SAC
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File Comments posted by SAC
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5 minutes ago, CrWbb26 said:
@SAC, first off, thank you for developing this mod. I know you worked hard to get this working, and I love the concept of it! It works exactly as described!
I have one question ... or request ... is there any way you could (or would) upload a separate mod to simply disable rain, and only rain? I personally like that dirt comes off while walking around over time, however, I would absolutely love to play the game without any rain. I don't know why, but I absolutely dread when it rains in this game - in my opinion, it takes away from my joy when exploring and hunting. I love to just have the sun out, heck, even clouds / thunder / lightning are fine - I just really dislike the rain itself. It's an annoyance to me.
Anyway, just a request, worth a shot. Thank you!
Hi. Try downloading the mod, then delete all files from the mod folder, keeping just the Weatherclimates file and the mod loader file (forgot the name, I am on my phone now). Weatherclimates is the file modded to disable the rain -
Edited by SAC
11 hours ago, undeadbroidk said:hey, could you share some of the natives used to lobotomize npcs? im particularly interested in the ones disabling talking to them, it could be very helpful for something im doing!
void NUM0_code(Ped aimed_target_ped) { if (aimed_target_ped && aimed_target_ped != NULL) // lobotomize ped { if (aimed_target_ped == PLAYER::PLAYER_ID() || aimed_target_ped == PLAYER::PLAYER_PED_ID() || !PED::IS_PED_HUMAN(aimed_target_ped)) { SAC_appendLineToFile("sac_utils_log.txt", "*********************** Warning - Lobotomize ped - player or animal, aborting *******************************"); return; } else { DECORATOR::DECOR_SET_INT(aimed_target_ped, "SAC_do_not_sandbox", 1); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 1"); TASK::CLEAR_PED_TASKS_IMMEDIATELY(aimed_target_ped, false, false); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 2"); PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(aimed_target_ped, true); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 3"); TASK::TASK_STAND_STILL(aimed_target_ped, -1); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 4"); // EVENT::SET_DECISION_MAKER(aimed_target_ped, MISC::GET_HASH_KEY("EMPTY")); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 5"); TASK::TASK_TURN_PED_TO_FACE_ENTITY(aimed_target_ped, PLAYER::PLAYER_PED_ID(), 4000, 0, 0, 0); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "HM - Lobotomize ped - end success"); } } else if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "HM - Lobotomize ped - failed, no target, or target not human"); }If you ignore the fluff, it's basically
TASK::CLEAR_PED_TASKS_IMMEDIATELY(aimed_target_ped, false, false);
PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(aimed_target_ped, true);
TASK::TASK_STAND_STILL(aimed_target_ped, -1);
Note that I have commented out EVENT::SET_DECISION_MAKER(aimed_target_ped, MISC::GET_HASH_KEY("EMPTY")); because, at least for me, it generated crashes
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6 hours ago, dingopoo said:
I've got the same issue going on in my game as well. I love this mod but I might have to nix it if it turns out it's causing the bruising or whatever it is!
I suggest deleting visualsettings.dat from the mod folder and test without it, see if (1) the mod still works and (2) the face effect on the player goes away? -
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Edited by SAC
On 3/1/2022 at 9:02 AM, banjupio55 said:will dirt still be permanent if rain is re-enabled? ie will rain still wash off dirt?
The rain will wash away the dirt.
On 3/1/2022 at 9:02 AM, banjupio55 said:and if so would it be possible to prevent?
I don't know.
I can do a script which applies dirt but it would not be contextual (i.e. dirt only on the body parts touching a dirty surface)
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Hi,
Been away longer than expected and still have a lot of backlog IRL to catch up with. I will look into the above requests when I can get to them
In the meantime, kindly please report here if you experience any of the following issues while having this mod installed:
1. Player character or NPCs around suddenly and randomly unable to move (walking in place)
2. Cart horses suddenly getting stuck in place and panicking
Reason I am asking is that I am running a number of mods and I am not sure which one triggers the above. Selectively disabling mods has been inconclusive so far
Thanks
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7 minutes ago, Toven said:
Thanks! I have been trying to figure out what exactly I am doing wrong. I've added roughtravellers to the ambientgangs file we discussed but I'm noticing no differences yet. I must be missing a step or perhaps not putting the lines for roughtravellers in the correct place. Even though I think I am!
DM me:
- the modded ambientgangs file
- ModManager.log, vfs.log (from the RDR2 root directory)
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5 hours ago, Toven said:
Thanks! Just so I'm clear, the ambientpedmodelsets goes into the stream folder, yes?
