) { if (act_Bone == PED::GET_PED_BONE_INDEX(peds[i], torsobones[i])) { int healthback = (int)(damagedone * ini_torsodamagemod); if (ENTITY::GET_ENTITY_HEALTH(peds[i]) < ini_dyingmovementthreshold && (healthback + ENTITY::GET_ENTITY_HEALTH(peds[i])) > ini_dyingmovementthreshold) ENTITY::SET_ENTITY_HEALTH(peds[i], ini_dyingthreshold - 1, 0); else ENTITY::SET_ENTITY_HEALTH(peds[i], ENTITY::GET_ENTITY_HEALTH(peds[i]) + healthback, 0); pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); PED::CLEAR_PED_LAST_DAMAGE_BONE(peds[i]); } } for (vector<int>::size_type i = 0; i != headbones.size(); i++) { if (act_Bone == PED::GET_PED_BONE_INDEX(peds[i], headbones[i])) { int healthback = (int)(damagedone * ini_headdamagemod); if (ENTITY::GET_ENTITY_HEALTH(peds[i]) < ini_dyingmovementthreshold && (healthback + ENTITY::GET_ENTITY_HEALTH(peds[i])) > ini_dyingmovementthreshold) ENTITY::SET_ENTITY_HEALTH(peds[i], ini_dyingthreshold - 1, 0); else ENTITY::SET_ENTITY_HEALTH(peds[i], ENTITY::GET_ENTITY_HEALTH(peds[i]) + healthback, 0); pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); PED::CLEAR_PED_LAST_DAMAGE_BONE(peds[i]); } } for (vector<int>::size_type i = 0; i != neckbones.size(); i++) { if (act_Bone == PED::GET_PED_BONE_INDEX(peds[i], neckbones[i])) { int healthback = (int)(damagedone * ini_neckdamagemod); if (ENTITY::GET_ENTITY_HEALTH(peds[i]) < ini_dyingmovementthreshold && (healthback + ENTITY::GET_ENTITY_HEALTH(peds[i])) > ini_dyingmovementthreshold) ENTITY::SET_ENTITY_HEALTH(peds[i], ini_dyingthreshold - 1, 0); else ENTITY::SET_ENTITY_HEALTH(peds[i], ENTITY::GET_ENTITY_HEALTH(peds[i]) + healthback, 0); pedmaplimbhealth[peds[i]] = ENTITY::GET_ENTITY_HEALTH(peds[i]); PED::CLEAR_PED_LAST_DAMAGE_BONE(peds[i]); } } } } } } For some reason the NPCs still keep dying from three or four leg shots (if health is set to 100). Does anyone have any idea why that is the case?
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Is there a compendium of NPC bones somewhere?
Has anyone figured out any other bones yet? I think I found two more: right upper arm 46065 left upper arm 37873
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Ped Damage Overhaul
To be honest, we never tested it that thoroughly to be able to really pinpoint the exact way this variable works. Our testing was more a comparison of different values. If I say 70%, I mean the value is 70 in the ini. I suppose that 100 is the usual value, but we have not verified that. You can try standing 100m away from an NPC with a setting of 100 and then 200 and see if that really doubles the accuracy. The whole thing also depends on the distance between the shooting NPC and the player (the closer the NPC is, the more often its shots hit the target).
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- 5 reviews
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Ped Damage Overhaul
You have to try what suits your playstyle. I have increased the amount of damage NPC weapons do to 220% and have lowered the accuracy to 70%.
- 1,271 comments
- 5 reviews
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Ped Damage Overhaul
The behavior you described is a combination of an artery shot and the dying stage. If you shoot an NPC the way your crosshair turns red (in vanilla the NPC then would always start coughing and running around bleeding) and you manage to get its health below the DyingMovementThreshold, it will go into one of the Dying States which will make it roll around (still bleeding and coughing from the artery shot. So if you want that behavior, aim for the neck or the pelvis (those two spots seem to produce artery shots the most) and if the NPC starts walking around, coughing, just shoot its legs and it will go down and go into the behavior you want.
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- 5 reviews