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HughJanus

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Everything posted by HughJanus

  1. @xuru Fast as always, thank you. New version attached. @MattyReady Please just read the comments in the ini, they explain everything :) PedDamageOverhaul.asi
  2. If you provide me their model hashes, I can exclude them from the mod to be sure. Charles should already be excluded, but maybe he uses another character model in the epilogue?
  3. HughJanus replied to DirePanda's topic in Say Hello
    Welcome 🙂 Are you looking to get into modding yourself or just enjoying the works of the community?
  4. Depends on your preference. Health for the most NPCs is 75 in vanilla RDR, iirc. Depending on how many bullets you want them to take, you adjust the DyingMovementThreshold. After that you could divide the DyingMovementThreshold by 2 and set that as your DyingMovementThreshold2. Then you do the same for DyingMovementThreshold2 and DyingThreshold. If you dont enable the BleedWhenDying (= downed NPCs slowly bleeding out), then you have to adjust the maximum Dying State Time in the ini (= kills downed NPCs after this amount of time has run out).
  5. Remove the EasyHook and EasyLoad files (I dont know why you would need them). What is Handcuffs.dll and why is this a .dll? (maybe this is the one that needs EasyHook) --> Remove it if you dont know. What is NativeInterop.dll? --> Remove it if you dont know. What is SimpleHook? --> Remove it if you dont know. You are missing Alexander Blades Script Hook https://www.dev-c.com/rdr2/scripthookrdr2/
  6. We would need some information on what mods and other things you did install.
  7. @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
  8. @foxy9911@xuru Thats because the sheriff is not in the list of story characters, yet (thus his health gets set to 75, which is apparently less than his vanilla health, thus the wounded animation). Could one of you guys please set ShowNPCModel to 1 (at the bottom of the ini), then aim and shoot at the sheriff. You should get his model hash drawn on the screen. If you can pass me this, I can exclude him from the mods effects. @MattyReady Our nexus uploader created a config which has nothing enabled but the longer burning feature. Just configure NPCHealth, DyingMovementThreshold, DyingMovementThreshold2, DyingThreshold and set EuphoriaModInstalled to 1, then you should be good (I hope I didnt forget anything).
  9. @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
  10. Ill implement an ini option for friendly and one for other story npcs (instead of the merged one that exists now).
  11. No problem, glad that its solved.
  12. Even with the new version?
  13. @foxy9911 Doesnt happen for me. Please try my ini and check (and then check the differences between our inis). @xuru Thats weird. Could you please enable "ShowNPCModel" at the bottom of the ini and tell me which model hash shows when you shoot at the gunslinger? The ones I noted are the following: Emmet Granger: 4196879928 Billy Midnight: 3736835937 Flaco Hernandez: 1347320453 Attached you can find a new asi (in this one I even separate friendly story npcs (like gang members) from other story npcs (like the gunslingers)). The story npc health set in the ini only counts for the friendly ones now (so gunslingers are completely ignored). PedDamageOverhaul.ini PedDamageOverhaul.asi
  14. Here is another version. I think we managed to increase the performance a bit more. PedDamageOverhaul.asi
  15. I now exluded the NPCs from the mod (the gunslingers). Please check. PedDamageOverhaul.asi
  16. @ChristianW.@Cullen Bohannon@bbastion@Crysii I took a look at the health thing (turning off the health setting for NPCs in PDO) but I could not find a proper solution as of now. The health setting plays a part in so many functions (it helps check if an NPC was affected by the mod and also allows to track the "healthiness" of an NPC or how weak he is / should act - if the base health is not known, these functions will have to be re-thought and re-written to fit all kinds of health values). The easier thing for me would be to exclude the NPCs you want excluded. Are those NPCs from certain mods or do you guys want all NPCs to have different health values? Because if theyre from a mod, the mod author could flag them with a decorator and I could exclude all NPCs with this decorator from PDOs effects.
  17. @xuru Please check if its fixed for you (I could kill Fiaco with one headshot). PedDamageOverhaul.asi
  18. The savegame works, thank you. I have not had the time yet to make the ride from valentine to fialco, but I now have the tools to debug the mentioned behavior. Thanks.
  19. @xuru We have gotten reports of bugged duels from nexus as well, so you are correct, it seems. Do you know if a mission with a duel can be replayed via menu? (in order for us to debug this)
  20. New beta solving the bugs related to hostage situations (in some of those situations NPCs holding other NPCs hostage were unkillable). Please use with the ini of the current release version (2.0 beta). PedDamageOverhaul.asi
  21. @k1ng.j3w I am not that savvy in modifying game files. You could ask AnymYo, he is quite the magician when it comes to ymt-editing. @Ryman Our nexus uploader mentioned something similar about duels which was reported to him. He tested it with the duels mod and there everything worked, so I have to figure out what exactly seems to be the problem (since the scripted task does not seem to be the issue - maybe it has something to do with the missions). This is to be done, so no fix as of now 😕
  22. You have to choose at least one key to use, then you can set all the toggle keys to this one and just never use it.
  23. @Xlie I dont understand your first question. The optional files are one for longer dismemberment reactions and one for increased bleeding chance on neck shots (and a little increased on gut shots).
  24. @Stefacar2 How does ModEffectRange 10 work for you? @Alleg3dLee Nice, thanks for letting us know 🙂
  25. @Stefacar2 Please use ModEffectRange=10 in the meantime. Although I have to point out that I dont know if we are capable of making the mod a lot more performant at this time.

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