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  1. Description
    The mod adds 134 new bandit hideouts, 46 ambush points, a bandit posse on horseback that will chase and hunt you,
    random roaming bandits on foot, horse, or wagon. Hire up to 9 gunmen at saloons, and fight against zombies.
           Players can customize all features through various settings with the included Bandit_Hideouts.ini file.
    Bandit Hideouts is a standalone mod it is a highly upgraded version of all the AMJM Transport mod bandit features,
    created by crossed99 and Gunter Severloh
     
                                       ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                                                 Warning - Before you install!
                                                            For those installing the mod for the first time and want to also play the story/missions.

                                                              So you understand what this mod does, it adds 130+ bandit hideouts
                                              and ambush points all over the map, thats everywhere and anywhere except towns (settlements).
                                                              That means there are some hideouts that will spawn at story, and mission
                                                                locations. There are also ambush points that will spawn bandits that may
                                                                   interfere with story missions, or while riding to them.

                                                                There are also other bandit features like the bandit posse on horseback
                                                                         that will spawn and attack the player anywhere, anytime.
                                                          That means they may come when your in the middle of a story mission, or traveling
                                                              with another character from the story during a mission.

                                                        If you do play the story and dont like the idea of hideouts, and bandits interfering
                                                             during the story and missions. 
                                                 There is a Bandit_Hideouts.ini file included in the download, it is a configuration file that will
                                       allow you to configure every feature in the mod, this includes being able to disable the mod while ingame,
                                                     or disabling certain features, hideouts, and ambush points that could interfere with the story.

                                    As said everything in the mod is configurable, it can be enabled, disabled, or adjusted if it uses numbers.
                                            Do not install the mod if you are not at least in chapter 2 of the story!
                                                               Any questions or problems review the articles, or ask on the post tab!
                                                           /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    Features
    Bandit Hideouts
    The Bandit Hideouts mod adds many new hideouts across the RDR2 map for the player to discover and clear out.
         Each hideout ranges in the number of bandits, but you can define in the ini of the mod how many bandits
    a hideout will have, what gang will spawn there, and how many reinforcements will come if any,
    even if zombies will spawn there instead of bandits.

    Hideout Locations Map
    The hideout locations map is a high resolution map of the RDR2 world you can download and use it as a reference to
    see where all the hideouts, & ambush locations are at in the world.           
        The legend on the map will tell you what region a hideout or ambush location is in, what gang is at each hideout/ambush
    point. All hideouts and ambush points are marked with a colored skull icon to represent a hideout, and an X to represent an ambush location,
    both a numbered and listed in the legend accordingly.  Icons on the map will indicate their exact locations.
    Download
    Google Drive:  59.5mb https://drive.google.com/drive/folders/1iLI3Yjmay0uw22f-0MUg0j0__DAEYlGK?usp=sharing

    Credits: LittleBigSmoak & Moth-man

    Ingame Blips & Icons
    Hideout Locations Blip (icon)
    
    A blip (icon) of a house with a skull inside it, will show up at the bottom left corner of your screen
     it means a hideout has spawned in and is nearby.
        If you pass by a hideout without attacking it, the map blip (icon) will disappear once your out of range of the hideout.
    If you attack and clear the hideout then the blip on the map will be removed and your screen until the hideout timer is up.
            You can disable this icon if you wish through the included bandit hideouts.ini

    Default spawned in hideout map blip

    When a hideout spawns in, by default this icon will be showing on the map at the location of the hideout,
    the player has 3 other choices of map icons they can use if they want to change it which can be done through the ini

    Persistent Blip (icon)
    The Persistent blip icon will show on every hideout location on the map whether your near a hideout or not,
    if you clear a hideout the blip icon on the map will be removed until the spawn time for that hideout has returned.
       The persistent blip icons have their own icon type vs the one on screen. The icon can also be disabled in the ini, and
    only the blip icon of a hideout will show on the map when the hideout spawns in.

    Types of bandit hideouts
    Each bandit hideout can be a house, camp, cabin, abandoned building, cave, mine, fort, ruin, and other places.

       Hideouts will spawn bandits in by chance when you're nearby, this means that if set in the Bandit Hideouts.ini
    you set the chance to 100 then each time you come close to an area where a hideout would be then bandits
    will spawn there for sure, the lower the chance then it becomes random or less.

    Cleared hideout message
    A small feature by default is if you cleared a hideout a message will show on the screen saying
           "You have cleared the hideout!"
    you can disable this in the ini if you wish.

    Earn money from clearing hideouts!
    Yes you read that right, after killing all the bandits in a hideout, you will earn a random
    amount of money ranging from $25 - $150
    You can customize the amount you want to earn in the ini or set it to 0 to disable it.

    Cleared hideout respawn
    Once you clear a hideout you can set in the ini the cool down of how long before they respawn again.
    If you set the respawn to 1 for example then in one hour from when you cleared the hideout bandits will spawn in again.

    Hideout bandit/gang types
    Each hideout will be populated with gang members for the area the hideout is in, for example:
    Valentine area will have O'Driscoll members or a generic gang. Lemoyne/ Rhodes area will have Lemoyne Raiders, and a generic gang. Annesburg area will have Murfree gang members. Saint Denis area may have either Nightfolk, or a generic gang. Tall Trees area you will see the Skinner brothers gang. New Austin area you will see the Del Lobo gang. Grizzlies West (snow region) area will have a generic gang. Grizzlies East (snow region) area will have a generic gang. Guarma will have the Cuban Army and Nightfolk.
    Disable individual Hideouts and Ambush points
    This feature allows the player to disable any individual hideout and ambush point in the mod through the included ini
    all you need to do is locate the hideout you want to disable through the downloadable map and then change the number from a 1 to a 0.
        There is a list for both hideouts and ambush points in the ini.
     
    Custom Gangs in hideouts
    Each hideout listed in the ini for the Disable Individual Hideouts list can either be disabled, or changed so it spawns another gang.
    The gang types to choose from are the following:
    // Gang Type Reference //
      Generic gang - 7   Murfree Brood - 8   Lemoyne Raiders - 9   O'Driscoll Boys - 10   Skinner Brothers - 11   Del Lobo gang - 12   Nightfolk -13   Cuban Army -14   Ku Klux Klan - 15   Wapiti Warriors - 16   United States Army - 17   Laramie gang - 18   Micah's gang - 19   Angelo Bronte's Mob - 20   Cornwall Goons - 21   Braithwaites - 22   Gray Family - 23   Foreman Brothers - 24   Bounty Hunters - 25                        Pinkertons National Detective Agency - 26 Chelonians - 27 Vampires - 28 Here is an example hideout in the ini that is listed in the Disable Individual Hideouts list:
    ENABLE_ABANDONED_FACTORY=1
    - With the setting at 1 the hideout spawns its default gang.
    - With its setting at 0 the hideout is disabled and wont spawn.
    - If the number is changed to a number from either 7-28 seen in the list above, then that hideout will spawn that gang based on the number. 

