weesnaw
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Posts posted by weesnaw
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A mod that lets you make certain animals not vocalize as frequently (or at all) would be neat, if doable. Elk almost constantly scream when they're spawned in, dogs in towns are almost always barking, wolves are a LOT more quiet in real life than in-game (why do they viciously bark all the time like dogs??), cougars are some of the stealthiest predators in real life but yowl and scream the moment you're in range, foxes merely existing = noise radiating from them.
A mod that either makes these more rare or even completely silences the "normal" vocalizations of these animals (i.e completely silencing wolves' weird constant barking) would benefit hunting and immersive gameplay, imo. I've never been ambushed/snuck up on by any of the predators in the game, nor has it ever been even a slight challenge to spot/hunt a fox when every step they take is punctuated by barks. With how much hunting was built up in the first act, I wish there was more of a requirement for paying attention instead of listening to the animals' screaming and chasing them.
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3 hours ago, LMS said:
I noticed similar issues when testing last night with being pushed out of buildings/interiors, which was quite strange. Nice job working out the root cause. It could be that at the time of the model switch, these "walls/barriers" are enabled and then never removed when changing movement styles as the model did not change. Maybe I am lucky enough to find the code for that, will let you know here.
Yeah, it definitely has something to do with the invisible walls being spawned in and never being dropped. I played around with it more, it happens on any kind of animal when switching back and forth between movement types, MP and SP variants.
Best of luck to you if you go searching for whatever function calls the walls, hopefully there's a way to make them drop when switching back to the old movement. Hell, if it's not fully dependent on the movement type and the invisible barriers could be removed from the animals in general since it seems more model dependent and not control scheme dependent, that'd be rad.
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Edited by weesnaw
12 hours ago, LMS said:I've updated the trainer with the new animal control fix and added an ini option to specify a key 🙂 Let me know if it all works fine for you.
The animal control fix and the binding are working great! There's still one thing that's weird about animals though, regardless of which control mode you're in you can't:
- Enter buildings
- Enter trains
- Walk into tents
- Enter certain alleyways in Saint Denis
- Walk up any set of stairs you can't take your horse up
- Walk under certain overhangs or under bridges
- Walk under any object as a small animal
- Enter gazebos in Saint Denis
None of these things used to be a problem before R* added the new movement; I think there's still something checking whether or not your model is Arthur or an animal despite having Arthur's controls. I haven't tested bird flight yet but I feel like there's going to be a lot of accidental crashes and death trying to fly under something only to hit an invis wall.
Hopefully this is something that can be looked into eventually-- I miss being able to stow away on a train when one passes by as I'm running around as a critter, and I miss being able to get into saloon bar fights as a wolf/cougar/bear/etc. Causing mayhem in Saint Denis isn't the same either now that I can't turn and run into the alleys. 😕
Edit: I'll add that the issue with MP animals being invisible unless the mp items were set to true has been fixed with the latest update! 🙂
Edit 2: After more testing it seems the invisible walls only happen with the MP animal variations, aka the new legendary coats. Is there something in the code differentiating them from the normal ones? This white panther can't enter the saloon, and trying to walk inside with Arthur + switch back pushes me through the floor (and world). However, the normal panther can walk up the stairs just fine.
https://i.gyazo.com/8f978f4287ba0850be719ef84f82773e.mp4
Edit 3: Whoa okay, more testing, discovered something funky. If you spawn in as an MP animal with old movement already enabled, you can go into buildings/up stairs fine. HOWEVER, if you switch to new and back to old, invisible walls pop up and will either force you out of the building through the floor or ceiling or won't allow you in again. This means it's pretty much impossible to seamlessly switch to new movement for roaming, old movement for attacking, and back to new movement if you want to enter buildings or do much of anything-- you'd have to go through the entire song and dance of turning movement to old, changing your model to something new and then back to your previous model, using the outfit changer menu to set your skin, and then enter the building... Every single time.
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3 hours ago, LMS said:
I'll see if I can push a trainer update this weekend to allow you to toggle the controls.
