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HughJanus

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Everything posted by HughJanus

  1. Dont know how the revive mechanic works, so I wouldnt know where to start (since leaving out setting the max health doesnt work - unless no one ever wants to change npc health :)).
  2. This is true for the task the npc is executing. I dont know if it will make spawned objects vanish, though.
  3. I think this is something which can be achieved like you achieved the dirt decal persistence - I dont know the corresponding file(s), though.
  4. Just to share what we discussed in the DMs with the community: There are some functions worth trying (not sure what the last parameter is doing (bool))--> AUDIO::STOP_CURRENT_PLAYING_AMBIENT_SPEECH(peds[i], true); AUDIO::STOP_PED_SPEAKING(peds[i], true); AUDIO::DISABLE_PED_PAIN_AUDIO(peds[i], true);
  5. There are a lot of files needed to get this done, it seems. Could you give a little overview on what you edited where and why?
  6. I dont think so, but you can replace the original one with your modified one (in which you add whatever you would like to add) using lml. Or am I missing the point?
  7. Currently not (because the reaction depends on different factors behind the curtains). If you want, we could take a look at it for later releases.
  8. Hm, I guess 121 is the knockout task. I will see if I can do something when I have a little more time (I think it will break other scripted events and missions, so I cant include it in PDO - I would have to make a separate little mod for that).
  9. Is it always 153,121,605? (no matter which npc)
  10. This is vanilla behavior - I think its scripted and I dont know how it is activated. If you want, you can use the tools at the bottom of the ini and find out which task is triggered for the NPC. I could then try to abort this task when it is executed, but I dont know if this would then prevent other scripted knockouts 😕
  11. So after turning invincibility off, did you still feel NPCs take too many bullets? It should depend on the weapon and ammo used, how many bullets they take (though three shots to the chest should take any NPC down, no matter which condition your weapon is in or which ammo you use).
  12. Do you have a vfs.log in your installation directory? LMS wanted to see mine when the PDO extension wouldnt load. My problem was that I had to open the mod manager once and activate the mod (it wouldnt work without the mod manager). But since you posted the mod manager log, I suppose you have done that.
  13. What does the log say?
  14. Alexander Blades script hook provides a function which gets all (loaded?) npcs. You tell that function how many npcs you want to store - this number is the modeffectrange. Since there is no proper documentation for that function, we dont really know what its doing, but we suppose it takes the x npcs closest to the player. There were people testing with values of 10 and they couldnt spot a difference - I dont know how they tested, though. A proper test would be to set the npc health to some value (like 100) and let the rampage trainer show the health of each npc. then set the modeffectrange to something low, spawn a lot of npcs (or go to saint denis or so) and check if each one gets its health set.
  15. @SAC Thats good 😄 @lexo1000 No, this is just for "proper" euphoria mods (which implement their own stumbling and stuff).
  16. There are some new and some tweaked ones. You can use notepad++ and the plugin "Compare" to compare the two inis - should be a matter of minutes to get yours up to date 🙂 Also here is an optional LML-part of our mod. It makes artery shots a little more likely (when shooting at certain body parts) and enables longer reactions to dismemberment. The dismemberment reactions are done in the same file as euphoria mods use - so if you use a euphoria mod, dont install this. PDO v2.0 Extended Features.zip
  17. New beta, please test. No changelog since I dont want you actively noticing things. Please just play and provide feedback if everything feels good while playing. PedDamageOverhaul.asi PedDamageOverhaul.ini
  18. You can use it for your playthrough, but you might have to adjust the ini a little (invincibility, on screen tools if enabled, etc.).
  19. Are file extensions hidden for you? (do you see a file named ScriptHookRDR.dll in your installation directory or is it just named ScriptHookRDR?)
  20. Set the BleedingValue to 0 and set MaximumDyingStateTime to something high, like 1800000 (which equals 30min). But be advised that missions can be tedious, since you have to find every enemy you injured and kill them (if the mission script is waiting for all enemies to die in order for the mission to proceed).
  21. @Keenkrozzy Great 🙂 @SAC I suppose this is something hidden in the game files (either some kind of particle count or lifetime for stains and such). @ReelBump PlayerHealth equals the amount of health points the player is supposed to have. This setting can be buggy, though, so I suggest you use StoryNPCHealth (sets the health of story NPCs to the given value - both in and out of missions) and the NPCDamageModifiers.
  22. Yes, these are artery hits. You would have to modify the game files in order to make those hits occur more often (or you shoot NPCs in spots having a higher chance of triggering the bleedout). We are currently looking into it for v2.0 of PDO, can't promise anything though.
  23. Havent found out yet, but the problem with some things not working was solved another way. Thanks for you input, @crossed99!
  24. @SAC It is possible. You have to either wait until the crosshair turns red (it does when the NPC moves every now and then) or you run into the NPC slightly, then it should also move which makes the crosshair turn red.

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