    For example if we changed the number to say
    ENABLE_ABANDONED_FACTORY=18
    then the Laramies gang will spawn at that hideout instead of the default gang.
         Here is an article on how this works in more detail with a video demonstration/guide
    https://www.nexusmods.com/reddeadredemption2/articles/435

    Custom Gangs in Regions
    A feature where you can define what gangs will spawn in what regions for hideouts, a list in the ini of all the regions
    or areas on the map, each region has a default number, the number represents what gang will spawn in that region.
    From the reference in the ini, you can change the number for the region for whatever gang you want to
    spawn at the hideouts in those regions.  This feature is disabled by default.
     
    Exact or random number of bandits in a hideout
    The amount of bandits you can encounter in a hideout will be defined in the Bandit Hideouts.ini
    there you can set the minimum and maximum numbers you will encounter, this is for all hideouts.
      If you set the number for both min/max the same you will get that exact amount, if you set the number to
    exceed the default random min and max then the extra bandits will come as reinforcements.

    Bandit Reinforcements
    Bandits at hideouts can call in reinforcements, they will show up on horses and or on foot.
    Reinforcements is set by chance in the ini, the higher the percentage (chance) then reinforcements will show.
    Reinforcements also has a setting where you can define how many bandits will come, and if you only wanted
    bandits on horses, or foot, or both, you also can disable reinforcements from coming in the ini.

    Bandit Spawn Amount
    In the included bandit hideouts.ini there is a list called spawn amount, this list will list every hideout/ambush point
    and allow you to set a specific number that you want to spawn at a or each individual hideout.
    This lets you customize hideouts based on how you want to play.
            Each hideout and ambush point has a default or base number of spawn points you can use this article reference
    to get the base default number of each hideout:   LINK

    Knowing the base number of a hideout or ambush point will tell you how many bandits can be spawned there.
    For example: If you chose a hideout that had 10 bandits spawn positions that means if you set the spawn amount
    to say 5 then only 5 bandits would spawn. If you set the number to say 15 then the extra 5 bandits would spawn
    at the reinforcement spawn points.
        The would respawn at the reinforcement spawn points because there are only 10 available spawn points
    at the hideout. The same applies to ambush points.

    Bandits will chase the player
    Bandits will chase you if you ride off or run away after attacking their hideout.
    Bandit Ambushes
    Ambushes are not dynamic they are built the same as hideouts and are at set locations.
    Each ambush location can vary between 2-6 bandits that will attack you on foot if you enter an ambush location.
       If you run away on foot or on horse the bandits at the ambush location will chase after you either on foot or get on a horse.
    Ambush locations are marked on the downloadable map with an X

    Enable/Disable individual Ambush Points
    This feature introduced in v1.18 gives the player the option to enable or disable an individual ambush location through the included ini,
    all you need to do is refer to the map linked for download and decide which ambush location you want to disable for whatever reason,
    you open up the ini file, locate the ambush point in the list, and just set the setting accordingly.
             Ambushes can also be customized to have a certain amount of bandits spawn using the spawn amount setting.
    Bandit Posse on Horseback
    As players explore the game world, they will randomly be attacked by bandits on horseback, these encounters can happen at any time.
    In the Bandit Hideouts.ini you can define how often (how many ingame hrs) bandits will attack,
    and a minimum and maximum number of bandits on horseback that will attack, you can disable this feature in the ini if you want to.
    Random Roaming Bandits
    Bandits roaming the world, they will spawn in the area you are in and will be bandit/gang members
    from that area so if your in Valentine Area then you might see a small group of O'Driscolls wandering around.
    These bandits may be on foot, on horseback alone, in a group, or on a wagon, or both.
        You can also set in the ini if they attack you on sight or not, and set how often they will spawn.
    Hired Gunmen
    Players can hire up to 9 gunmen to fight alongside them, to do so just talk to the barkeep in any saloon.
        These hired guns will assist the player in combat, making it easier to take on large groups of bandits or zombies.
    You can hire up to 9 gunmen at a time. You can hire a random gunmen with their own gear and weapons. You can customize what they wear, and the weapons they carry. Set how much it costs to hire a gunmen. Hired Guns will not fight while in a town (can change this in the ini). Story characters are also available. You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case  you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them.
    They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat. If the "Allow revive" option is enabled, instead of dying they will go down into an injured state and be revived  by crouching close to their head until the 'Help' prompt fills up (10 seconds).
     Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling. The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse.

    Commands menu:
    You can also give commands to them through their command menu, Numpad 1-9 keys by default.

    Hired Gunmen Voice Lines
    When you tell your hired gunmen to stay or follow, Arthur or John will actually say out loud those commands,
     and when your crouched and you tell your gunmen to stay Arthur or John will say it in a quiet voice.
    This feature can also be enabled and disabled in the ini, and is enabled by default.

    The command menu has some extra commands:
     Aim at person while the menu is up: Attack target, lasso target.  Aim at dead / hogtied person: pick up target.  Aim at horse: put carried body on horse.  Aim at downed hired gun: help up (it'll take them the same amount of time as for you).  Press numpad 0 to make all hired guns stay / follow Zombies
    As if bandits weren't enough to deal with, the mod also adds zombies to the game world.
        Disabled by default, you can enable them in the Bandit Hideouts.ini

    There are some options in the ini to customize them, like the following:
    Spawn frequency - this is how much more or less you will see of them. Day/night detection - this is a setting where you can set if the zombies detect you. Zombie health - this is how much a zombie can take before you kill them. Min/max spawn amount - this will be the group size of how many groups of zombies. Min/max number - number of zombies that can spawn during day or night. Min/max spawn time - how often they will spawn in seconds. Zombies burst into flames upon dieing. Zombie lairs - this will change all the bandit hideouts to zombie lairs,         so instead of bandits spawning, zombies will.
    Customization
    All of the features in the mod can be customized by editing the Bandit Hideouts.ini file.
    Each setting in the ini has a description on what it does and how to enable/disable it or adjust it.
       Open the ini file with notepad to edit it, also run it as administrator if you are being denied access.

