379 files
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Mod by DrNemo!
This mod will wrap you to the Saint Denis cemetery and spawn a set amount of peds and make them fight you. Once an enemy is killed,
a new enemy is spawned so that the number of enemies going after you is constant. You can customize the number of enemies present at once
in the configuration file. The only way out is by dying. Once you die you will be presented with time of your attempt and number of enemies
you killed. This information will also be stored in TheyKeepComing.log. Share your highest time survived with some impressive kill count!
CONFIGURATION
Configuration is stored in TheyKeepComing.ini.
[NEW] Debug mode: You can change "Debug" value to "1" in the ini file to gain access to:
1) Pressing F2 will save your current position to the TheyKeepComing.log
2) Pressing F3 while the horde is active will stop the horde.
ScriptHook debug mode:
"Runtime asi script reloading:
In order to use this feature you must create empty file called "ScriptHookRDR2.dev"
in you game's main dir. While being ingame press CTRL + R, beep sound will tell
you that all loaded scripts are fully unloaded and you can replace your *.asi,
press CTRL + R again to load the scripts, triple beep will indicate that
everything is loaded."
So in ScriptHook debug mode you can use CTRL + R twice to reload the script (and the configuration).
[NEW] You can customize your staring position and 2 positions for enemies to spawn (alternating). Please follow the format provided in the
INI file.
You can customize a number of enemies (MaxEnemies) that are present at once. Values can be between 10 and 512. Lower value means better
performance and less chance for the game to crash.
Keybinds can also be customized. Please refer to https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes for key values.
USAGE (default keybinds)
Press F3 and you will be teleported the Saint Denis cemetery. If you are already there, pressing it will start the attack.
The attack will come from the west gate.
Before you start an attack you can prepare yourself by spawning explosives, objects and mounted weapons using Spawner Menu.
Spawner Menu is activated by pressing X. Pressing X multiple times will cycle through menus. To select an item from the menu
press 1 - 9. You will be put into placing mode. While in placing mode you can move around to find a good spot for the item.
You can press Q to rotate the object clockwise (counter clockwise while holding SHIFT). To confirm the plcacement press E.
Selecting "> DEL LAST SPAWNED" in Explosives menu will remove last spawned object.
To remove all spawned objects you will need to reload save game.
DISCLAIMER
This mod is provided as-is and it will likely crash your game at some point. Please don't save the game after using this mod
and disable autosave. After done playing with the mod please load the savegame.
Tested with NativeTrainer installed. If it doesn't work for you or you have constant crashes please lower the amount
of enemies in the configuration file or remove other scrips than ScriptHook by AB, NativeTrainer and TheyKeepComing.
[NEW] Now the mod will also set ped/vehicle multiplier to 0 while it's running, so remove the mod when you're done playing.
Please don't redistribute this mod on its own but rather provide links to the original source. Thank you!
Author: Dr. Nemo
Special thanks for Alexander Blade for his amazing ScriptHook and for source code of NativeTrainer!
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this is a nive little backround tool the keeps prices and locations at the ready
this was a project i started while stuck in Covid-19 lockdown it was ment to be made
just for my personal use but i thought i would put some more work into it and
share it with the RDR2 community
enjoy..
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I've added some details that make the towns have a UN look
I will add more details on roads and some other locations on the map
I removed most of the peds and I also made the weather just between misty, fog, thunderstorm and shower
This mod will conflict with other mods that use ambientpedmodelsets.meta only Ambient Gangs will be compatible
I recommend you to use the rampage trainer to turn on halloween overwide to make the weather similar to the screenshoots and rdr un soundtrack
You will need lml to load the files
LML:
RDR UN soundtrack:
Rampage trainer: Rampage Trainer at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)
Undead Blackwater: Undead Blackwater at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)
Manzanita post: Manzanita Post RDR1 at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)
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A tool with a built-in mod manager that checks your LML folder for any conflicting mods that edit the same files. Now with an auto-merge tool!
Now there is no need to manually search through your mod folders to check for conflicts! This simple tool will iterate through the mods in your LML folder and check for any duplicate file names. It will then list the files that are conflicting, the mods they are being edited by, and where they currently are in the load order.
Version 1.4.0 out now with an ASI mod manager, a merge tool (BETA) and other major improvements! Please read the guide here before using the merge tool. I have released it in Beta as it is impossible for me to test merges across every single game file, so your feedback is always appreciated!
There are two download options for LMCCT:
LMCCT - Installer
The tool must be installed before you can run it. LMCCT - Portable
Download and run, no need for installation. You only need to download one or the other.
