379 files
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What does this mod do?
Main File: This mod takes the horse harness from online and removes the lantern altogether, replacing the large saddle bag. As a result of this, some NPCs will also use harnesses which feels more natural than you being the only one to use it. It also features different color variations depending on which color large saddle bags you select.
Tutorial Version: Contains a tutorial so that your horse can wear the horse harness from Online and keep all components intact.
Is this mod accurate to the real world and more specifically, the Old West?
This mod aims to add an extra layer of realism to the game as breast collars were used from time to time in the Old West and they are also used sometimes in Western movies. Cowboys and riders today use breast collars to keep their saddles from sliding backwards, so if you use one of these IRL I hope this mod allows you to better recreate your actual saddle setup.
How do I install this mod?
You'll need Lenny's Mod Loader and Version.dll in order for it to work.
Main File: Simply drop the file into your lml > stream and you should be good to go. Once the mod is installed, equip the large saddle bag via the stable if you haven't already and it should appear on your horse.. unfortunately you won't be able to see the collar until you exit the stable but you'll know it's equipped once your saddle bag goes away.
Tutorial Version: Follow the tutorial.
I happen to like my saddle bags, can this mod replace something else?
Main File: Yes, it should also be able to replace horns, small saddle bags, or bedrolls. All you need to do is change the filename to the name of the model's .ydd file which you can find through OpenIV and you should be good to go!
Tutorial Version: The tutorial will show you how to keep them!
NOTES:
You only need one version or the other, though you're welcome to use both if you so desire.
While the colors in the "color variations" picture reflects the main file, you can sort of change the color a bit for the tutorial version by editing the three numbers following value= in the Step 3 file. Use the horse color palette from here to get an idea of what the color is gonna be.
Horse Harnesses-1838-1-0-1670825101.rar TUTORIAL TO KEEP ALL ACCESSORIES AND HAVE ORIGINAL TEXTURES.zip
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Rent a hot air balloon at the Valentine Theatre Tent, Saint Denis Docks or Blackwater Build Site.
- Costs $5
- HOLD Y key while close to activate
- The Balloon will disappear if you are too far, sleep or fast travel
- The wind will move the balloon while airborne
*Balloon Controls* (controller input)
- Get in with Y
- Deactivate control with Y (you will drop straight down) (you will get knocked down if you are going too fast, possibly fall out)
- Get out with X (after you deactivate control and reach the ground) (not compatible with 'Stash That Wagon')
- RT for more height
- Momentum, gravity and wind are factors for a realistic ballooning experience
*Wind Controls* (keyboard input) (only works once you rent the balloon)
NUM8 = N
NUM9 = NE
NUM6 = E
NUM3 = SE
NUM2 = S
NUM1 = SW
NUM4 = W
NUM7 = NW
NUM5 = More wind/clear skies
*Use antimicro.exe to map keys to your gamepad. See pic. This will make the trees dance when you move around and you'll have to use the mouse when using your map. I don't use it personally. Thinking about a left handed keyboard or a USB NUM pad. (https://antimicro.en.softonic.com/)*
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This tool converts YMT data from hashes to human readable entries. Not ALL entries are known yet, but quite a large amount.
Thank you to users rollschuh2282 and Bob Ross for providing archive items and data lines.
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This mod makes poison depletion work the same for knives and arrows by either restoring the pre-patch thrown poison knives behavior where they wouldn't deplete or by keeping the current poison knife behavior and changing poison arrows to deplete too.
In the vanilla game poison arrows can still be picked up unchanged after being used unlike knives which deplete instantly even after throwing them at the ground,
But if you don't throw the poison knife but instead use it as a melee weapon the poison never runs.so I'm not sure the devs went with realism in mind regarding poison mechanics .
Before the dlss update for me the poison knives didn't deplete and I doubt that after 3 years they would introduce this change intentionally only to the knives without changing melee and poison arrows too.
From what I've seen this change was also introduced on the console version back in 2019 without it being mentioned but somehow it didn't make it to the pc version until now.
I think the game never had a proper poison depletion mechanic so the recent change might be a bug caused by a typo in the weapons file or the poison arrows not depleting could be the bug.
Because I'm no longer sure which is the intended behavior(realism aside) now the mod has 2 different options.
-->How to Install
Choose your preferred version and drop it in your lml folder.
Or if you're already using a mod that edits weapons.ymt,open it with notepad/notepad++ and:
->for a more realistic experience that makes sense both poison arrows and knives deplete:
-search for <Name>AMMO_ARROW_POISON</Name>
-then go to <PickupHash>PICKUP_AMMO_SINGLE_ARROW_POISON</PickupHash>
-and replace it with <PickupHash>PICKUP_AMMO_SINGLE_ARROW</PickupHash>
->for the pre-patch poison knife behavior:
-search for <Name>AMMO_THROWING_KNIVES_POISON</Name>
-then go to <PickupHash>PICKUP_WEAPON_THROWN_THROWING_KNIVES</PickupHash>
-and replace it with <PickupHash>PICKUP_WEAPON_THROWN_THROWING_KNIVES_POISON</PickupHash>
-->Changelog:
-Repurposed the mod to fix depletion parity between poison weapons
-Added a version where both poison arrows and knives deplete
-The other version is now considered a pre-patch behavior restoration instead of a bug fix as I'm no longer sure if it is.