    Installation
    Move the following files:
    Bandit_Hideouts.asi Bandit_Hideouts.ini Bandit_Hideouts_CustomPeds.txt  to your RDR2 directory which can be found here:
    C:\SteamLibrary\steamapps\common\Red Dead Redemption 2

    Requirements
     Scripthook by Alexander Blade is required to run the mod.
    https://www.dev-c.com/rdr2/scripthookrdr2/

    If AB Scripthook gives you issues with the mod then try using
    ScriptHookRDR2 V2
    https://www.nexusmods.com/reddeadredemption2/mods/1472

    Credits
    Crossed99  for his help and support, and patience in helping me create and update this version of his great mod!
    LittleBigSmoak & Moth-man for their help in creating the Bandit Hideouts map showing all the locations
    of the hideouts, and sorting them based on color and gang.

    Bandit Hideouts Youtube Channel
    Gunter Severloh RDR2
    Check out the Bandit Hideouts Youtube Channel for gameplay, guides and how to videos on the mod.
    • 48,087 Downloads
    • 280529 Views
    • 23.82 MB File Size
    • 34 Comments
    Gunter Severloh
    Updated
  2. Mary Linton will join the gang after the mission We Loved Once and True III is complete.
     
    Includes:

    -configuration menu (F3 key)

    -six different female companions

    -online clothes

    -Sadie Adler outfits 

    -fishing

    -dancing (can be triggered when on extremely flat terrain and standing still by targeting companion)

    -love making (can be triggered when on mostly flat terrain and standing still by targeting companion)

    -simple alternative ending if you go help John (you need to load a moded save with Arthur as the player when the mission is finished to continue playing as Arthur
    https://www.nexusmods.com/reddeadredemption2/mods/168?tab=description)

    -removed sickness (this has a permanent effect on the saved games)

    -play instruments (when standing still hold "jump" + press "reveal hud" to enable prompts)

    -order to companion to drive a vehicle (stand next to an empty vehicle and target the companion)

    -companion will fall down if badly injured, kneel next to her to help her (if you are using Ped Damage Overhaul mod you need to set WOUNDED_STATE_HEALTH in the .ini to less than 75)

    To install extract inside main game folder. To make metapeds.ymt compatible with other mods that use that file copy everything that is in mp_female and copy it to other mod. Also all companions need to have health set to this: <HealthConfigHash>HEALTH_STANDARD_PED</HealthConfigHash>.












    Version 1.1:
    -fixed player being ignored and Mary not shooting after dancing
    -fixed alternative ending not triggering
    -fixed Mary not fishing
    -rifle can now be put on the back
    -added a blip for Mary
    -revive ability can now be disabled in the .ini 
    -when making love, Mary will now have the same hair that it was chosen in the menu


    Version 1.2:
    -fixed dance exiting 
    -Mary will now get up immediately after being helped
    -Mary can now be revived if fully dead
    -Fixed Mary having Sadie's voice and name when switching to Sadie's outfits
    -mission requirement can be disabled in the .ini
    -fixed Arthur sometimes being invisible after making love
    -added instrument playing
    -added Bonnie MacFarlane, Harriet Davenport and Princess Isabeau (Bonnie and Harriet require Online Content Unlocker)
    -Mary can now ride as a passenger


    Version 1.3:
    -fixed Mary not talking after starting the game


    Version 1.4:
    -fixed Arthur not playing instruments when companion is in camp
    -fixed instrument prompts interfering with radar
    -changed the menu key for the controller to RB and B
    -removed random text appearing on the screen
    -when player is using a scenario in water, the companion will not sit
    -added Sadie
    -companion horse can now be selected in the menu
    -added Language.dat file


    Version 1.5:
    -removed companion complaints when following her around camp
    -fixed some horse parameters when switching the horse in the menu
    -added horse equipment customization


    Version 1.6:
    -companion will not sit on the ground when the player is at the bar
    -fixed grass when making camp
    -changed instrument key to hold "jump" + press "reveal hud"
    -companion will now whistle for her horse
    -added Alice Sinclair 
    -added online clothes (some clothes are only compatible with Alice Sinclair's head)


    Version 1.7:
    -companion horse will now slow down when it gets close to the companion
    -added adjustable health and wounded state health in the .ini (if you are using Ped Damage Overhaul mod you need to set WOUNDED_STATE_HEALTH in the .ini to less than 75)
    -added solo dancing from MP
    -companion can now be ordered to drive a vehicle
    -added MP holster versions with removed knife sheath
    -fixed MP shirts glitching around the neck when not using MP head 
    -added three MP torso versions
    -revamped love making
    -companion will now join the player in the bath
    -companion will now always hitch her horse when the player does
    -bow and knifes can now be selected in the menu
     
    Version 1.8:
    -companion will not join in the bath if We Loved Once and True III is not complete
    -adjusted hitching parameters
    -fixed walking style
    -disabled companion whistle when she rides with you
     
    Version 1.9:
    -fixed floating guns when using Sadie's holsters and online clothes 
    -fixed companion not wearing all the clothes if spawned at the camp
    -fixed companion joining you in bath when she is at the camp 
    -fixed companion shooting at your melee opponents when in hold fire mode
    -ride with me, hold fire and follow on missions can now be changed with behavior prompt when focusing on companion
    -loadouts can now be saved
     
    • 5,931 Downloads
    • 60459 Views
    • 45.72 MB File Size
    • 28 Comments
    alfabravozapa
    Updated
  3. 🌟 QuickDraw Immersive V2.2 Update

    Are you a Red Dead Redemption 2 fan and love mods that enhance immersion? Meet QuickDraw Immersive V2.2! Featuring insane weapon cheats, lightning-fast loot, a streamlined menu, and a new addition: the O'Driscolls gang now roaming the world of RDR2.

    New:



    Old:



    🔧 About the mod:

    This mod was created to provide a fully immersive experience, with weapon and gang cheats that bring more life to the world of RDR2. I'm constantly working on improving performance and fixing bugs.

    ⚙️ Main features of the mod:

    QuickDraw: Press "X" for a quick draw.
    Weapon cheats: Press "TAB" to perform weapon cheats.
    Menu: Press "F7" to access cheats and other options, to exit the menu just go back all the way by pressing "Backspace".
    New gangs: You can now find the O'Driscolls gang roaming the map.

    ✨ Recent improvements:

    The mod no longer activates during missions!
    Quickdraw has been improved from 4ms to 2ms.
    Gun tricks have been improved from 9ms to 5ms.
    Added a function to delete stationary peds!

    Known bugs are being fixed continuously. Check the menu to see what has been updated!

    All mods within "QuickDraw Immersive V2.2" will have their own separate versions in the future in case you want to have specific mechanics of the mod.