I made the decision to move away from a single standalone .exe file due to issues with false positives on VirusTotal and older versions of Windows Defender, which is typically the case with standalone Python .exe files. The only difference is that LMCCT.exe must remain within the 'LML Mod Conflict Checker Tool' folder (where the lib and share folders are), just like a typical portable program. Alternatively you can just use the installer, which can also create Start Menu and Desktop shortcuts for you.
If you find any bugs, be sure to report them to me. I have many more features planned for the future.
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Description
Something that has always annoyed me about the Valentine Hotel Room is how dark it is when using the wardrobe during the day, especially while selecting gloves as you can see in the images attached. After experimenting with Map Editor and placing lamps and lights, moving curtains, and flipping windows trying to improve the lighting I found a simple solution: A tree! Yes, just a simple potted tree in front of the window both helps decorate the room and allows you to actually see what you are doing.
Installation
Extract Improved_Interior_Lighting.7z Copy the LML folder into your root RDR2 directory
Requirements
Lenny's Mod Loader
Map Editor
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Photo Mode Converter 🚀
This app allows you to convert local images from the game without having to upload them to Social Club.
Features:
An auto installer (one-click to run) Fast performance Lightweight Simple and easy to use
How to use it?
Download the setup file and run it. You can now access the app from Start Menu. Specify the folder where your local photos are stored (depends on the version: Steam, Launcher, ..) Click "Convert" and wait for a few seconds .
How does it work?
In essence, it repairs the broken* JPEG files generated from the game using Syping's Rage Photo Library. Kudus to him for building such library in the first place.
A must note is that this is the first version, and therefore, bugs are expected. Feel free to report them at Github.
- 1,899 Downloads
- 22875 Views
- 17.5 MB File Size
- 8 Comments
pointerboy in ToolsUpdated -
Removes the annoying VRAM message ingame.
If there is a virus detection on this software, it is a false positive. Refer to your antivirus documentation for information on how to exclude the file.
Code (Requires minhook and a pattern scanner to work):
static const char* (*g_origGetText)(void* theText, int a2, uint32_t* hash, int* a4); static const char* GetText(void* theText, int a2, uint32_t* hash, int* a4) { if (*hash == 0xA3774AB6) { return ""; } return g_origGetText(theText, a2, hash, a4); } //Put this into the initalization code. CreateHookAndNotifyAnyError is MH_CreateHook but is a wrapper that alerts the user with a message box if //something went wrong. CreateHookAndNotifyAnyError(hook::get_pattern("48 81 C1 D0 00 00 00 E8 ? ? ? ? 48 8B CE 83 FB FF 74 ? 44 8B 44 24 50", -57), GetText, (void**)&g_origGetText)
- 3,395 Downloads
- 22576 Views
- 122.64 kB File Size
- 2 Comments
WesternGamer in MiscUpdated -
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Working bridges to Mexico. No invisible walls. Feel free to use!
Discord for my work: https://discord.gg/b8XBCCMCQR
- 2,410 Downloads
- 22455 Views
- 280.13 kB File Size
- 3 Comments
Ruskivotka in MapsUpdated -
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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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I recreated Butter Bridge on rdr2 with the map editor
,You will need lml to load the map and Red Dead Beta - Out of Bounds to remove invincible barriers
I will make Railroad on Mexico compatible with this bridge soon
LML: Lenny's Mod Loader RDR - Tools - RDR2Mods.com
RDB out of bounds: Red Dead Beta - Out of Bounds at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)
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I recreated Widow's Patch(rdrevolver) with the map editor
You will need lml to load the map and Red Dead Beta - Out of Bounds to remove invincible barriers
I had to make the city south of mexico, since north of new austin i didn't find any flat terrain to make the city
I left some phone/electric pole and a "bridge" that will take you to the city, if you want to teleport there the coordinates are:
x-1602.153 y-5061.419 z-82.013
RD Beta: Red Dead Beta - Out of Bounds at Red Dead Redemption 2 Nexus - Mods and community (nexusmods.com)
LML:
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Please note that, by default, all the features of this mod are disabled in the ini file, they need to be enabled in the ini file in order to work. I chose this in order for the user to be very much aware of which of them he/she enables (hopefully after reading the description below).
To enable each feature, set it to 1 in the ini, instead of 0
population_size = 1024
Size of the surrounding population scan, can be reduced for performance, I haven't seen any impact with the features included in this mod
enable_3p_melee = 1
If enabled, the player camera will switch automatically to 3rd person whenever the player is engaged in melee, then switch back to 1p automatically a few seconds after the melee action is finished; I have implemented this because I like the 3p view when hogtying peds
enable_sandboxing = 1
If enabled, surrounding females picked randomly will either
(a) start wandering about, or
(b) perform some scenarios from a list (like praying or mopping)
enable_pariah = 1
If enabled, random NPC will become "pariah", e.g. public enemy.
