
Posts posted by DickHertz
-
-
Edited by dick hertz
17 hours ago, HughJanus said:Oh, hi Mark! lol
I dont know the vanilla Armadillo events. I was thinking about events like in Valentine - where you meet someone you saved in the wilds, get robbed, witness bar fights, etc. or are the towns "just decorations"?
Ahh yeah there's nothing like that in there. That would be awesome though I'd definitely do it if i knew how.
-
-
Posted ·
Edited by dick hertz
It's been three years since the console release of RDR2, and still no solution for one of the game's biggest faults for us OG Red Dead Redemption fans: New Austin
Commonly described as "unfinished", "tacked on" or an "afterthought", it appeared as if Rockstar created an 1899 version of the original map which Arthur Morgan was meant to explore, but after a number of cut missions and storylines, things changed - leaving John Marston to be the only one able to explore this section of the map, and a proper 1907 version never being created. This mod aims to create a more believable 1907 version of New Austin.
ARMADILLORemoved smoke effects, fire pits, train station doors, decreased dust particles, and fully populated with NPC's and a new law system.PLAINVIEWRebuilt from scratch, with added details to fit in with the RDR2 style of towns, with completely redone foliage and added NPC'sGAPTOOTH BREACHRestored cut tents/props from the game files with a few extra objects to make it closer to RDR1.AND MORE...Includes a number of smaller areas from the first game, including the construction of Critchley's and Warthingon Ranch, Cueva Seca, Venter's Place, Pike's Basin, Blackwater docks, Macfarlane's Ranch, Coot's Chapel, and Manzanita Post
Removes the dark orange tint in New Austin and adds a few changes to the weather cycle(Removed sandstorms and new rain/stormy weathers)
Each new location has RDR1 accurate props/layouts, using RDR2 assets only.
(Most photos were taken in older versions, a lot has been changed/added since then. See the full album here)OTHER FEATURESIncreased rider density throughout New Austin to make it feel less empty, added hidden chests/loot to each location, as well as some RDR1 references. Plans for the future: Add fast travel points to each location, add snow to Tall Trees (WIP), restore passenger trains/increase train frequency.
@bolmin for his ped loader and bank interior script
@VideoTech for helping with the Armadillo YMAPS, and for allowing me to use a couple ARP files
@SgtJoe for disabling the Cholera random events
@AClassySliceOfToast for his Hennigan's Stead Camp and Manzanita Post Station
@Blackjack420 for adding law to ArmadilloNexus Mods: https://www.nexusmods.com/reddeadredemption2/mods/979
-
-
Edited by dick hertz
On 11/22/2020 at 12:36 AM, GuiCORLEONE said:How do i know the hash for a model in RDR2? I tried using hash generator but it doesn't work, i also tried uploading the full model into the hash tool from OpenIV but it also doesn't work. How am i supposed to get the hashes for models in the game?
Good question Gui
-
-
2 hours ago, Evil Blunt said:
Might be interior sets. what interior are you loading or is it already loaded?
For gtav when loading interiors not all props loaded and would need the interior sets to be loaded. So the tables chairs are most probably set and possibly other things aswell.
You're right I found the tables in the interior sets (I spawned in the boat with IMAPS which usually have everything), now I just have to see if I can find the NPCs, thanks for the response.
-
3 hours ago, LMS said:
I suppose it really depends on how it is done. It could be that R* manually sets up the scene or that there are some scenarios to switch. You could try finding the associated mission script and seeing if you can figure out if everything is done manually (which should be fairly obvious).
Good point I'll do some searching thanks!
-
Has anyone discovered if there's a way to spawn in the ped/prop setups from certain missions or what their hashes are? This boat is empty after the mission there and it would be awesome if we could spawn everything back instead of having to recreate it. I think I found some natives that might have something to do with it but I'm sure.
_SET_SCENARIO_GROUP_ENABLED_HASH
-
-
-
3 minutes ago, LMS said:
I read all currently loaded doors from memory, then get their positions and compare them to the player location. I don't think you can get the hash via natives (at least I don't know how).
Where can I find the memory? Sorry for all the questions lol you've been extremely helpful 😛
-
@LMS Thanks man it worked this time! Might I ask what you used to get those hashes, I used Rampage Trainer and the ones I got were completely different
-
-
23 minutes ago, LMS said:
Whereabouts are these doors? I can check myself and see if they work for me. Some doors are constantly being relocked by the game scripts, which could complicate matters. The sheriff door in Valentine's is one example, early on in the game it is always locked for you - we had to work around that.
That could be it then they're the Braithwaite manor doors, I'm in the epilogue but spawned it back in with imaps. Probably still locked by some other script until you have the mission there
-
-
-
Posted ·
Edited by dick hertz
Is there a native for setting normally locked doors to be unlocked? I was given the hashes to spawn in Braithwaite manor and I've gotten it to load on startup but the doors are locked, but when i spawn it in with Rampage they're unlocked.
Edit: I found this and I think it could be what I'm looking for but I'm sure what I would put in for the parameters DOOR_SYSTEM_SET_DOOR_STATE( Any p0, Any p1 )
-
There's a short video on Nexus that helped me get started, and LMS has some good tutorials on here that go more in-depth which even includes a sample script
https://www.nexusmods.com/reddeadredemption2/videos/441
-
-
Posted ·
Edited by dick hertz
added imageI recently started learning to make script mods and I came across a couple natives for activating IMAPS (Things like Adler ranch & Braithwaite Manor not being destroyed). You can do this with the Rampage trainer but I wanted to make it into an asi mod so they load on startup. Does anyone know the hashes for them?
Edit: Nevermind he sent me a fat list
• void _REQUEST_IMAP(Hash imapHash) // 0x59767C5A7A9AE6DA b1207
• BOOL _IS_IMAP_ACTIVE(Hash imapHash) // 0xD779B9B910BD3B7C b1207
-
-
-
9 hours ago, HughJanus said:
3 days?? Do you have to build them plank by plank?
Pretty much lmao. There’s a model for the frame at beechers hope when it’s still being constructed but it’s noclipped so I had to fill the floor and walls with boards so you won’t just clip right through it 😭. Smaller buildings wouldn’t take as long but there aren’t enough materials yet to make it look good it always looks shiny and out of place
HUGE Problem With Modding RDR2 That No One Is Talking About
in RDR2 Mods Discussion
This isn't true, he got angry after I deleted his rant about this problem in the comments. Just avoid outdated/unoptimized mods and most people will be fine