    Many thanks to everyone for supporting this project.
    • 3,324 Downloads
    • 123954 Views
    • 173 kB File Size
    • 2 Comments
    toddyclipsgg
    Updated
  4. Main File: Mexican Poncho, has clipping and it is unfixable
    Optional File: Javier's Poncho, has clipping and broken physics and is unfixable

    Changelogs:
    1.1.2 Fixed Black Poncho Bugs
    1.1.1 Fixed The Crash On The Loading Screen
    1.0.1 Added Javier's Poncho Only Option, This version is broken and crashes the game
     
    Unfixable "Issues" Javier's Poncho Physics, Clipping
     
    Please Join My Discord For Bug Reports And Access To My Smaller Projects
    https://discord.gg/NTbsJukAhT
     
    This will not be updated because it has no issues to what i know of and i will maybe make update if i get new idea for a poncho
     
    This Mod Is Only Posted On RDR2Mods.com anywhere else it's a repost, report them if you "want to"
     
    Credits:
    TheRealJohnModding: For Making Unhashed Necessities, because i used that mod's shop_items.ymt as a base for this mod
     
    why do people even like wearing these things in red dead
    • 11,208 Downloads
    • 79622 Views
    • 25.94 MB File Size
    • 23 Comments
    Eemeli2343
    Updated
  5. Description

    This mod brings you Max Payne 3-inspired, yet authentically tuned for a western-style, "exaggerated" shot and burning reactions. The shot reactions are written from scratch and shouldn't break the immersion of RDR2. It's actually a WIP update for C.E.R.R that I initially abandoned to revert to an earlier stage after the physicstasks hotreload tool was released. I've added some of the new C.E.R.R features that I'm working on for the upcoming update. Now it's a solid euphoria mod, created without experimentation, following the same pattern as seen in older Rockstar Games titles. No weapon customization via the weapons.ymt file and no updates planned.

    A.R.E.P Main Preview:


    A.R.E.P now caters to a broader range of ragdoll-related preferences by offering various versions to choose from, each focusing on specific aspects. Despite the different adjustments, each version retains the core elements that make for a satisfying ragdoll physics experience—exactly what I aim for with A.R.E.P and what we were accustomed to in older Rockstar Games titles.


    - A.R.E.P 1.1:
    This is the main version of A.R.E.P (1.1). Inspired by Max Payne 3 ragdolls, this version offers a ragdoll result adapted to the western genre. If you're looking for a balanced and immersive experience between balancing/collapsing, appropriately exaggerated shot reactions, and satisfying Euphoria physics, this is the version to choose. Headshots can result in a drop or sometimes in a "the brain isn't working so well anymore" reaction. Fire reactions are much more dramatic—NPCs either throw themselves to the ground or run away while burning.


    ###################

    Alternative Versions:
    These are alternative versions of A.R.E.P that were requested by the community.

    ### It is important to mention that, unfortunately, it is not possible to modify A.R.E.P 1.1 without altering the overall result in the game (even aspects, which shouldn't be affected)... Even adding a simple empty line in the physicstasks.ymt file or changing a comment somehow causes Euphoria-related aspects like stumbling/balancing and bullet force effects to slightly change. I have absolutely no idea why this happens, nor do I know how to fix it. Nevertheless, I have done my best to create a satisfying experience for all versions. ###



    - Version A "A.R.E.P v.A (Less balance, faster drops)":
    In this version, the Euphoria balance time and NPC stability have been reduced, causing NPCs to fall to the ground noticeably faster. As a result, their body weight feels heavier. Additionally, NPCs immediately drop upon receiving headshots. Those who enjoyed the vanilla Euphoria tuning of RDR2 but prefer a touch of "realism" in A.R.E.P, will love this version!


    - Version B "A.R.E.P v.B (Drop Headshots)":
    This version is like A.R.E.P Main, but with the difference that headshots make the NPC drop to the ground instantly. Changing the parameters slightly affected the balancing. It feels a bit altered due to the aforementioned phenomenon/bug.


    - Version C "A.R.E.P v.C (Spaghetti Western incl. more stumbling)":
    Many wanted more stable NPCs that stay in balancing mode for longer. This version has been adjusted in various aspects to achieve a higher chance to let NPCs stumble longer, especially when you rapidfire them. But even here, it was important to me to make it immersion-friendly, so I tried my best to adjust it this way. Overall, this version feels more like a 1960s spaghetti western.

    ###################


    -> Installation:
    Choose a version and copy the corresponding folder into your LML folder. For example the "A.R.E.P Main" Folder. Make sure the mod is active in Lenny's Mod Loader UI.


    Important for troubleshooting:
    - Be aware that you can only run one Euphoria/Ragdoll mod at a time.
    - Custom settings in weapons.ymt (like custom impulses or associated Euphoria tuning sets) can affect A.R.E.P's Euphoria tuning, possibly in a negative way.
    - If you use PDO, make sure you set "euphoriamodinstalled" to "1" in the .ini file.
    • 7,570 Downloads
    • 40838 Views
    • 452.31 kB File Size
    • 15 Comments
    AnymYo
    Updated
  6. Experience true spaghetti western with this euphoria physics overhaul mod that recreates RDR 1's physics from the ground up and adds a bunch of new additions.
     
    Ever since GTA 5 was released, the euphoria physics have been a major downgrade compared to games like MP3, GTA IV and RDR 1. RDR 2's euphoria physics have improved a ton, but it still feels very repetitive and rather boring.

    (If you want to download older versions of W.E.R.O, you can get them in my discord server)

    FEATURES:
     

    •  No Air Restriction when flying super fast during ragdoll & RDR 1 like falling gravity
     

    • Every weapon and ammo type will affect differently on how the NPC will react (WEAPONS.YMT REQUIRED)
     

    • RDR 1 Falling Reactions. Falling behaviors are fluid and flexible, allowing more variety
     

    • RDR 1 like gunshot reactions. NPCs no longer stumble to the same direction and they spin when shot in the shoulder area. They also react dynamically and gunshot reactions are fluid
     

    • RDR 1 Rolling Reactions. No more rigid movements!


    • Advanced InjuredOnGround behaviour. The NPC will reach for the exact wound where they have been shot on instead of reaching for the stomach all the time

     
    • More improved and diversified legshot reactions. NPC's will stumble or fall depending on the bullet/weapon (WEAPONS.YMT REQUIRED)


    • Improved On Fire behaviors. NPCs stumble in agonizing pain

     
    • Every single shotgun affects differently on how the NPC will react and the NPCs now spin more violently (WEAPONS.YMT REQUIRED)
      

    • Improved behaviors when bailing out of a wagon
     

    • RDR 1 like knockout reactions


    • Improved the NPC reactions caused by arrows and added different behaviors to other arrow types (WEAPONS.YMT REQUIRED)


    • Alternative versions! Want the deaths feeling more realistic? Want realism mixed with fun? I got you! Versions such as Instant Drop On Headshot and Fall To Knees On Death (or both combined) will give you exactly that!


