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HughJanus

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Everything posted by HughJanus

  1. PDO also has this feature and it is configurable in the ini file.
  2. I wrote the code, my man^^ Last time I checked, it was still working. If theres any bugs, let me know.
  3. There is the Knockback-Feature for that - you just have to configure it to your liking in the ini file 🙂
  4. I suppose you would have to learn to script for that. If you have a tiny bit of programming experience its not that hard 🙂
  5. PDO has such a feature. The default value in the overhaul config is 25%, but you can increase it to 100.
  6. @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
  7. No, thats it. Thank you. The two currently excluded sheriffs are no story npcs, are they? I would remove them from the "other story npcs" since they would be lawmen then anyway (adhering to the new npc categories). Or should we keep them there to ensure they wont be limping? (in case people want lawmen to not be different from regular npcs)
  8. @xuru I have now begun to remove the NPCHealth-check from the mods functions. Please check if everything still works as expected. If it does, I can move onward (eventually being able to set different health values for different npcs). If anyone has ideas on which NPCs should receive different health values, please share. This is what I had in mind: Friendly Story NPCs Other Story NPCs Lawmen All other NPCs PedDamageOverhaul.asi
  9. @xuru I see. No, currently thats not possible (for the same reason different health values for different affected npcs arent possible - NPCHealth currently is used as an anchor for the mods functions, you cant deviate from NPCHealth without making the mod useless for the affected npc).
  10. They are excluded, if you set ExcludeOtherStoryNPCs to 1. Remember that many lawmen cannot be disarmed in vanilla. PDOs disarming feature enables that. Concerning dismemberment --> what Entreped said 🙂
  11. You didnt install the mod correctly. If you press F9 you will see that it says "ini file not found". Dont use mod managers for the installation. I dont know how they try to install the mod, but the asi does not find the ini.
  12. Added new ini options for disabling the mod in missions and disabling the new police behavior in missions. PedDamageOverhaul.asi PedDamageOverhaul.ini
  13. You need to get the player ped and then set the sweat level for it. This is how you get the ped: Ped playerPed = PLAYER::PLAYER_PED_ID(); This is how I suppose you set the sweat level (although I dont know which values work): PED::SET_PED_SWEAT(playerPed, 1.0f); You can check out the code of PDO here - maybe it helps you understand stuff: https://github.com/HJHughJanus/PedDamageOverhaulRDR2/blob/master/PDO/PedDamageOverhaul.cpp
  14. Please dont forget to set the falling times. Your npcs now have 40% more health, which means they will survive falls they normally wouldnt. With the two settings for death and downed, you can adjust the milliseconds (for the falling time) after which an npc will get incapacitated or die.
  15. @PunkRockingPanda What Entreped said. If you install the mod as stated in the description, it will work. I dont know why the Mod Manager installs the ini in a way the asi cant find it.
  16. Thank you for the detailed test protocol and the great feature suggestion!
  17. Added the following ini parameters (all untested): StopCoreDepletionAfterDeathInMissions (self-explanatory) StopMoneyLossAfterDeathInMissions (self-explanatory) ActivateAlternativePoliceBehavior (makes lawmen get off their horses some distance away from the player, if the player is on foot - so they dont seem suicidal --> idea by Anymyo) DismountDistanceMin (minimum dismount distance - thats the closest lawmen will come to the player when mounted) DismountDistanceMax (maximum dismount distance - thats the furthest lawmen will dismount away from the player...vanilla behavior can make them dismount further away in some cases) Please provide feedback, if possible. PedDamageOverhaul.asi PedDamageOverhaul.ini
  18. Quick fix (now checks if player is not on horse - I forgot that in the morning). PedDamageOverhaul.asi
  19. I tried implementing it in PDO. Please check it out. You have the following ini settings: ActivateAlternativePoliceBehavior = 0 DismountDistanceMin = 30 DismountDistanceMax = 50 Set the first one to 1 to enable the feature and then test it a bit, please. I wont post this version in the official PDO-thread before you say its working as intended (I coded this blindly, no tests whatsoever). PedDamageOverhaul.asi PedDamageOverhaul.ini
  20. @xuru Done. The ini option is called OtherStoryNPCHealth. All blips related to dying NPCs now get removed when the player dies (this will impact performance on player death a tiny bit, but I think its worth fixing the bug). PedDamageOverhaul.asi PedDamageOverhaul.ini
  21. @xuru Put the police chief on the list of "other npcs" as well. Thank you. Does the blip also appear if you start your game with the blip option in the ini disabled or is it really caused by PDO? Is there an NPC where the blip is shown? PedDamageOverhaul.asi
  22. @xuru Thanks for all the help!

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