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ScriptHookRDR 1.2

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This is the official ScriptHook for the PC remake of Red Dead Redemption.
Developers:
You can find an example project including all the files you need to setup your mod for ScriptHook here:
RDR1 Example Script Project

 

Make sure to also download the sdk that is available via the files tab.
 

Note:
Every .asi mod that you register gets its own script thread, that means every actor, mount, etc. that you spawn will only owned by your script and cleanup'd by the engine automatically.
You can hot reload all of your mods by enabling the reload hotkey (CTRL + R) in the ScriptHookConfig.ini file.
 

Known issues:

Sometimes the game can throw an Access Violation. However, you can just click OK and proceed to play the game normally.

There is currently an issue with the registerFont export. For now please stick to the default fonts. I will work something out to resolve this asap! Thanks for your patience!

ScriptHookRDR.dll SHA256: 3ecb2ebe440b31f9e0685858dc6f2f74913a9bd4d0a0ae1efa3c61c4a0ce2ebb
dinput8.dll SHA256: 2881f90498c999ccbfd58e3616c8ea8b98051b04292b1072c0feb679cac1ac45

Edited by kepmehz

What's New in Version 1.2   See changelog

Released

  •  Fixed some native calling issues
  •  Every .asi mod now has its own script thread
  •  Added skip intro logo
  •  Fixed save game reload crashes
  • Like 3
  • Thanks 3
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  • User Feedback

    Recommended Comments

    it is not working for me sadly i tested your example and a toggle drunk i made neither worked

     

    this is the only error i have in the log that i attached:

     

    [15:42:25] [Error] [HOOKS] Failed to create hook for rage::scrThread::Run

    ScriptHookRDR.log

    Edited by Redharlow2614
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    no error message but still not working...

     

    NVM IGNORE THIS I DID NOT HAVE ASI IN FOLDER LMAO

    it definitely works now ty

    Edited by Redharlow2614
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    Good Work.

     

    Ill see if i can get my menu base ported over this weekend. Ill do some testing and If i run into any problems ill get a report done.

    Edited by Evil Blunt
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    20 minutes ago, Evil Blunt said:

    Good Work.

     

    Ill see if i can get my menu base ported over this weekend. Ill do some testing and If i run into any problems ill get a report done.

    Make sure to use the exports drawRect, drawText, and drawSprite to draw your menu. It will be a lot easier to port menu bases from games like RDR2 or GTAV, because RDR1 has no DRAW_RECT or DRAW_TEXT natives

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    3 minutes ago, kepmehz said:

    Make sure to use the exports drawRect, drawText, and drawSprite to draw your menu. It will be a lot easier to port menu bases from games like RDR2 or GTAV, because RDR1 has no DRAW_RECT or DRAW_TEXT natives

     

    Yeah just saw the exports, i know the game never used the draw natives (Some UI natives were used in the scripts or left in but i think they were deprecated),

    My base used the NET_PLAYER_LIST UI on console, The base code is using the same setup as my PC trainers GTAV,RDR2 so shouldn't take long adjusting it to use the exports instead of the player list UI.

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    15 minutes ago, Evil Blunt said:

     

    Yeah just saw the exports, i know the game never used the draw natives (Some UI natives were used in the scripts or left in but i think they were deprecated),

    My base used the NET_PLAYER_LIST UI on console, The base code is using the same setup as my PC trainers GTAV,RDR2 so shouldn't take long adjusting it to use the exports instead of the player list UI.

    Sounds good! Looking forward to it 😀

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    3 hours ago, Redharlow2614 said:

    no error message but still not working...

     

    NVM IGNORE THIS I DID NOT HAVE ASI IN FOLDER LMAO

    it definitely works now ty

    What asi mod are you using?

     

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    i was getting access violations before any mods went in but i set my game's priority to high in the task manager and it fixed it.

    so maybe this can fix it 

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    for me i dont have the ScriptHookConfig.ini file in my rdr files, i have launched the game several times with the scripthook.dll in my folder but nothing happens

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