    • Improved explosion behaviors & distance of flight when near an explosion
     

    Compatible with: Ped Damage Overhaul, Red Dead Offline, WhyEm's DLC, 1899 Firearms and All Shots Cause Bleedouts & basically any mod at this point (excluding mods that use physicstasks.ymt). WILL REQUIRE VERSION.DLL (Lenny's Asi Loader) AND W.E.R.O - AUTOMATIC COMPATIBILITY PATCH, if you have a mod conflicting with W.E.R.O's weapons.ymt file.


    A massive thanks to LMS, Bolmin & Senexis for letting me use some of their Red Dead Offline files! Without them, i wouldn't be able to implement different reactions to every weapon and ammo type into this mod


    Massive thanks to the following mod authors for letting me add compatibility to their mod/agreeing on a merge:
    WickedHorseMan
    WhyEm
    Maverick

    Also huge thanks to AnymYo for a lot of the discoveries made so that I can bring you the most advanced mod to date. A lot of struggle went through making and continuing to make this mod to fit your preferences and to give you more options, so if you like my mod, definitely consider endorsing and perhaps providing feedback and letting me know what you like the most about W.E.R.O. Thanks for downloading! This mod wouldn't be possible without you guys and AnymYo for helping me crack the file and unlock it's full potential! The amount of support you show to this mod definitely means a lot to me and pushes me to continue this project! Thanks again



    If you want to, you can:

    Join my DISCORD server to stay up to date with latest early update previews and more

    Download my wero mod for GTA 5 as well: https://bit.ly/2QZNO6V                                              
    
     

    For realism, I recommend using the latest Ped Damage Overhaul mod that has added support for euphoria mods and i also recommend using All Shots Cause Bleedouts mod (or any other blood mod like BloodLust by WhyEm or Center Mass by walrus159). Make sure that the EuphoriaModInstalled value is set to 1 in PDO so you can have the best experience possible

    and much much more that gives the game a more satisfying feel when killing enemies or falling and rolling

    How to install this mod into your game

    Just drag and drop the WERO folder in your LML folder. IF the mod doesn't work, make sure you have the latest ScriptHook, ASI Loader by Lenny and a properly installed LML. Make sure you don't have any other mods that have the physicstasks.ymt file.



    REQUIRED: LENNY'S MOD LOADER & SCRIPT HOOK

    Hope you enjoy this mod!



    Thanks to all my Patreon supporters for participating in making this mod better and better:
    Jack Fisher
    Myles Brown
    Catfish
    Ole Kristian Tveit
    AidenNapalm
    Sloot.
    Julien Lecleire
    UAEXAE
    Prodigii
    Abizhey
    Joe Ray
    Roy Luo
    NotBatman
    joel Davey
    Madoks Filek
    Pokker-Gamer
    El Morty
    martin gustafsson
    Fer Bueno
    Ta'Quan Anthony
    Miguel Lefebvre-Sabourin
    Rex._.
    Tim Tran
    Jason Schaefer
    Tristan Darden-Lawrence
    Braylan
    Stephen Killam
    Abizhey

    


    Like what I do?
    Consider supporting me on Patreon!
     



    • 68,862 Downloads
    • 268671 Views
    • 6.02 MB File Size
    • 30 Comments
    VolaticWolf
    Updated
  7. Best TAA and Visual Effects is intended primarily for players who play the game with an upscale of 1.5, 1.75 or higher (in the game settings) Also works great using DSR and DLDSR technologies. Or use real 2k/4k monitors!
     
    Big update v.1.6.0 Changes below:
    ✔️Reflections from water have been reworked (now objects are reflected more clearly: trees, hills, houses).
    ✔️Improved glare from water (especially at night).
    ✔️Improved SSDO screen space occlusion (SSAO).
    ✔️Other minor improvements.
    ✔️Still the same vanilla performance, without loss of FPS. 💪🏋💯
     
    Big update v.1.5.0 Changes below:
    ✔️Added terrain tessellation.
    ✔️Improved water glare, foam and its physical behavior.
    ✔️Other small improvements.

    Big update v.1.3.0 Changes below:
    ✔️Now the best volumetric reflections from clouds.
    ✔️Improved tessellation of water surface.
    ✔️Thanks to: Cazanu We now have an incredibly beautiful Milky Way constellation, which I included in this update. Now in the Wild West there are stunningly beautiful nights in 8k resolution!
    ✔️Improved the quality of all reflections from water and puddles.
    ✔️Water glare has been adjusted.
    ✔️Improved foam near the ocean shores.

    Advantages:
    ✔️FPS + -absolutely the same as in the stock version of the game (But the difference is calasal)
    ✔️The mod is fully compatible with the mod: "Visual Redemption" https://www.razedmods.com/red-dead-redemption-ii     by Razed. You should simply delete the "visualsettings.dat" file from the "Visual_Redemption" folder in     your LML directory.
    ✔️This TAA fix is equal in quality to anti-aliasing: MSAA 2x. At the same time, it is much more productive!
    ✔️Higher rendering of objects at all distances in the game
    ✔️Trees now have more volume
    ✔️Higher terrain detail
    ✔️Very flexible TAA sharpening scale (If you want a less sharp image, you should decrease TAA sharpness)
    ✔️Better detail for pedestrians and animals
    ✔️People and horses now spawn at long distances
    ✔️Grass quality at all distances in the game has a clearer outline

    Now you no longer need texture packs with high-poly objects that will cause frame rate drops when using a not-so- expensive graphics card, or have texture loading before your eyes! I also recommend you use my free ReShade  Preset: 
    Through extensive testing and tweaking, I was able to increase the draw distance of objects, especially trees. Also the distance of the appearance of pedestrians, horses and other objects at a greater distance. If you're playing on PC, remember that people and animals used to be downloaded over long distances, with the latest Rockstar updates, this thing is broken. This add-on will help solve the problem.

    Attention! This assembly is an early version and may have some bugs, treat it with understanding!

    WARNING: 👇The screenshots use my own preset for ReShade: "Red Dead Vision", details on my server 👇
    Subscribe to my Discord server: https://discord.gg/BbavTG7 to follow and stay updated!

    Flaws:
    ❌Some people may find these settings too sharp (However, people who like a clear picture and know how to play with scaling will be delighted with the detail)

    INSTALLATION METHOD:
    unpack the entire contents of the archive into the"lml"folder.

    WARNING: At the start of the game, you should have an option on the tab: "TAA Antialiasing"set to"High".

    If you already have a file: "visualsettings.dat" in the LML package, then the mod may not work! Therefore, before installation, you need to delete the file with the same name.