As a mod creator you're free to implement this change in your weapons mod.
Thanks to Bob Ross and LMS for the repaired weapons.ymt
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This Disables Shadows Except Ped Shadows Because I Don't Know How To Disable That
Please Use The system.xml Provided For The Same Look
This Gives you 3-15 fps more or not any at all depending on your hardware
You Can Also Use This If You Want A Somewhat "old" Game Look But It's Made To Improve Performance On Low-End Computers
- 1,445 Downloads
- 14320 Views
- 125.04 kB File Size
- 1 Comments
Eemeli2343 in MiscUpdated -
What this mod does is pretty simple: it allows you to perform "grapple struggle reversals" in all grapple situation. In other words, it allows you to perform reversals even when you're not tried to be subdued.
[How it works]
As soon as you're grappled you'll see another that says "Reverse" prompt upside of "Break Free" button. This button will be half-filed and drain over time. If you don't act quickly or fail the button mashing mini game the button will turn red and your only option will be "Break Free". How this button reacts will change depending on your Hold Assist settings.
CONTROLS E or Triangle = Mash grapple button to reverse enemies grapple
This feature will also be added to Enhanced Brawling later. When I add this to Enhanced Brawling, you won't need to download this individually.
[DONATIONS]
These mods take a lot of time to develop and test to make sure that every function is working properly. So, I'd appreciate donations if you would like to support what I do.
Here's my Patreon if you want to support me.

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Fixes 1907 John without editing any big files like shop_items or catalog_sp
Are you tired of mods that fix John but have a bunch of other files or try to make him more "RDR Accurate"? Tired of searching through mods trying to get the perfect 1907 John since Rockstar undoubtedly broke him? Look no further, this is the mod for you:
Features
- 1.00 face textures
- 1.00 pants and gloves
- Fixed Rachel's nose texture and color to be accurate to real life
- Shouldn't conflict with any other mods!
- NPC head model for John with a tutorial to fix the neck seam
If you would prefer to use his 1899 hair instead of 1907, use this lightweight mod and if you want his facial expressions to be better use the lightweight JMFAO
Known Issues
- Slight clipping on the 1.00 gloves and pants
- When wearing the closed collar rancher shirt or the union suit (when underweight) alongside the torso models, there is a slight clipping issue.
- The buzzed and bald haircuts do not work.
Accuracy Issues
- Sulkii has told me that the hair he's using has the wrong consistency and that the left parted models you start the epilogue with are not physically possible, they've also said John would NOT have dyed his hair with ink or stolen an entire wagon of oranges at the orange orchard. I plan to give John better hair in version 1.1 of the mod
- The head model and 1.00 face texture should be accurate to his NPC counterpart but won't be 100% accurate to RDR1, you can view this as a stylistic change on the part of the developers.
- His clothing proportions won't be perfectly accurate since I wasn't able to integrate JMRE's system for that.
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Video Showcase: https://youtu.be/HQbDWrMFgSo
Made with Spooner by kibook
Interior is underground so you would need to use a teleporter to access them.
If not you would have to "noclip" into them.
For RedM servers you can simply use a teleporter script for Singleplayer I wouldn't see why you would want this but you can of course if you have some pre-set teleporter mod or something.
All coordinates you should/could use.
Church exterior entrance
X:2741.0124511719
Y:-1263.9338378906
Z: 50.614349365234
Church exterior exit
X:2763.9536132813
Y:-1279.8486328125
Z:47.868354797363
Church interior entrance
X:2748.3840332031
Y:-1265.0103759766
Z:31.258266448975
Underground "entrance"
X:2777.76220703131
Y:-1263.9854736328
Z:47.858882904053
Underground tomb
X:2778.7524414063
Y:-1272.0509033203
Z:24.898057937622
Please note: I don not assist with issues after uploading on RDR Mods. I do not actively monitor my work here either.
I simply share it here with whoever wishes to use it.
- 1,342 Downloads
- 30052 Views
- 237.22 kB File Size
- 1 Comments
AdmiralRusty in MapsUpdated -
this mod adds the missing hitching post in-front of the shops & co.
Requirements
1. ASI Loader
2. Lenny Mod Loader BETA 9 or higher
Installation
extract and drag folder into lml folder
- 1,334 Downloads
- 11703 Views
- 109.57 kB File Size
calledme.kev in MapsUpdated -
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remake of Ultimate ragdoll mod but better and in C++ and until i figure out how tf to do ini stuff with c++ i will update this with working ini
CONTROLS : HARDCODED! (until i figure out ini)
W forward
A left
S backward
D right
Q up
Z down
R increase speed
F decrease speed
Basically it does this
KNOWN BUGS
cant go up while in a camp
PS
plz for the love of god work for other people, mod!
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I recreated Sepulcro, Campo Mirada,Barranca,Rancho Polvo with the map editor
,You will need lml to load the map
LML: Lenny's Mod Loader RDR - Tools - RDR2Mods.com
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Overview
I made this simple plugin for RAGE Hook that let's you toggle slow motion and push Arthur in the direction your camera is looking at. Customize the ragdoll force in the INI file. By default it also activates slow motion on push.