No, it goes into lml\PedExpressBySAC\PedExpress after you unpack the mod I've provided you above, however...
5 hours ago, Toven said:Also, I have ambient gangs installed, would that conflict?
of course it would conflict, Ambient gangs introduces new models and updates the sandboxing by updating the same file.
So, in this case, forget PedExpress and modify the ambient gangs file direcly (which, if I read it right, should be in \lml\Ambient Gang - RDR1 Gang). This way you are effectively creating what we've called a "merged patch" in FO4/Skyrim, i.e. two mods coexisting even though they affect the same file.
Backup the AG file in advance, keep in mind that updating Ambient gangs will overwrite your modded file, so back it up while you work on it.
You can use https://www.xmlvalidation.com/ to make sure you are not introducing errors - upload the file after you mod it and it will tell you if you have structural issues.
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New in 1.0.4
- introduced a minimum sandboxing interval per ped, should help improve performance
- fixed auto-spawn chances
- overall logic optimization to minimize inefficient validations and help performance improvement
- slightly updated sandbox scenario list, eliminated scenarios which require props such as seats
- pariah events have their own dedicated ini settings (enable, minimum recurrence interval, chance of occurring)
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Edited by SAC
2 hours ago, Toven said:<Item> <Name>a_f_m_roughtravellers_01</Name> <Variations type="NULL" /> <Probability value="1.000000" /> <TimeOfDay /> <InventoryInfoHash /> </Item>
This it the item (model) you want to insert. Notice it starts with <Item>, closes with </Item> ( / is for closing) and inserts what between them. Where you add it is up to your own testing, what I've posted is some examples of proper placing where it would have a noticeable impact.
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4 hours ago, Toven said:
It seems a tad bit better but it's still pretty heavily populated with Guarma guys. If that's what you wanted to me to be testing?
Yes, I did some changes and was asking if it feels more balanced now. I think I'll add in the bunch of quasi-hillbillies from Rhodes.
4 hours ago, Toven said:Also just as a side-note, the female rider I saw in Emerald Ranch I THINK is a variation of female Rough Travelers according to a trainer I used to spawn some. I just don't understand why they are so rare to spawn in naturally. I've sunk 200.2 hours in RDR2 and have only ever seen 1 spawn in by themselves.
Install the mod I've attached earlier, edit ambientpedmodelsets.meta, search for "val_", find the relevant female Valentine Town model sets, add the rough traveler, see if they spawn and sandbox
<Item type="CAmbientModelSet"> <Name>VAL_TOWN_FEMALE_FANCY</Name> <Models> <Item> <Name>A_F_M_ValTownfolk_01</Name> <Variations type="NULL" /> <Probability value="1.000000" /> <TimeOfDay /> <InventoryInfoHash /> </Item> <!-- ^^ this is the original entry --> <Item> <Name>a_f_m_roughtravellers_01</Name> <Variations type="NULL" /> <Probability value="1.000000" /> <TimeOfDay /> <InventoryInfoHash /> </Item> <!-- ^^ this is added --> </Models> <SpawnDistance value="100.000000" /> <AIMemoryGroup>VALENTINE_RESIDENTS</AIMemoryGroup> </Item> <!-- ... --> <Item type="CAmbientModelSet"> <Name>VAL_TOWN_FEMALE_POOR</Name> <Models> <Item> <!-- SAC --> <Name>a_f_m_roughtravellers_01</Name> <Variations type="NULL" /> <Probability value="1.000000" /> <TimeOfDay /> <InventoryInfoHash /> </Item> <Item> <Name>A_F_M_ValTownfolk_01</Name> <Variations type="NULL" /> <Probability value="1.000000" /> <TimeOfDay /> <InventoryInfoHash /> </Item> </Models> <SpawnDistance value="100.000000" /> <AIMemoryGroup>VALENTINE_RESIDENTS</AIMemoryGroup> </Item> <!-- ... other relevant model sets -->
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Please test these (overwrite the initial ones) and let me know if they provide a better balance for males in Valentine (it's a balance test for males that I've done for Valentine only for the moment).
a_m_m_valtownfolk_02.ymt a_m_m_valfarmer_01.ymt a_m_m_vallaborer_01.ymt a_m_m_valtownfolk_01.ymt
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Edited by SAC
3 hours ago, Toven said:Honestly I'm not at all good at modding so I'd be a bit too afraid to try any of this on my own as I'm sure I'd fail at it.
