Everything posted by Adman
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Usual break with update
@Cyan Ok thanks, I am a bit afraid to test but will the asi loader and non script asi mods work then? Or are they just scripts by a different name?
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Usual break with update
Seems like the update broke the modding tools again (I read about the previous breaks too), what is the kind of timeframe on patching for those? Also on the same topic, i needed to run a few of them to get certain mods working, what is the "proper" combination of scripthooks and asi loaders etc? I think I have 3 active in my data file.
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No Hitmarker Mod
Yup really quality mod, was the first thing I went looking for lol. And agreed on the prompts in the bottom right corner, they seem to be essential to a lot of game interactions, but knowing the exact quality of the pelt and exact animal breed when you aim at them is just too much, and it also just identifies that you are looking at something at all. Which gives away hidden animals very easily. Maybe the range on it could be severely reduced, or the UI element removed specifically when aiming at things, or the UI text/picture itself being replaced with an empty picture etc. Not sure, but good to hear you were looking into it already.
- 19 comments
- 2 reviews
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Ped Damage Overhaul
And to anyone who isn't a big fan of how often enemies stumble after leg shot, I reduced stumblechancebothlegs to 20, and stumblechanceoneleg to 4, and even at such low values they still fall quite frequently, but tend to make it 5 or 10 yards at least, sometimes further, I found it to be kind of perfect, just letting others know.
- 1,268 comments
- 5 reviews
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Ped Damage Overhaul
Thanks again Hugh "NPC should go into ragdoll as soon as its health crosses the DyingMovementThreshold - no matter if on horseback or not" Aha, I may not have noticed it as much if they are dying from it. The last settings I had had the knockdown threshold very close to the health value, but the dying thresholds at lower intervals than natural so that is likely why I continued to notice it. I will play around with the settings to test it a bit more for myself, say if I had the first dyingmovement threshold higher at least, and maybe set the whole dyingmovement chance to fire down to 25% or so, there would be a good mix of staying on/coming off horse? For clarity the theme I have been going with is tougher enemies over "realism" as it is a good money sink to have to buy more bullets etc, so I guess I am also asking, does that ragdoll on horse only occur if they die? Can they ragdoll from horse and also live? And if not currently could it be attached to the knockdown threshold?
- 1,268 comments
- 5 reviews
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Ped Damage Overhaul
Yup, apologies I posted here first for some reason lol, wasn't sure it would get seen, oh well, free bump 😉
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Ped Damage Overhaul
On the topic of horse riders being "unstaggerable", the only time I have seen them ragdoll is when I get a shotgun kill, and they "roll" backwards off the saddle, so whatever causes that I guess could be manipulated, but it may involve bringing them back "from the dead" so to speak, if that animation were to be more commonly associated with just being hit while riding, and if only a death animation or whatnot. But I'm not sure how it works, just a thought.
- 1,268 comments
- 5 reviews
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Ped Damage Overhaul
@HughJanus Wow, that was more than I was expecting to go on the to do list. Awesome. For the disabling of disarms, sorry I knew about that, was telling other people, should have left it out of the suggestion post. For the randomised accuracy, I had though a randomised value that adds to the accuracy value for each NPC, so if base accuracy was set to 20%, and the randomised value was between 1 and 70, taking an npc up to 90% accuracy in that example potentially, but also leaving space for npcs who shoot with 21% accuracy. An on/off option for weapon drops disappearing or auto-deleting would be amazing, I guess it also isn't really covered in the mods scope necessarily, but if it worked for every time an NPC drops their gun (on disarm or death), and also for ammo, I would love to see it, but I understand if it is not worth it. I can live with it, thinking the guns get destroyed (and currently don't pick up their guns anyway). Similarly an on off option for constant gun equipping after disarm could be interesting (consider it as them going for the gun), but quite redundant, unless you could slip in a delay on the drawing of additional weapons. Thanks for taking the time to respond and take things into consideration.
- 1,268 comments
- 5 reviews
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What Mods would you like to see?
This, and also something to stop the damn automatic holster weapons into horse slot while riding (and after loading in etc). Also in first person the game both reverts to non iron sights mode, and automatic crouch run, instead of starting in crouch walk like it does in third person... Whyeee. Just more options/control in general would be great to see, sounds lke there are some new issues with modding rdr2 though.