    Buddy, if you like these settings, leave your approval and your vote!
    You can leave your wishes in the comments 🙂
    • 22,178 Downloads
    • 114593 Views
    • 108.85 kB File Size
    • 13 Comments
    RusGameTactics
    Updated
  8. Hello everyone!

    Prolog
    This Mod is bringing back some cineastic and diversified euphoria ragdoll shot reactions which R* did not consider necessary to implement since they think that the euphoria engine is a feature that "costs more time and money and players dont notice it"...

    A really sad attitude and absolutely wrong in every way!!!!
    The fact that youtubers these days making successfully videos about
    ragdoll showcases from a game which was released 2010, speaks for itself...

    When the most people talking about realism in Euphoria driven games, most of them actually mean "authentic" motions. And that was what Rockstar Games aimed for in GTA4, Red dead Redemption (2010) and MaxPayne 3. It wasnt realistic in a way that NPCs immediately fell lifeless to the ground after you shot them, but the motions the NPC was performing were really authentic, believable and movie-like for each genre the game was set in. Since GTA5 this feature is missed.

    Cineastic Euphoria Ragdoll Rework (C.E.R.R)
    This mod is inspired by the great and "evergreen" Red Dead Redemption from 2010 and other classic western movies!
    Unfortunately its really hard to recreate this great shooting
    experience from RDR1 by just watching videos and playing the game, thats
    why I started studying the euphoria behaviours and parameters to create
    something that maybe go in the "right direction" and would reach a kind
    of the old R* standards of Euphoria ragdoll physics...

    This mod is bringing you new and diversified gunshot reactions, for each weapon and also ammo type (revolver, pistol, shotgun, bow and so on)
    NPCs behaving differently when shot depending on each weapon, ammo and hit zone!
    I also implemented a range of random varieties to certain shot behaviors.
     

    Some of the features:

    - The reactions are inspired by the original Red Dead Redemption (2010) and classic western movies (Tombstone, A Fistful of Dollars, The Good, the Bad and the Ugly, and so on)
    - All modded Euphoria tasks have been rebuilt from the ground up to match the motions
    - All own created reactions containing those classic and "alive" looking authentic euphoria features like they were before GTA5 was released
    - NPCs reacting longer to shots without collapsing
    - Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
    - Almost each weapon and its ammo type has its own reactions (Normal ammo, express, splitpoint, different arrows, slug, fire ammo)
    - NPCs start writhing in flames instead of simply falling down when you shoot them with a fire arrow
    - NPCs stay active and more life like on the ground
    - A Lowered stiffness to create more "fluid" motions to match that "satisfying" feeling, people know from GTA4, RDR1 and MP3
    - And more!


    Feel free to post your feedback in the comments/review section 🙂
    I hope you enjoy the mod!


    A special thanks goes to SyntheticOutlaw for giving me that great start into this kind of modding!
     

    Please see Installation.txt for installation instructions!
    This mod is 100% compatible to Red Dead Offline! -> Its really awesome. If you dont have it yet, I relly recommend to check it out!
    This mod is also 100% compatible to PDO! (Go to the .ini and set "EuphoriaModInstalled = 1")



    In case you want to make other mods compatible which are also using the weapons.ymt file, you will need to merge all changes from the other weapon.ymt (from the other mod) into the weapons.ymt file from C.E.R.R. There are a lot of euphoria related changes in the weapons.ymt file from C.E.R.R so its less work to use this file as a base. Each section which contains changes, is marked with a comment which contains "C.E.R.R REDONE". I also marked all explicit changes with a comment which contains "CERR" (without dots between the letters to make it easy to find). Ive done this only in the weapon section "Cattleman Revolver Single" but its a repeating pattern for all other weapon sections. Just keep all values marked in the "Cattleman Revolver Single" section also in all other weapon sections to keep the C.E.R.R adjustments properly.


    Just download Notepad++ and download the "Compare" and the "XML Tools" plugin.

    With these plugins, you can collapse all sections by pressing "ALT+0". This makes it easier to keep track of things.

    All changes are done only in:
    <CWeaponInfoBlob> -> <Infos> -> <Item type="CAmmoInfo"> and <Item type="CWeaponInfo">

    By using the compare function, you can compare both files to see the differences and what to take over. After you did this, just copy the changes of the other mod to the weapons.ymt file from C.E.R.R.

    I also warmly welcome any creator to make their mods compatible with C.E.R.R!


    Have fun!




    Other media:
     
    • 85,532 Downloads
    • 363634 Views
    • 11.37 MB File Size
    • 191 Comments
    AnymYo
    Updated
  9. Thirst and hunger cores for the horse. Similar to a mod Horses Needs that was made by bolmin70. 

    For the horse to drink leave it in a water source or near a trough. If the water is too deep the horse will not drink.
    To make it eat leave it near a haystack. Outside of towns the horse will also graze on grass. By default eating hay will restore hunger core much faster than eating grass. Running and sprinting will make the cores drop much faster. 

    When one of the cores reaches zero health and stamina will start dropping, speed will be limited and the horse will start falling to the ground. Details can be adjusted in the ThirstyHorse.ini file.
     
    For installation put ThirstyHorse folder, lml folder and ThirstyHorse.asi file inside main rdr2 folder.
     
     
    Thirst and Hunger cores version:

                                              -drinking will restore thirst core and stamina 
                                              -eating will restore hunger core and health 
                                              -resting will restore and overpower stamina and health



    No added cores version:
                                              -drinking will restore and overpower stamina 
                                              -eating hay will will restore and overpower health
                                              -eating grass will restore health
                                              -resting will restore stamina
     
     
     


     
     
    Version 1.1: 
                          - fixed whistling not working correctly
                          - the horse staying in the water is now optional (select in the .ini)
                          - the horse will go to the water itself when near it if thirsty (rivers and similar water sources)
     
    Version 1.2: 
                          -adjusted horse distances to troughs
                          -fixed horse falling when running the game for the first time
                          -fixed feeding horse from inventory sometimes not working
                          -cores are now hidden if filled above 50% (adjustable in the .ini)
                          -added resting ability to the horse (only works on active horse)

    Version 1.3: 
                          -fixed core flickering
                          -added .ini option to disable the mod when playing minigames
                          -added .ini option to change core width and height

    Version 1.3.1:
                          -fixed food core size not changing 
     
     
    Version 1.4:
                          -fixed the horse not eating and drinking after reaching the epilogue
                          -max drinking depth is now adjustable in the .ini
                          -disabled temporary horse core drain
                          -added Language.dat file for prompt renaming


    Version 1.5:
                          -multiple horses can now eat and drink at the same time (including horses from peds in your group)
                          -each horse now has its own values (before core values were shared between same horse type)
                          -when eating grass thirst core can now be replenished
                          -inventory feeding can be set not to replenish stamina and health core
                          -after a certain player distance from the horse, the cores will stop dropping
     
    Version 1.6:
                          -fixed temporary horse falling to the ground
     
     
     
     
     
     
     
     
     
     
     
    No cores version:

    Version 1.1:                      
                          -fixed the horse not eating and drinking after reaching the epilogue
                          -max drinking depth is now adjustable in the .ini
                          -added Language.dat file for prompt renaming
                          - fixed left key reducing health and stamina
     
     
     
     
    • 5,278 Downloads
    • 42338 Views
    • 3.88 MB File Size
    • 11 Comments
    alfabravozapa
    Updated
  10. A mod that changes some of the textures and models of the cowboy outfit, making it more accurate to the Red Dead Redemption Cowboy outfit.
     