I've been thinking on it; if you're able to get a working toggle, could it be something bound to one of the F-buttons (F1/F2/F3 etc, or something customizable in lst) instead of being something tucked into the Player menu? Being able to switch modes on the fly would probably be the most efficient if you need to be able to quickly flipflop between the more precise movement controls and being able to get in buildings/under obstacles/utilize the satchel and attacks and whatnot.
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15 hours ago, LMS said:
It should work also without that being set. Are you sure you are on the latest version?
Positive! The reason I'm so positive is because I previously had all of my mods uninstalled to play RDO, and reinstalled them the very day I made the post.
I could try setting it back to false next time I play and see if they go back to being invis, not sure why it required that in the first place. :0
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14 hours ago, LMS said:
Interesting findings! I noticed that the internal animal control task had changed, resulting in the changes in control scheme you mentioned with the horse controls now working for animals. This is actually more a fix by Rockstar since they are now assigning the correct control scheme for animals when playing as such. Beforehand you had the normal on foot player control scheme which is why many more actions such as attacking or crouching were available. It also means birds lost the ability to fly. Luckily all of this can be fixed easily, but it remains interesting to see what R* has in store.
That's so intriguing. I'm glad to hear that's something that can be fixed in the future! Honestly I'd really like to keep the new movement system or have some way to toggle between the "on-foot" behavior and the animal controls-- that way we can toggle the animal controls off for satchel use, flying, and entering buildings and be able to toggle back on the new movement system, but like you said, we'll see what they've got planned.
Possums can now play dead too-- I think both them and rabbits can drink? I wonder if they're going to be adding this new functionality to everything or just these four creatures. Super exciting stuff.
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Edited by weesnaw
Director Mode, or something else?
Playing as certain animals (deer and boar are the two I've found so far) let you perform misc animations I've never seen before with circle, drink at water sources with triangle and attack with the right trigger.
All animals now move with the same control scheme as horses; tapping X for different speeds and R1 to slow to a stop.
Is this something new with animals in general, or Lenny's trainer? Is it proof of a future director's mode?
It's interesting only herbivores have the new animations so far. Dogs, wolves, coyotes, foxes, big cats and so on are lacking them. Horses lost the ability to kick as well, cougars can't crouch anymore, etc.
All animals also behave like horses in the sense that they can't go into buildings, or even onto certain things like patios... Which imo is kind of annoying. There's no reason a cat should get stopped by an invisible wall when trying to walk onto the patio of a house, or why a dog can't go into a room. There are full invisible walls preventing you from going onto or into these places as animals... I wonder if that's something that can get fixed with mods? Not sure.
There's no reason this should be stopping me: https://i.gyazo.com/2e9ae996040962c93e7e96cd1f0f37e1.mp4
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10 hours ago, LMS said:
The gypsy cobs definitely work, I tested it myself. Try one of these models:
A_C_HORSE_GYPSYCOB_PALOMINOBLAGDON, A_C_HORSE_GYPSYCOB_PIEBALD, A_C_HORSE_GYPSYCOB_SKEWBALD, A_C_HORSE_GYPSYCOB_SPLASHEDBAY, A_C_HORSE_GYPSYCOB_SPLASHEDPIEBALD, A_C_HORSE_GYPSYCOB_WHITEBLAGDON
Also make sure you are on the latest OutfitChanger version in order for them to show!
I actually figured out what the invisible issue was the other day! You NEED to have the multiplayer items set to true or else they're invisible. This also required a total restart of the game to activate. ^^
There's a new issue now though with the satchel not being usable on certain models, making it impossible to refill health and stam cores. Not sure what could be done about that other than maybe adding a refill cores option to the trainer, if that's possible. Heal & Clean unfortunately doesn't affect the cores at all (if it's even supposed to)!
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How do I get all of the MP_A_C animals to work? 😕 They're just invisible when I use them. The other animals work but the outfit change doesn't let me use their new legendary colors.
I want to see all of the multiplayer legendary animals up close in single player which I assume are the MP_A_C animals because they have a new set of options in the outfit changer, but they're all invisible. What am I missing? I also can't get the gypsy cob to work at all, no combination I've tried works/makes it show up in the list.