Failing is part of the process. I've failed dozens (hundreds) of attempts to do various stuff, depending of the complexity, a lot of which due to the fact we are doing this partially in blind for lack of documentation, another lot due to sheer incompetence until I've learnt better.
You cannot do permanent damage (the game saves are not persistent enough to do so), just give it a shot, see what happens. Worst case scenario, you delete the mod.
(btw, speaking of failing, my example above is failed due to the fact females, or at least NPC females don't seem to have animations for piano playing, meaning they just stand around the piano with a blank look on their faces... oh well, notch another fail)
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1 hour ago, Toven said:
I was having the same thoughts as the guy above. But let me say I appreciate the fact that you are even attempting adding some variety to the NPCs. I notice so many cool models are not used or are used scarcely. For example, the female gambler NPCs would be cool to see spawning in towns but they, along with women on horses just aren't used. Why is it so RARE to see female NPCs riding horses? I only ever saw one outside of the story on a horse in Emerald Farm. She also had a unique model I hadn't seen before.
I'm not sure about riding horses, has not been a focus for me. There is this ambientpedmodelsets.metafile where you can specify which models go into which "ambient model set" which is linked to a specific set of sandboxing scenarios.
For example, I have added "abs" (Annesburg) females (the mining town) to be eligible piano players in Valentine. Which makes no sense until you factor in my other mod which spawns various females (including "abs") around the player, so you eventually do get "abs" females into Valentine and I want them to be able to sandbox as much as possible.
<Item type="CAmbientModelSet"> <Name>VAL_PIANO_PLAYER</Name> <Models> <Item> <!-- SAC --> <Name>a_f_m_asbtownfolk_01</Name> <Variations type="NULL" /> <Probability value="1.000000" /> <TimeOfDay /> <InventoryInfoHash /> </Item>
You can play with the file and use this barebone LML mod to get it into the game: PedExpressBySAC.rar (replace the payload file with your modded one). Search for <!-- SAC --> to see where I made additions, for now I am testing Valentine only to figure out how the system works).
Please note that adding models into model sets also makes those models eligible spawns - in this case, you will get Annesburg females spawning as piano players in Valentine, not just sandboxing just in case they are there. Which is something I wish I knew before messing with the ymts to mix up population, but this feature is something I've learnt a few days ago.
This does not mean females will be able to perform all the male scenarios (far from it) because there are no female animations for that scenario - e.g. you cannot make females carry timber because there is no female animation for that, only male. I don't have a solution for that, I've tried making a female model to use a male skeleton but that did not go pretty. But some activities are accessible, I'm sure I've seen females driving carts around Valentine - riding, I don't know, haven't seen them, but that can also mean I need to add them into a different "model set" (e.g. "cowboys", Idk)
1 hour ago, Toven said:Also, do you know why more people don't tweak the NPCs? In terms of adding a few more models at least. Is it just too difficult to do?
Give me some examples of what you mean by "models". Due to reasons that escape me, RDR uses different skeletons for the unique characters, which means that haircuts or clothes that fit unique characters cannot be worn by vanilla NPC skeletons. This is also why the player cannot wear NPC clothes, mismatched skeletons.
But mashing up some models can be achieved the same way I did this mod, as long as the skeletons are compatible.
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5 hours ago, BadTouch96 said:
Love a new bit of variety in NPCs, however I'm finding that a bit too many guarma or maybe black NPCs are spawning in towns making up more than half the population.
Correct
5 hours ago, BadTouch96 said:Is this intended?
Partially
5 hours ago, BadTouch96 said:Any way of remedying this?
There is, but not an easy one. Each of the main ymts (a_x_m_xxx_towfolk, laborers and some others) contain around 30-50 models each, in vanilla, plus those added by me (the ones you are seeing as "new"). I need to go through each of the lists and remove some in order to rebalance. Not easy, not fast.
On top of that, the game seems to have a weird (or unknown to me) randomization engine. Meaning if you have two sets of models in an ymt (vanilla plus others added), if they are not interlaced in the files (and they aren't) it will pick a number of random NPCs from one "block", then switch to the other and pick another number of randoms. It doesn't seem to do real randomization, or at least I don't understand the methodology.
So yeah, whenever I get the time and the disposition I take one of the population files and go through each model, remove some, clone some, mashup some others, but there is no set calendar.