    Compatible with the John Marston Restoration Project.
     
    Installation:
    Download the latest version of Lenny's Mod Loader and put the folder "LML" in the game's directory.
    • 16,825 Downloads
    • 260360 Views
    • 92.76 MB File Size
    • 5 Comments
    GuiCORLEONE
    Updated
  11. This removes the online button from the pause menu, that is what this mod does!
    • 5,189 Downloads
    • 20353 Views
    • 2.44 kB File Size
    WesternGamer
    Updated
  12. This mod is a teamwork of @fitfondue and @HughJanus.
     
    The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!
    Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).
     
    OVERVIEW
    This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
    You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.
     
    IMPORTANT KEYS (for toggling effects)
    These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):
    F9 - Toggling the mod on/off (the mod is enabled by default). F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States". F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions). F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.  
    FEATURES
    Here is a quick overview of the most important features:
    First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂
    Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.
    This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.
     
    Light version:
    NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.). When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss. NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.). There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time. NPCs burn alive for longer when set on fire. There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards). NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents. For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.  
    Standard version:
    The same features as in the light version apply as well as the following additions: NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges). NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore). You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should). NPCs are less accurate shots and their accuracy declines along with their health. Arm and leg shots do less damage to NPCs. All NPCs can be disarmed (yes, even lawmen). Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.  
    Overhaul version:
    The same features as in the standard version apply as well as the following additions: Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options. Cores will be fully drained after death. Additional 25% of money lost after death.  
    We hope that you have as much fun with this mod as we have creating and improving it!
     
     
    INSTALLATION
    Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/ Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is). If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents). In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences). Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go. Start the game and have fun! While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).  
     
    TWEAKING
    In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.
    There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).
    Examples:
    To turn off the bleeding feature: set BleedWhenDying to 0 To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0 To turn off the dying state features: set DyingStateChance to 0  
    If you want to disable a feature which is based on chance, just set the chance value to 0.
    Examples:
    To turn off the knocking the wind out of your opponents: set KnockbackChance to 0 To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0 To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0  
    There are also many other features that can be activated in the ini - here are some examples:
    LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary) NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)  
    The ini is full of values for those wanting to experiment a little.
    One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.
     
     
     
    KNOWN "ISSUES" (they are not real issues)
    The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you). When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.  
     
    The source code of Ped Damage Overhaul can be found here:
    https://github.com/HJHughJanus/PedDamageOverhaulRDR2
     
     
    If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.
    C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:
     
    • 203,627 Downloads
    • 1072794 Views
    • 14.92 MB File Size
    • 1265 Comments
    HughJanus
    Updated
  13. Replaces holster / unholster animations for the right holster and the knife sheath when sitting on a horse or when standing in cover. 
    Also affects holstering/un-holstering on coaches but its a bit wonky there.

    Requires Lennys Mod Loader. For installation put the Holstering animation folder inside lml folder.
     
     
    Version 1.1: -Replaced holster animations for shortarms when crouched behind cover
     
    Version 1.2: -Replaced holster animations for longarms when behind cover
                        -Character will not holster longarms if its holding it in a hand before mounting a horse(when character is running)
                        -Character will not holster longarms if its holding it in a hand before getting on a stagecoach (does not work on a few wagons)
     
    Version 1.2.1: - fixed weapon wheel not appearing after picking up long arms

    Version 1.2.2: - fixed character holstering weapons when dismounting from a horse                    
                        
     
     
     
     
     
    • 21,119 Downloads
    • 102607 Views
    • 3.09 MB File Size
    • 1 Comments
    alfabravozapa
    Updated
  14. Version 1.0

    Requires: Community Script Hook RDR2 .NET V2

    Description: A simple script to slow the game down whilst playing and vice versa.

    Usage: 1) Install Community Script Hook RDR2 .NET V2
               
                 2) Place all files in the zip into Red Read Redemption 2/Scripts

                 Default keybind is 'Y', default timescale of the mod is 0.40.

                 Keybind and TimeScale can be changed in Config.xml, as well as:
                 F3 lets you change the timescale. Enter a floating point (e.g 0.2, 0.3, 0.80)
                 F4 lets you change the bind. Refer to (Microsoft Key Code) for keycodes. 'Y' works, as does '89', which is also Y.
     
    SSM.zip
    • 7,837 Downloads
    • 68632 Views
    • 5.6 kB File Size
    • 9 Comments
    Essence
    Updated
  15. Makes weapons holster / unholster  50%, 25% or 10% faster. You can increase or decrease the speed by editing these lines in weapontasks.ymt file: 
     
    Line 91  - when standing or on a horse
    Line 95  - when crouched in cover 
    Line 101 - when standing in cover
    Line 104 - when crouching
     
    Requires Lennys Mod Loader. For installation put the Faster Holstering Unholstering folder inside lml folder.
     
     
    • 10,646 Downloads
    • 52549 Views
    • 8.38 kB File Size
    alfabravozapa
    Updated
  16. Buy your own customizable wagon, stagecoach or boat and transport people or goods all over the west to make an honest living (AND MORE).
     
    Main features in short:
    - Buy your own customizable wagon, stagecoach or boat. (Hot air balloon and "portable" Maxim Gun is also available to buy)
    - Earn money by taking jobs at general stores, hotels or saloons, and transport goods or people all over the map, including every town and 46 minor locations.
    - Find gang hideouts and retrieve stolen cargo or wagons from them. (the hideouts are added by the mod, not the vanilla ones)
    - Protect your goods or passengers from random bandit attacks during jobs (with optional random bandit attacks outside of jobs).
    - Work as a bounty hunter, capture criminals dead or alive.
    - Hire people to work for you, drive your wagon or provide protection against the dangers of the road.
    - Work on your ranch at Beecher's Hope and transport your goods to Blackwater, Armadillo or Tumbleweed to sell them for a handsome profit.
    - Deliver special hunting / fishing requests for butchers.
    - Zombies, because everything is better with zombies... (disabled by default)


    Buy your own customizable wagon, stagecoach or boat:
    Go to the general store in any town, approach and target the owner for the "Jobs / Wagons / Boats" prompt to come up. 
    The menu should come up where you can chose from several wagons, stagecoaches or boats. After choosing one, leave the store and find the wagon or boat outside to customize it. There you can confirm your purchase or go back to the store to chose another one.
    Once you own a wagon or boat you can change it's customization options or store it any time at the store.
    If your boat or wagon is not nearby or missing it's horses you can repair and recover it for a fee at general stores. Recovering your wagon during a job will fail the job.
    However, if you wreck it, it'll be gone for good and you need to buy a new one.