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Edited by weesnaw
Out of curiosity, because I want to see some of the animals up closer without them being dead LOL
Does the outfit changer have the different new skins for the new legendaries/rare animals added in the Naturalist update? Like the crossfox, the piebald boar, the jaguar etc? I'm pretty sure they're reskins of the existing peds and not entirely new peds themselves.
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On 2/3/2020 at 7:03 AM, LMS said:
I did not look into this any further, but I assume the list above is complete (it looks suspiciously similar to mine), so those are probably all components that can be attached to horses. The "natural" components might just be hardcoded per model and cannot be attached dynamically like the others.
That sucks.
In which case I'm guessing there's no way to remove said "natural" components from the models and have them as a mod pack or something? Even if they had to actively replace the stable components or something I'd gladly like the option to swap out manes I never use like dreads/braids for various random "naturals".
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Sooooo I figured it out but it still doesn't help...
Those are all components from the stable. 😕
All of the manes/tails/etc.
I'm specifically looking for mane IDs you can't get in the stables, hence looking for them in the first place.
For example I want the long bangs you only see on some breeds like the foxtrotter, shires, etc. Or the frizzy looking bangs that mustangs and nokotas have.
Or even just the normal manes in colors that aren't available to get at the stables like Buell's or the mane on the red roan.
None of these are in that ID list and I had to painstakingly go through them one by one to find out.
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Edited by weesnaw
Oh god time to manually put each of those in and see what they do...
Edit: I'm uh... Actually not sure how? The pimpmyhorse file is set up like
"0xBAA7E618=Saddles
0x17CEB41A=Saddlecloths
0xDA6DADCA=Stirrups
0x80451C25=Bags
0xAA0217AB=Manes
0xA63CAE10=Horse Tails
0x5447332=Accessories (Horn)
0xEFB31921=Accessories (Luggage)
0x1530BE1C=Lanterns
0x94B2E3AF=Bits
0xAC106B30=Holsters
0xD3500E5D=Masks
0xFACFC3C0=Unknown"Instead of being able to choose individual pieces.
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Edited by weesnaw
1 hour ago, Sam said:Are these new horses and such you mention available in story mode, or are they only added in Online?
The horses that are PC only. Not online.
Buttermilk Buckskin Kentucky Saddler, Liver Chestnut Morgan, Gold Palomino Tennessee Walker, Few Spotted Appaloosa, and Warped Brindle Arabian.
None of them can be spawned. Trying to edit existing codes for the horse breeds i.e A_C_Horse_Appaloosa_FewSpotted or A_C_Horse_Morgan_LiverChestnut doesn't work.
Yet A_C_Horse_Criollo_BlueRoanOvero to spawn Online horses works.
???
My only guess for why this is pertains to PC horses having entirely different Ped IDS for some god awful reason and no one has found them yet, which is annoying.
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I know I've mentioned this stuff a handful of times but are IDs for PC content still unobtainable? Has anyone found some out through random messing around with the trainer?
Specifically the new pc horses and new trinkets. I'd like to spawn the new few spotted appaloosa for example but fiddling with the existing appaloosa codes yielded no results.
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Being able to make bodyguards/peds not only get in a wagon, but drive a wagon would be neat. Being able to sit in the passenger seat or the inside of a stagecoach while your bodyguard randomly drives like an npc could be cool, similar to getting a ride from an npc. I like being able to request rides but more often than not npcs out "in the wild" will totally bail on you. Also being followed in a wagon by all of your bodyguard buddies while you ride solo on your horse sounds nice.
Also, an option to have them ride on the back of your horse instead of getting on a random one would be neato as well.
Or even to view the player as a "vehicle" to hop onto if you swap models to a horse, lmao
Being able to let them "wander" without fully dismissing them would be cool too but not sure if that's doable-- stuff like your chosen bodyguards walking around if you idle in an area, playing animations i.e sitting in front of a fire or doing things at camp, would make them feel more alive and not like braindead puppets, but I'm not entirely sure if it's possible to give them any kind of direct NPC AI.
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IDs for the new online horse manes/tails/accessories?
in RDR2 Mods Discussion
I have no desire to play online but I want to see/use the new accessories. Anyone figure them out? Any chance of them getting added to Pimp My Horse?