Pariah NPCs will run towards the player while the surrounding population will become aggressive towards them (purpose of running towards the player is for the player to watch the action without too much effort). I do not suggest attempting to protect the pariah, the status is irreversible and all NPCs will continue targeting them until they are dead
Frequency of pariah events is set by pariah_min_interval and pariah_chance. The ini is pre-configured for reasonable intervals, but feel free to experiment.
enable_morph_checks= 1
If enabled, all females will be morphed into a slim body shape that is pleasant to my personal taste; this might require adjusting the model ymt to allow for "random expressions", I am not sure yet
enable_female_autospawn = 1
If enabled, it will spawn females regularly near (in front of) the player, picked randomly from a varied pool of models listed in the first post below; this leads to a diverse female population quite quickly
enable_hotkeys = 1
Enables the following hotkeys (not configurable at this time):
F3 = spawn a random female from the model pool, in front of the player
NUM0 = lobotomize the ped in focus, i.e. make them unresponsive and blocking sandboxing
NUM1 = set the ped in focus as pariah
enable_replenish_player_cores = 1
Constantly and automatically fills up the player cores
mute_player = 1
Mutes the player character, silencing all the "get out of my way" yells. Likely to affect missions, recommend to not enable if still playing the story
flee_horse = 1
Makes the player's horse to flee away (it was starting to get in my way as I was constantly teleporting around). Most likely not useful for the normal player.
verbose_logging = 1
Logs some mod actions into sac_util_log.txt; recommend leaving disabled unless there are issues which need tracking. Don't forget to delete the log file if enabled, it will keep appending, there is no automatic deletion
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Cinematic Grading
Color grading, correction and enhancing.
Featured:
Removed excessive Vignette. Color temperature adjusted, reduced blue tint. Chroma boost, Luma as original.
Install Reshade (Vulkan)
Copy mauman.ini to main folder
~\Rockstar Games\Red Dead Redemption 2
Replace lut.png
~\Rockstar Games\Red Dead Redemption 2\reshade-shaders\Textures
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This mod removes the reticle sway that occurs when the player is getting shot at
you must have lennys mod loader installed for this mod to work
place "lml" folder in your rdr2 directory
Update 1.2 fixes most of the bugs.
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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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This mod increases almost every weapons range in the game. Now the bullet wont vanish into thin air when firing a shotgun at longer ranges (and other weapon types too). I will do the pc specific dlc guns at another time
drop the LML folder from the archive into your rdr2 directory
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Horse TP mod by pir2, not by me! (Originally from: https://www.rdr2mod.com/horse-tp-mod/) Please PM me if you are the original author so we can get the author changed to you!
With TPhorse you will be able to teleport any living entity onto your horse. Once you have designated a horse as your tp horse, just aim at an entity and press the "tp key" (default T, can be changed in the mod option file) to teleport that entity at the back of your tp horse (no need to be on your tp horse for this to work).
This mod requires the rageHookPlugin avaliable here : https://ragepluginhook.net/Downloads.aspx?Hook=1
To change this mod options just edit the c#Plugins\HorseTP.opt file
within your read dead redemption 2 main folder (typically C:\Program
Files\Rockstar Games\Red Dead Redemption 2)
Check the video:
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What this mod does is that it changes the default ped's accuracy into a more realistic and cinematic way by using some specific values in the pedaccuracy.meta file & combatbehaviour, making that those bullets fx on the screen be more constantly making the shootings feel way more tense and cinematic than in the basic game as well that it changes the pedaccuracy but doing the perfect balance between realistic and enjoyable, realistic enough so they don't look like complete idiots with guns that hit nothing, but enjoyable enough that it is not so difficult and frustrating when it comes to trying to not get hit. (It is more like cinematic than realistic imo).
Now you will have to take cover while you're in a shootout.
*This mod requires Lenny's mod loader*
Changelog:
V1.5
 [Dispatch]
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-Tumbleweed can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Valentine can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Saint denis can now spawn a marshal wagon when reached 1000$ bounty (just like in Rhodes or Blackwater)
-Rhodes can now spawn lawmarshals when reached 1000$ bounty
-Tumbleweed has increased its law enforcement so now they come in groups of 6 most the time
 [Pedaccuracy]
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-Decreased the pedaccuracy when not showing shooter on the screen
-Reduced the global ai accuracy while player is in cover
-Increased the bullet ricochet
 [CombatBehaviour]
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-Minimum Distance To Target is now disabled (any distance)
-Minimum In Cover Distance To Target is now disabled (any distance)
-Law NPCs can now rarely charge at you using only their knives (i think it's a good immersion because if you look closely for some reason the law npc's have pinkeyes like if they doped before going into the battle so...)
