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AnymYo

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Posts posted by AnymYo

  1. Use OpenIV to browse and extract the game files like pedhealth.meta. This was just an example.
    In case you want to extract game files, be aware that OpenIV inst supporting RDR2 to 100% yet. There are many "hashed" files which are unreadable (starting with 0x"HASH").

     

    11 minutes ago, 2many said:

    How Do I get that Its confusing the thing you said sorry


    Just create all these folders by hand. Make sure that the path-structure is the same like in the game files in case you want to start modding.

    Just to make sure, what do you exactly want to do?

  2. Go to "..\Red Dead Redemption 2\lml" and create a folder called "replace".
    Thats it. This folder is causing lml to load a specific file instead of the original one. You just need to create the path-folder structure inside the "replace" folder.
    Example:
    You want to load your own edited "pedhealth.meta" file.
    This file is in: "update/common/data/pedhealth.meta"

    If you want to use the "replace" folder, your folder structure has to be like this:
    "..\Red Dead Redemption 2\lml\replace\update\common\data"

    In the" data" folder, you need to place your own version of "pedhealth.meta" file.

    If you now start RDR2, lml is loading your "pedhealth.meta" from the "replace" folder instead of the original one.

  3. @LMS
    I saw that the "Rampage Trainer" allows you to reload the current game per button push (like you are in story mode and go back to the main menue and press "story mode" again).
    According to vfs.log, this causes the game to reload certain files/mods. This is super usefull if you working on files and want to test the result ingame. You can do a change in the file while the game is running in the background and if you want to see the result ingame, you just press the reload button and after a few seconds of loading screen, the game is using the updated file. Really time saving.

    Unfortunately, there are some files which will be reloaded each time, others not (just at the first game boot but AFTER you choose "story mode" in the main menue).
    Is it possible to implement a LML function which gives you the option to reload the game including ALL mods like a initial reboot per button push?

    Thanks!

  4. ·

    Edited by AnymYo

    Unfortunalely Im not that familiar with the game files in a way to edit internal game mechanics (except for euphoria stuff and a little bit of the weapons stuff).
    Maybe a more skilled/talented user could do this easily in no time (I know that there are some extreme pro`s outhere 😄 )

    My suggestion:
    A mod which lets lawman on horses behave like they did in RDR1 when chasing you.
    In detail: No more horse drive by when you are in combat AND on the ground. If they can see you (your position is known and you are in active combat and you are NOT on your horse) AND coming to shoot you down, they get off the horse at a distance of about 20 - 30 meters (away from your position) and going to cover. If they dont know your position, or currently seeking you, they should behave like in vanilla.

    Reason:
    Often they are coming real close with their horses while in active combat and it seems like they absolutely dont give a sh*t about getting shot. Really unauthentic...
    Also shooting lawman on horses is pretty boring imho. Yes, its cool to shoot the lawman off their horses in an active riding sequence when they chasing you but its simply unauthentic that every human NPC is running away from the shootout instead of lawmen on horses.


    Its just a small detail but such a mod would be really awesome!
    Thanks 🙂

  5. Thank you for the quick answer!
    I had this in mind but this is for GTA5:
    https://github.com/alexguirre/GTA-V-Euphoria-Behaviours-Parser
    As far as I know, there is no behaviours.xml discovered yet in RDR2 or R* just didnt used it this time...
    However almost all tasks from GTA5s behaviours.xml are working with RDR2. I used the behaviours.xml from GTA5 and RDR1... no problems so far...
    Unfortunately im not familiar with C++ scripting. Could the "Behaviours Parser" work with RDR2?

    And another question but a little off topic:
    Would it be possible to create or implement a script function which allows you to reload certain game files (physicstasks.ymt) while the game is running?
    (to prevent a restart of the game after almost every change in the file)


    Thank you very much!

  6. Hello everyone 🙂
    Since NaturalMotion was bought by shitty Zynga, it seems like no devs from NaturalMotion are helping R* with creating epic euphoria ragdolls anymore. Also it seems like that since GTA5 R* is too lazy or simply not interested in to create satisfying ragdolls anymore in the quality of GTA4, RDR1 or MaxPayne 3. They have the most advanced and most powerfull animation engine in the world and many players enjoy RDR1, GTA4 and MP3 today which are great examples for the mighty euphoria/morpheme engine!
    RDR2 is better than GTA5 but still boring and extreme repetetive...

    So...
    At the moment, im working on a ragdoll mod which is inspired by the classic "Red Dead Redemption" euphoria ragdoll.
    For this, i re used the original euphoria messages from RDR1 and the "two body masking" methode to recreate an authentic "RDR1 like" ragdoll behaviour.
    The funny thing is, the old euphoria parameters working fine. RDR2 is using "parameterSets" (euphoria Tasks) for each ragdoll case.
    That means that for certain cases the game has a bunch of euphoria tasks in a kind of package which will be activated if the case is matching the condition.

    For example:
    If you shoot a NPC with a revolver in the leg, the game is calling the Task "legShot".
    All euphoria messages which are contained in "legShot" will be executed and you will see the result in game.

    The problem:
    Unfortunetaly there are some cases in RDR1 which seems to be not existing in RDR2. For example the "shotInGuts" reaction as a parameterSet/Task which will be executed exclusive in case that you hit the stomach frontal.
    The "shot in guts" reaction is working but its part of the global "revolver" task at the moment (in my project).
    Here you can see it as a "bend over" reaction (early alpha, work still in progress):
    https://streamable.com/6akmy5

    In RDR1, the "shot in guts" reaction has a own task. The advantage for this is, that you can combine it with more tasks which are dominant and overwrite all other behaviours if you want to (forcing the NPC to fall after the bend over)...
    https://streamable.com/z2mmvl


    The question:
    I know that its possible to locate a bodypart which was hit by a bullet. Also i think that it should be possible to detect the used weapon also.
    Would it be possible to write a script which is able call certain parameterSets/Tasks from physicstasks.ymt if a certain bodypart with a certain weapon was hit by a bullet?

    Reason:
    This would allow me to create my own specific and cineastic euphoria reactions for certain weapons and hitzones.
    Also with a randomizer it should be possible to create more than one reaction for a certain case (headshots and so on).

    Should be look like:
    IF (weapon X is used) AND (Bodypart X is hit) DO (parameterSet X from physicstasks.ymt)
    like a .ini where you can choose the weapon, bodypart and name of the parameterSet/Task from physicstasks.ymt.

    I know this is huge but if you got the skills to realize that, you are very welcome to contact me 🙂

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