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What's New in Version 1.0.3 See changelog
- fixed a coding error causing the scenarios and scenario points to not trigger for NPC sandboxing
- more safeguards implemented to prevent possible crashes when (auto-)spawning new peds
Can use the ini from 1.0.2 if previously downloaded / configured, no new ini controls have been added in 1.0.3
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Edited by SAC
What's New in Version 1.0.2 See changelog
- (important) fixed a potential crash when calling "lobotomize" on the same ped twice, please make sure to update the mod if you have downloaded the previous version
- added ini toggle for previously un-documented "mute player" function
- added ini toggle for previously un-documented "flee horse" function
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Edited by SAC
Pool of female models
Quotereturn female_models[(rand() % (female_models.size()-4)) + 4];
female_models[0] = "sac_female";
female_models[1] = "sac_female";
female_models[2] = "sac_female";
female_models[3] = "sac_female";// sac_female is not available in the upload due to potential nudity issues
female_models[4] = "a_f_m_asbtownfolk_01";
female_models[5] = "a_f_m_blwtownfolk_02";
female_models[6] = "a_f_m_btchillbilly_01";
female_models[7] = "a_f_m_familytravelers_warm_01";
female_models[8] = "a_f_m_guatownfolk_01";
female_models[9] = "a_f_m_lagtownfolk_01";
female_models[10] = "a_f_m_lagtownfolk_01";
female_models[11] = "a_f_m_lagtownfolk_01";
female_models[12] = "a_f_m_lowersdtownfolk_01";
female_models[13] = "a_f_m_lowersdtownfolk_02";
female_models[14] = "a_f_m_lowersdtownfolk_03";
female_models[15] = "a_f_m_lowertrainpassengers_01";
female_models[16] = "a_f_m_nbxslums_01";
female_models[17] = "a_f_m_nbxwhore_01";
female_models[18] = "a_f_m_rhdtownfolk_01";
female_models[19] = "a_f_m_rhdtownfolk_02";
female_models[20] = "a_f_m_sdchinatown_01";
female_models[21] = "a_f_m_sdslums_02";
female_models[22] = "a_f_m_skpprisononline_01";
female_models[23] = "a_f_m_strtownfolk_01";
female_models[24] = "a_f_m_tumtownfolk_01";
female_models[25] = "a_f_m_tumtownfolk_02";
female_models[26] = "a_f_m_valtownfolk_01";
female_models[27] = "a_f_m_vhttownfolk_01";
female_models[28] = "a_f_m_waptownfolk_01";
female_models[29] = "a_f_o_btchillbilly_01";
female_models[30] = "a_f_o_guatownfolk_01";
female_models[31] = "a_f_o_lagtownfolk_01";
female_models[32] = "a_f_o_waptownfolk_01";Pool of random scenarios
Quotepedscenarios[1] = "GENERIC_SIT_GROUND_SCENARIO";
pedscenarios[2] = "GENERIC_STANDING_SCENARIO";
pedscenarios[3] = "MP_LOBBY_WORLD_HUMAN_CROUCH_INSPECT";
pedscenarios[4] = "MP_LOBBY_WORLD_HUMAN_STARE_STOIC";
pedscenarios[5] = "MP_LOBBY_WORLD_HUMAN_STERNGUY_IDLES";
pedscenarios[6] = "PROP_HUMAN_CATFISH_COWER_BED";
pedscenarios[7] = "PROP_HUMAN_SEAT_BENCH_FIDDLE";
pedscenarios[8] = "PROP_HUMAN_SEAT_CHAIR_CLEAN_SADDLE";
pedscenarios[9] = "WORLD_CAMP_FIRE_SIT_GROUND";
pedscenarios[10] = "WORLD_CAMP_JACK_ES_READ_GROUND";
pedscenarios[11] = "WORLD_HUMAN_BROOM";
pedscenarios[12] = "WORLD_HUMAN_BROOM_RESTING";
pedscenarios[13] = "WORLD_HUMAN_BROOM_WORKING";
pedscenarios[14] = "WORLD_HUMAN_BUCKET_FILL";
pedscenarios[15] = "WORLD_HUMAN_BUCKET_POUR_LOW";
pedscenarios[16] = "WORLD_HUMAN_CROUCH_INSPECT";
pedscenarios[17] = "WORLD_HUMAN_DRINKING";
pedscenarios[18] = "WORLD_HUMAN_DRINKING_INTERACTION";
pedscenarios[19] = "WORLD_HUMAN_FEED_CHICKEN";
pedscenarios[20] = "WORLD_HUMAN_FIRE_STAND";
pedscenarios[21] = "WORLD_HUMAN_GRAVE_MOURNING";
pedscenarios[22] = "WORLD_HUMAN_GRAVE_MOURNING_KNEEL";
pedscenarios[23] = "WORLD_HUMAN_LEAN_BACK_WALL_DRINKING";