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Mod Suggestions/Requests (movement and money)
Is it possible to mod either the player speed in certain stances (like slowing how fast the player moves while crouch running) and/or control the rate stamina drains from certain movement (like adding stamina drain while crouch running)? And secondly, controlling cashflow for the player somewhat, simple overall control variables like buy/sell price in itself would be great, but choosing the sell price of items specifically? In the same vein the item drops, can the gun/ammo drops from NPC death be disabled? And can the rates of items gathered from looting and skinning be controlled (like having chances of finding no loot, or no pelt, i.e. damaging it while removing it, same for feathers etc. And/or controlling the amount of NPCs (animals and people) that spawn randomly, or how often they spawn? Also lastly I have the no hit markers mod, but can it be extended somehow to the info that comes up when hovering over an animal. I really don't like how it displays the pelt value, or that it comes up with anything at all frankly. Trying to be concise apologies if these have been addressed before, appreciate any input.
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Ped Damage Overhaul
For now, just shoot the horse 😉 Also forgot some things; With the disarms, would it be possible to have them go for the gun? or pull more guns out of nowhere? or make more npcs carry more guns? And with the guns that NPCs drop, is it possible to have them deleted or not pick uppable? Also ammo? I figure these things might not be doable, but I am very curious about the weapon/ammo drops, I think I would prefer none (except maybe with special characters but even then, meh).
- 1,268 comments
- 5 reviews
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Ped Damage Overhaul
Sorry this is a repost, not sure if you chack that other forum post, should have gone here first, will delete if needed; Love the mod, really cool stuff, disarms can be a little annoying in story mode (and in my advice should be disabled for story mode to avoid quests bugging due to fleeing enemies), but other than that, its just brilliant how it works to function. In regards to the issue with how bodies glitch when in slow mo menus, would it be possible to disable the time slow effect in menus? Like how it works in multiplayer in realtime? Other than that I would like to request more variables options if possible; A disarm % chance, a variable that randomises the success rate of a disarm. An accuracy % chance, a variable that randomises each enemies accuracy. Controls over Health/stamina/deadeye restore rate (not the cores, the outside ring). Controls over Health/stamina/deadeye core specific drain rates (instead of the one for all). A variable that controls how often an enemy runs away or attacks with melee after disarmed. And a couple of other suggestions that may not be as easy; Misfire chance; (for player too if possible) bullets not firing, guns jamming etc, could be based on weapon type/damage. Controls over stamina drain rates, options for drain while crouch walking/running, options for drain while aiming with all weapons, control over bow draw drain etc. Zombie mode; when enabled enemies get back up from the dead once after some delay (after death states). Controls over animal NPCs, like how common they spawn if possible, but also things like how fast they are, how sensitive to noise etc. I know that all sounds like a lot, but even if you just manage one i'd be so happy, currently not using this mod specifically while I test others, but this was by far one of my all time favourites with how much control it gives, with other options and more variables it would be even more perfect. Thanks so much for all of your work here, it really is awesome to see in action, I ran most of the story with it, my first experience was hipfiring into a guy a few times with a revolver, he fell into a bush screaming and wiggling, sold me immediately.
- 1,268 comments
- 5 reviews
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Ped Damage Overhaul
Love the mod, really cool stuff, disarms can be a little annoying in story mode (and in my advice should be disabled for story mode to avoid quests bugging due to fleeing enemies), but other than that, its just brilliant how it works to function. In regards to the issue with how bodies glitch when in slow mo menus, would it be possible to disable the time slow effect in menus? Like how it works in multiplayer in realtime? Other than that I would like to request more variables options if possible; A disarm % chance, a variable that randomises the success rate of a disarm. An accuracy % chance, a variable that randomises each enemies accuracy. Controls over Health/stamina/deadeye restore rate (not the cores, the outside ring). Controls over Health/stamina/deadeye core specific drain rates (instead of the one for all). A variable that controls how often an enemy runs away or attacks with melee after disarmed. And a couple of other suggestions that may not be as easy; Misfire chance; (for player too if possible) bullets not firing, guns jamming etc, could be based on weapon type/damage. Controls over stamina drain rates, options for drain while crouch walking/running, options for drain while aiming with all weapons, control over bow draw drain etc. Zombie mode; when enabled enemies get back up from the dead once after some delay (after death states). Controls over animal NPCs, like how common they spawn if possible, but also things like how fast they are, how sensitive to noise etc. I know that all sounds like a lot, but even if you just manage one i'd be so happy, currently not using this mod specifically while I test others, but this was by far one of my all time favourites with how much control it gives, with other options and more variables it would be even more perfect. Thanks so much for all of your work here, it really is awesome to see in action, I ran most of the story with it, my first experience was hipfiring into a guy a few times with a revolver, he fell into a bush screaming and wiggling, sold me immediately.