-Distance To Consider Dismount is now set to "any distance"
-Some law NPCs can now switch to defensive if player is in cover and at the same time they are permitted to charge beyond their defensive area
-Reduced Grays accuracy
-More NPCs have larger attack ranges (larger distances)
V1.4 Dispatch & CombatBehaviour UPDATE
-Increased the distance to consider dismount a bit more for law and ODriscoll's
-Now with the dispatchresponses folder LawMarshalls will appear in Saint Denis when you have a bounty above 1000$ (just like in BlackWater) and it also adds more chances to spawn law leaders (which are more experimented and aggressive than regular lawmen)
-Now with the dispatchresponses folder, the Valentine LawMarshalls will always spawn in groups of 7 instead of 6 or 5 (it might sounds like a subtle detail but trust me it doesn't, now valentine will be a real warzone)
-Decreased the pedaccuracy when not showing shooter on the screen
-Added Pinkertons in CombatBehaviour (deadshot) although it only works for peds that spawn naturally like confinement area of new austin and west elizabeth (not in missions)
-Fixed a bug with the ''sharpshooter'' lawmen that had 100% accuracy, now it has normal accuracy
-Added a chance to spawn a lawleader in Valentine dispatchresponse
V1.3 CombatBehaviour UPDATE
-Aggressiveness, this has been severely tweaked so law and npc's now frequently prefers to use cover and use positions with different shooting points against target, more experimented npc's will preffer to charge against target if they can't find cover. (Ex: Regular lawmen are more likely to be less aggressive than LawMarshalls)
-Law snipers now they don't stay forever on the same position since now their movement now is set on ''WillAdvance''
(now, they do will choose higher positions as these are their preferred tactical positions, the difference now is that they will start
chasing you when they notice that you are not into his sights)
-AttackRanges, npc combat ranges have been severely increased
-Banzai Attack, now this has been tweaked so the law and other npc's don't abuse the charge attack to the point that are suicidal attacks, (they DO will charge against you but less frequently)
-Now the charge attack or ''Banzai Attack'' is only used when there's too many enemies against you or there's npc's with shotguns so stay alert when theres npc's with shotguns.
-Distance To Consider Dismount, Law, Bountyhunters and guards have been tweaked so now they dismount from their horses at farther distances, law with shotguns prefers to dismount at closer distances.
-Defensive Guards, the only npc's that are Defensives now are guards but now they are permitted to charge beyond their defensive area also their Combat Ability is now fixed
-FireRate of the npc's and above all the law, have been tweaked, unskilled and amateur npc's have faster FireRate but worse accuracy while more proffesional npc's have faster FireRate and better accuracy (perfect example for this are LawMarshalls)
-Gangs Combatbehaviour are all tweaked
-The Laramie Gang tend to use cover away from target while a few others slowly approach target, usually nevers charge against target
-The Del Lobo gang tend to use cover away from target while a few others try to flank the target, prefers to use positions with different shooting points against target
-The ODriscoll's are now less aggressive and tend to use cover away from target while a few others slowly approach target
-The indigenous or ''savage'' gangs are more defensive and prefers to retreat against target
-Grays and Lemoyne raiders are more aggressive and will frequently flank the target and prefers to use positions with different shooting points against target
V1.2
-fixed the high accuracy that peds have on long ranges
-i tweaked the bullet ricocheting
-increased the peds accuracy
-increased the peds accuracy when not showing shooter on the screen
-increased the firerate for unskilled guards
V1.1
-I tweaked all gangs and npc's accuracy and overall pedaccuracy
-now peds have better accuracy and to dodge bullets you'll have to move faster
-i modified the bullet ricocheting a little bit
V1.0
-initial release
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I am trying to recreate tumbleweed from 1911, the town is not destroyed at the moment, I removed the peds and placed some objects in the town
(some peds appear in the saloon and the sheriff too)
this mod may crash with other mods that use ambientpedmodelsets.meta and popgroups.ymt
You will need LML
LML: Lenny's Mod Loader RDR - Tools - RDR2Mods.com
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All this mod does is replace the Legendary Animal Map with a Physical World Map. To obtain it
finish Hosea's Bear Hunting mission.
install:
Put the file into lml -> stream (Lenny's Mod Loader, If the "stream" folder isn't there create it.)
- 876 Downloads
- 21472 Views
- 12.83 MB File Size
- 3 Comments
KristianD3 in MapsUpdated -
Slow Motion Mod (ScriptHook)
Version: 1.0.0
This modification allows you to slow down time in Red Dead Redemption 2. In order to activate the mod, you must have ScriptHook installed. To install: simply download the file and move SlowMotion.asi into your RDR2 folder.
CONTROLS
Use SHIFT and ARROW KEYS (left & right) to manipulate the time scale. The mod is activated by default.