REQUIRES: https://ragepluginhook.net
Instructions
Copy the .DLL and .INI file into /C#Plugins/ folder.
Open the RAGE console in game and type LoadPlugin DLT_Slow_Motion.dll or enable it to load on start up.
See the INI file for settings.
Info
SlowMotion = Default key 'C' on keyboard and R3 on controller or 'Look Back' action
Ragdoll = Default key 'E' on keyboard and Y on controller or 'Interact' action
There's also an option to disable either Ragdoll or Slow Motion if you don't want to use both.
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Retextured Arthur's Gunslinger coat to a denim jacket
REQUIRES LML AND SCRIPTHOOK
https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ https://www.dev-c.com/rdr2/scripthookrdr2/
i hope you like it!
MOD CREDITS:Arthur Redone:https://www.nexusmods.com/reddeadredemption2/mods/701
Installation:
just drag the files to your stream folder that can be accessed through lml folder in your game files
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This mod focuses on trying to do a load of cutscene magic... hopefully!
Keybinds:
F1 - Enables/Disables the cinematic camera, please be aware when enabled that some missions/scripts such as shops may not work correctly (pressing F1 to disable again will fix the issues)
F2 - Forces first person/third person camera (this can be used in a cutscene)
F3 - Adds a toggle removing the black bars across the entire game
F5 - This needs the cinematic camera *disabled* (and preferably in thrid person), when pressed you'll have a camera you can guide around the cutscene! This has additional key inputs, see below:
F9-F12 + 0-9 - Holding F9/10/11/12 and pressing 1 - 0 will apply one of the filters used in photo mode, this can be used in the middle of a cutscene or just for general gameplay.
CTRL + 0 - Reset all filters
Cutscene freecam keybinds
WASD - Moves the camera around
R - Raises the camera level
F - Lowers the camera level
O - Reduces the camera FOV by -10
P - Increases the camera FOV by +10
Numpad7 - Freezes the cutscene
Numpad8 - Resumes
Numpad4 - Sets the next shot up in the cutscene to play at 50%
Numpad5 - Sets the next shot up in the cutscene to play at 25%
Numpad0 - Sets the next shot up in the cutscene to play at normal speed
Arrow keys - Rotates/Angles the camera, allowing you to effectively roam any cutscene as you wish
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A mod to replace the normal lantern with the lantern that Arthur uses in the first mission.
Just put the asi file in the game directory.
Some antiviruses flag this as a virus. This is a false positive. Please add this mod to the exclusions list if you use any of the following: Cylance, MaxSecure, and SecureAge.
Source code:
bool LanternGiven = false; void Update() { Hash currentWeapon = NULL; WEAPON::GET_CURRENT_PED_WEAPON(PLAYER::PLAYER_PED_ID(), ¤tWeapon, NULL, 0, NULL); if (currentWeapon == 0x4A59E501) { WEAPON::GIVE_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0xF62FB3A3, 0, true, true, -1, false, 0.5, 1.0, 0x2CD419DC, true, 0.5, NULL); WEAPON::SET_CURRENT_PED_WEAPON(PLAYER::PLAYER_PED_ID(), 0xF62FB3A3, true, 0, NULL, NULL); LanternGiven = false; } if (currentWeapon == 0xA2719263 && LanternGiven == false) { WEAPON::GIVE_WEAPON_TO_PED(PLAYER::PLAYER_PED_ID(), 0x4A59E501, 0, false, true, -1, false, 0.5, 1.0, 0x2CD419DC, true, 0.5, NULL); LanternGiven = true; } }
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WARINING: THIS MOD IS MADE WITH THE LIMITATIONS OF THE PHYSICSTASKS MADE WITH OVER 10K UNKNOWN LINES DONT EXPECT ANYTHING MAJOR (No videos for now)
This mod makes deaths more dramatic with alot more force and balancing and headshots and shotgun deaths are more satisfying
It might not be alot noticeable as the physics tasks file got over 10k unknown lines
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Adds Red Harlow as a new ped
To install: copy both folder to lml directory, requires latest version of lml
To play as Red, enter blackjack_redharlow on rampage trainer model changer custom input
Perfectly compatible with Jack Marston addon
*Outfit may not be accurate, this is the closest I can do without any major clipping
Issues:
1. Guns isn't properly placed on the holster
2. The forehead slightly clips on the hat
3. Used incorrect sideburn, this will be fixed soon. In the meantime you can use outfit changer or rampage trainer to apply the sideburn
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This mod restores the cut compendium entry for the green turtle that are found in Guarma. The turtles can now also be carried and stowed on horses and the turtle map icons are now fixed.
The turtle can't be skinned at this moment, because I've had problems getting the skinning animation to work properly. The skinning option will be added, if I find a way to fix the problem.
Installation:
Download the mod with the Mod Manager or just drag and drop the mod inside your LML folder.
If you're using the Red Dead Offline mod by LMS, make sure to download the compatibility version of this mod.
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