pedscenarios[24] = "WORLD_HUMAN_LEAN_WALL_DRINKING";
pedscenarios[25] = "WORLD_HUMAN_SIT_BACK_EXHAUSTED";
pedscenarios[26] = "WORLD_HUMAN_SIT_DRINK";
pedscenarios[27] = "WORLD_HUMAN_SIT_FALL_ASLEEP";
pedscenarios[28] = "WORLD_HUMAN_SIT_GROUND";
pedscenarios[29] = "WORLD_HUMAN_SIT_GROUND_COFFEE_DRINK";
pedscenarios[30] = "WORLD_HUMAN_SIT_GROUND_DRINKING_DRUNK_PASSED_OUT";
pedscenarios[31] = "WORLD_HUMAN_SIT_GROUND_READING";
pedscenarios[32] = "WORLD_HUMAN_SIT_GROUND_READING_BOOK";
pedscenarios[33] = "WORLD_HUMAN_SIT_GROUND_SKETCHING";
pedscenarios[34] = "WORLD_HUMAN_SLEEP_GROUND_ARM";
pedscenarios[35] = "WORLD_HUMAN_SLEEP_GROUND_PILLOW";
pedscenarios[36] = "WORLD_HUMAN_SLEEP_GROUND_PILLOW_NO_PILLOW";
pedscenarios[37] = "WORLD_HUMAN_STRAW_BROOM_RESTING";
pedscenarios[38] = "WORLD_HUMAN_STRAW_BROOM_WORKING";
pedscenarios[39] = "WORLD_HUMAN_WASH_FACE_BUCKET_GROUND";
pedscenarios[40] = "WORLD_HUMAN_WRITE_NOTEBOOK"; -
33 minutes ago, HughJanus said:
There are a lot of files needed to get this done, it seems.
Could you give a little overview on what you edited where and why?
It is because I did a lot of trial and error and I am not entirely sure which worked and which didn't, and I don't risk to mess it up after all the effort.
persistence_model_aging.meta => probably not needed, probably safe to delete
popzone.ymt => specifies a "min_dirt" and "max_dirt" of each "encounter zone" (spawn zone), i.e. Saint Denis downtown spawns cleaner NPCs that the swamps
Not needed for the decals persistence per se, it has ramped up min/max for upping the grubby effect; it's pretty subtle anyway
projdecal.ymt => this is probably the most important one
Set these attributes to -1 for all decals (found them by comparing some fade decals with some non-fade ones)
<UNK_MEMBER_0x0379C210 value="-1.00000000"/>
<UNK_MEMBER_0x9733F1A6 value="-1.00000000"/>
<UNK_MEMBER_0xFB96FFAC value="0.00000000"/>
<UNK_MEMBER_0x4C042979 value="0.00000000"/>
projdecalpacks.ymt => has a lifetime parameter, didn't seem to work but included to be safe
vfxpedinfo.ymt => again has some lifetime parameters in there, set them to -1
visualsettings.dat => decal behavior (includes decal washing by water/rain), sadly it works just for the player, horse and other animals, not other humans; can probably be deleted in the current form.
weatherClimates => disable rain
It' not the cleanest packaging for a dirt mod 🙂 but it's effective. Welcome anyone to keep refining it, but I am happy with how it works.
I would be very excited if anyone is able to make visualsettings.dat work for human NPCs
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On 5/2/2021 at 5:34 PM, LMS said:
The loader itself is file type agnostic, but you will need to be able to supply a valid new file. Visualsettings.dat is a plain text file afaik so you can just export it with OpenIV, edit it with notepad and use LML to load your changed version. Should work just fine 🙂
Edit: Tested it by changing ped.lod.distance.*, works great.
Hi,
I am also looking to mod visualsettings.dat, but I am unable to see the modifications in-game
Which exact install syntax should I use to replace it? Currently I have
<Resource> <FileReplacement> <GamePath>update:/common/data/visualsettings.dat</GamePath> <FilePath>PedExpress/visualsettings.dat</FilePath> </FileReplacement> </Resource>
This is what the openiv search returns
TY
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Cineastic Euphoria Ragdoll Rework (C.E.R.R)
in Misc
You are correct, that is the result of executing SET_PED_TO_RAGDOLL on the NPC
Below is what it looks like if I don't run any code on them. It is always the same pose, they move the legs a little