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  14. My friend, it's finally come... Nexus Mods :: Red Dead Redemption 2Dynamic Shove and ThrowThis mod makes NPCs ragdoll when you shove them just like in Grand Theft Auto IV. It also applies this effect to grapple throws.ITS FINALLY HERE!!!!! -The Mysterious Man
  15. I tried to compile but it always asks for a different library, can't you share this already compiled pylibdrawable.pyd?
  16. As the title says I'm trying to fix the noodle arms, and neck of the Bath Ladies. I'd imagine it has something to do with the metapeds.ymt. I only have one metapeds file in my LML. its from Mary Linton Joins the Gang. Any assistance appreciated, and thank you for reading.
  17. rustyonrye started following AM&JM Transport
  18. My english is very bad. У меня заработало методом исключения .Любые моды на текстуры конфликтуют.Прилогаю свои список модов.Why EM не устанавливал вообще.
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  20. sorry for the late response. You should delete the version.dll that came with RDRFR, and also if you're using any ScriptHook I'd recommend this one: https://www.nexusmods.com/reddeadredemption2/mods/1472. Also I've had a bit more success with RAGE running successfully if I run after RDR2 has fully loaded. Hope these tips help
  21. Doesn't work for me I have no idea why. I have all the prerequisites installed.
  22. Me myself and I commented on admin's native in PED
    For anyone using C#, I've had a couple headaches figuring it out, so here's my code: Get ped nearby peds unsafe List<Ped> GetNearbyPeds(Ped p, int maxPeds = 50) { int[] buffer = new int[maxPeds * 2 + 2]; buffer[0] = maxPeds; List<Ped> foundPeds = new List<Ped>(); fixed (int* pBuffer = buffer) { int foundCount = Function.Call<int>(Hash.GET_PED_NEARBY_PEDS, p, pBuffer, -1, 0); for (int i = 0; i < foundCount; i++) { int pedHandle = buffer[i * 2 + 2]; Ped nearbyPed = new Ped(pedHandle); foundPeds.Add(nearbyPed); } } return foundPeds; } The function deals with a ton of memory, so it needs to be unsafe. For some reason, the first index for the buffer, where the list of handles will go, needs to have the amount of peds, and the second is garbage data, so it'll be empty. It starts at the 2 index, and every other index will be full of garbage. Using fixed (int* pBuffer = buffer) is required so that the garbage collector doesn't change the address of the buffer, which is why it's also used to create the pointer. The return of the function will contain the amount of peds found, which will usually, though not always, be the same amount as the amount of peds that you wanted. The function requires p, which will be the ped that we will search around, and the pointer to the buffer, though not the buffer itself, because it will change the data of the address that you give it. If you give it an object, it will crash. The -1 refers to the type of peds that will be filtered, and while I don't know what the other numbers do, -1 returns all peds. No one knows what the third argument does. Whenever you want to access a handle, you need to first skip the first two, which contain the amount of peds and garbage data respectively, and then multiply your index by two, because every other index has garbage data that will not hesitate to crash the game.
  23. Earlier
  24. Vector3 GET_COORDS_PLAYER_IS_FREE_AIMING_AT() { Ped player_ped = PLAYER::PLAYER_PED_ID(); Vector3 camPos = CAM::GET_GAMEPLAY_CAM_COORD(); Vector3 camRot = CAM::GET_GAMEPLAY_CAM_ROT(2); Vector3 dir = RotationToDirection(camRot); // Raycast distance float dist = 1000.0f; Vector3 end = { camPos.x + dir.x * dist, camPos.y + dir.y * dist, camPos.z + dir.z * dist }; int handle = SHAPETEST::START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE(camPos.x, camPos.y, camPos.z, end.x, end.y, end.z, 1, player_ped, 7 ); //result BOOL hit = false; Vector3 hitCoords = Vector3(); Vector3 surfaceNormal = Vector3(); Ped entityHit = NULL; SHAPETEST::GET_SHAPE_TEST_RESULT(handle, &hit, &hitCoords, &surfaceNormal, &entityHit); //If don't get anything right, return the max coord return hit ? hitCoords : end; } The START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE is detecting only collisions with the world. It is not decting collisions with entities. Can someone help me?
  25. I think there's a mod for that problem. Can't find it on rdr2mods, but I think this is it here https://www.nexusmods.com/reddeadredemption2/mods/5238
  26. Did you place the mod's folder into the lml folder? You must put the mod folder into the lml folder - leave the individual files within their folder.
  27. In my mods.xml file (within LML), there are many mods I previously loaded, but then discarded and removed from LML. Should I edit these out of mods.xml, or doesn't it matter? Also is there a way to verify that the files in my stream folder are being loaded? BTW, I would have searched through previous posts to see if these had already been addressed/covered, but I couldn't see a Search feature.
  28. vfs.log I've been wondering if the stream files (.ymt, .ydr, etc.) are being loaded. I've been told to check in vfs.log, but I can't find vfs.log. mods.xml In my LML folder, there is a mods.xml file. When I open it, there are references to many mods I that I have tried, but have since removed. Is that creating a problem? Should I edit the file and delete them? Or doesn't it matter?
  29. Anyone knows the PED ID of the ladies in the bath? I’m looking specially the white and blue dress lady
    • 472 downloads
    • Version 1.0.0
    What does this mod do? NEW Colored Weapon Icons Translucent Menus for Shops and Weapon and Item wheel Translucent Player Cores ETC..
  30. for some reason the elephant rifle will just disappear and turn into like a black circle strap and idk what to do if someone could reply if you have a solution please bec im desperate.
  31. In that case, is there an better alternative? I've used it for a bit and it for sure prevents crashing, so what's a good substitute?
  32. Apologies, I've tried to reach you a couple times in the past via reddit, but could you update/re-upload your link to these files? I'm currently in the throughs of trying to fix the bug myself and am having little luck, and I'm hoping this would be a huge help.
  33. I'm using the one that came with the mod, and I launch it before. It occasionally works when I launch rage before.
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  35. It's mostly texture mods that cause this issue, as well as mods that affect NPC spawns like ambient gangs (I think) but really it's texture upscaling mods Rockstar didn't plan for that mess with RAM allocation ( I am not technical ) and I fixed my issues by not using any texture upscaling mods at all, I have about 35 mods I use for my story and I have no spawn issues at all for trains, buggy passengers, and trolly passengers. Hope this helps anyone
  36. Update v1.38 - Added new props to the scripts to add to hideouts - Added new gang: James Langton Boys - Added new hideout: Bone Hill - Added new hideout: Luis River Cliff - Added new hideout: Desert Shoe - Added new hideout: Hennigan Camp - Added new props to Hanging Rock Hide hideout - Rebuilt all bandit positions at Cornwall Kerosene hideout as well expanded the hideout
  37. Im having an issue it seems others are having on Nexus, but when i first installed the mod it worked fine, loved it, then i installed W.E.R.O. and it worked fine with it, then I got Law rebalanced and now everyone just gets one shotted no matter where they are hit, Ive triend uninstalling both W.E.R.O. and Law Rebalanced but its still broken. Im so confused...
  38. Hello, I've been moding my game for quite a bit and this issue has been persistent for some time. I've been using https://www.nexusmods.com/reddeadredemption2/mods/5495 and while it fixes crashing, the game doesn't run the best and the spawn issue persists. Would anybody be willing to assist me with this or has anybody finally found a concreate solution to this mess? I am fully down to dm via discord to help sift through files if necessary.
  39. Bro, what is the version for the non-damaged Lenny's Gunslinger Jacket? I downloaded the only file available, however it's not the clean one that you show in some of your images.