Everything posted by LMS
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How do you create "pick-up" items?
What happens with the code above? The pickups certainly do work, I have used them with money bags before. Will see if I can find that code later.
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Low Priority Props Loader
- 2,395 downloads
- Version 1.0.0
Much like GTA V, RDR 2 also suffers from a "feature" where certain props in the game world are not loaded, namely those marked as "PRI_OPTIONAL_LOW". These are often small objects that add a bit more life to the scene, but are not essential. It could be something like another stack of papers, a plant pot or a barrel that are defined in the game files but just never loaded in. This mod fixes that and allows the game to also consider these props at all times and spawn them in, subtly enhancing your gameplay experience. Drag the file into your game folder and enjoy. Please note that you need to have an ASI loader for this mod to work. Thanks to Yooungi who made me aware of this problem. I have not tested this mod much (< 5 minutes), so if something else breaks, please let me know. Please don't upload or redistribute this mod, link here instead so that everyone has the most up to date version. -
Determining whether a bullet or weapon has damaged a certain bone?
You could try combining it with _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON and _CLEAR_PED_LAST_WEAPON_DAMAGE. If you set the third parameter of _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON it will do a weapon type check instead of looking for one specific weapon (second parameter). So you do not have to do that many calls to figure it out.
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How to get and set player money? [SOLVED]
You should be able to get player money via C02DABFA3B98176 and set it via BC3422DC91667621.
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[C++] Performance question concerning script mod [SOLVED]
Can you show me your ped class? Isn't that just a glorified uint32 so you cannot really store anything on it and would need a dictionary lookup anyway? In general, dictionary lookup are incredibly fast and you can do many lookups per native call in terms of performance.
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Basic Callouts
I am not entirely sure, it could be that our detection code for arrests not done via RDRFR is not as reliable as we would like. I will double check.
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Basic Callouts
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Possible bug - ped considered dead when arresting
It sounds really strange and I have never seen it happen, but I will keep an eye open. Do let me know if you find a way to reproduce it.
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Possible bug - ped considered dead when arresting
I am honestly not sure what would cause this. Have you tried logging their health during the arrest? Maybe that gives you a clue about what is going on and how to double check.
- Using scenarios with objects
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Anyone know how to open locked doors like jails?
They are all just opened using DOOR_SYSTEM_SET_DOOR_STATE.
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Anyone know how to open locked doors like jails?
Not all doors can be opened unfortunately. RDRFR should have all the openable ones in terms of jail doors, are you just looking for those or for some other doors?
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Prompts - ScriptHookDotNet
I don't personally use it (we use string hooks to achieve the same), but iirc it returns a char pointer in a special managed game memory that can be fed to game functions like you do above.
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Prompts - ScriptHookDotNet
The type Prompt is just a wrapper around a handle, so int as a type is totally fine. It is the same for peds, you can have your type Ped, but ultimately it is just a wrapper around a handle (uint).
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Prompts - ScriptHookDotNet
Odd, perhaps something else messes up the return value or the way it is passed. But that is definitely the function to use.
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Prompts - ScriptHookDotNet
Casting it to string probably corrupts the return value of _CREATE_VAR_STRING as it is not a .NET string. Try using long or ulong as the return value instead.
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Making prompt groups
We use a mixed approach in RDRFR. We get the group id as just Lambda has shown you, but also set the desk's group to be the active ambient prompt group if the player is close via 0x315C81D760609108 / _UIPROMPT_SET_AMBIENT_GROUP_THIS_FRAME. This is also where we feed the key (not the actual string!) to our custom name.
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Can't Change Player Model
You are doing everything correctly, but the model change is detected by a game script and reverted. I think it is medium_update, but not entirely sure. A common way to solve this is to set the global that holds the model the player is supposed to have to your new model, so that the game does not detect any change. Below you can find an example from Alexander Blade's trainer. Please note that the global is outdated, however, and I doubt it works on the current version. You would find a more up to date script with the current version of look through the decompiled medium_update source yourself to locate the new global address. DWORD model = GAMEPLAY::GET_HASH_KEY(const_cast<char *>(m_model.c_str())); if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_VALID(model)) { UINT64 *ptr1 = getGlobalPtr(0x28) + 0x27; UINT64 *ptr2 = getGlobalPtr(((DWORD)7 << 18) | 0x1890C) + 2; UINT64 bcp1 = *ptr1; UINT64 bcp2 = *ptr2; *ptr1 = *ptr2 = model; WaitAndDraw(1000); Ped playerPed = PLAYER::PLAYER_PED_ID(); PED::SET_PED_VISIBLE(playerPed, TRUE); if (ENTITY::GET_ENTITY_MODEL(playerPed) != model) { *ptr1 = bcp1; *ptr2 = bcp2; } }
- Is it possible to make an unlimited horses mod?
- Moving the crosshair, without the camera
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Red Dead Redemption 2 - Font Files (.gfx)
You could hook game functions that resolve text to translations and then feed your own text, yes. But I think the OpenIV team is working on language editing support, so perhaps just wait for that.
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RPH or Script Hook possible for Cyberpunk 2077?
We had considered making a ScriptHook earlier this year when the game was supposed to launch, but the plans were abandoned with the multiple delays due to time constraints on our end during release time. I also personally have to say I only played it for like 30 minutes since it kept crashing, so I am not too interested in it.
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Red Dead Redemption 2 Linux Mod Compatibility
I have unfortunately no idea what it might do, sorry.
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RDR 2 Outfit Changer
I have no idea about individual outfits or what the update actually contains, I just put in the current list of components. Do you know of any other new components so that we could verify some at least exist?
- 583 comments
- 16 reviews
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RDR 2 Outfit Changer
- 583 comments
- 16 reviews