    Wagon / boat menu: Press the hotkey while you're sitting in your wagon or boat, or hold the key for a second while standing near them to bring up the menu.
    - You can open your weapon locker from the wagon menu.
     - You can switch between your saved custom outfits, so you can change your clothes or weapons without your horse being nearby.
    - It lets you make some changes to your wagon on the fly, like adding / removing lights.
    - You can store / unpack your maxim gun if you own one.
    Steam boats have a 'get on board' option that'll make your hired guns get on board.
    The hotkey is not bind by default, find the "WAGON_MENU_KEY" option in the ini to set it.

    When you buy a wagon it spawns in somewhat of a remote location to avoid spawning on top of something else, a yellow wagon wheel icon shows it's location on your world map if you're not sure where to find it.

    Boats:
    There are some teleport zones near a few bridges that'll put you from one side of the bridge to the other, so you can traverse some rivers with boats you couldn't otherwise.
    You can sail to Guarma if you own a boat by traveling north up river. The "Sail to Guarma" prompt should come up shortly after you passed Annesburg. (I only tested it in the epilogue, I don't know if it causes any issues if you travel there earlier in the story)
    There's an "auto forward" function for boats so you don't have to keep pressing the forward key the whole time. It's disabled by default. You have to set BOAT_FORWARD_KEY in the ini to whatever key you use as forward for boats. After that, a forward prompt should appear when you're in a boat.
    It's a script that just presses a key on your keyboard, and it'll be pressed even if you alt+tab out of the game, so make sure to stop your boat before you alt+tab or close the game...

    Delivery jobs:
    You can also find delivery jobs at general stores.
    There are two types:
    - "Supply delivery jobs" where you need to use your own wagon to transport things.
    - "Wagon driver jobs" where you get a job wagon that you need to take. (you can't use your own wagon for this type)
    Both types has "deliver" and "fetch" versions.
    "Deliver" means you load your wagon where you started the assignment and deliver it to a destination.
    "Fetch" means you go to a different place, load your wagon there and bring the supplies back to where you started the job.

    How a delivery job is done:
    When you accept a job you'll see a blip on your map marking the place where you have to load the supplies into your wagon. You'll also see a wagon wheel icon for your job wagon if it's that type of job. Park your wagon nearby and the prompt to load your wagon should come up.
    After that, a new blip should mark the place you're supposed to deliver the goods. Drive your wagon there and use the prompt to unload you wagon. The job is completed at this point, you can talk to the store owner at your destination to pick up your payment, or pick it up later at a train station / post office. (you get a few bucks more if you pick it up in person)

    Passenger transport jobs:
    You can find these jobs in hotels / saloons (same as above, approach and target the owner / barkeep).
    There are also two types:
    - "Passenger transport jobs" where you have to use your own stagecoach.
    - "Stagecoach driver jobs" where you use a borrowed stagecoach for the job. (can't use your own)
    You might have to stop at minor locations  to drop off or pick up passengers on your way to your destination. You can customize how many stops you want in the ini.

    How a stagecoach job is done:
    Once you accepted the job find your passengers (they're usually upstairs, check your map for blips). They should follow you to your stagecoach and get in with you.
    A blip on your map should mark your destination. If the job has multiple stops the blip will mark the first stop. Once you're there, the prompt to confirm the destination should show up. If there are more stops a blip on your map will show the next stop. It goes like this until you're at the final destination.
    At each stop some passengers will get off, and there might be new ones to pick up. You can take your payment from every passenger one by one at their destination (stand close and target them for the prompt). They'll only hang around for a short time, if you don't take their payment you'll be able to pick it up later at a post office / train station in any town. (They give you a few extra bucks if you take it from them in person)

    Recover stolen cargo / stolen wagon jobs:
    You can find these type of jobs in general stores.
    Just like the other job, there is two type:
    - Recover cargo using your own wagon.
    - Recover stolen wagon (no need to own a wagon)

    How a recovery job is done:
    Go to the hideout marked on your map. Once you engaged the bandits in combat, getting too far from the objective will fail the job - they'll get away with the goods (but also for technical reasons).
    After you dealt with the bandits, park your wagon near the spot and use the prompt to load the cargo. If you're recovering a stolen wagon you still have to load it, too.
    As optional side objectives you might find hostages to rescue or wanted bandits to capture. Bring them back with you dead or alive to earn some extra cash (alive pays more, especially for the hostages...).
    Head back and unload the goods at the store you started at, and take your payment from the owner.
    There are a random amount of bandits at each hideout, larger ones can have up to 20 of them, so make sure you're up for the task!

    Delivery jobs using boats
    ...are pretty much the same as the wagon ones. You have to get out of your boat and stand on the shore to load / unload the cargo.

    Recover stolen cargo by boat:
    You need to own a tugboat for these jobs. Sail out and find the pirate ship on the Lanahassee river. Kill them and 'park' your boat next to theirs. Get on board the pirate ship for the "transfer the cargo to your boat" prompt to come up. After that return the cargo and unload it at your starting location.
    Sometimes you can come across "Wanted pirates" you can bring back dead or alive for a small extra profit.


    Failing a job usually results in having to compensate your employer for the trouble you caused.
    Jobs don't persist when you quit the game, but exiting the game during a job doesn't count as failing them either (no fine).

    Beecher's Hope:
    Instead of selling your goods by magically making them disappear, actually drive the wagon to town to sell them for extra profit.
    There's a wagon on the ranch that's being used to transport the goods (if you don't know which one just start doing the chores and you'll see). While you're near the back of this wagon the "job menu" will come up, listing all the chores around the ranch.
    Every chore you complete before selling the goods will increase the payment you'll get - even unrelated ones like chopping wood.
    Once you loaded two egg crates and two milk jugs on the wagon the "Sell goods" option will be available in the menu (but you can keep doing chores for more profit).
    Once you selected the 'Sell goods' option you can chose to sell them at Blackwater, Armadillo or Tumbleweed. The farther location you chose, the more money you'll get.
    Once you're there, unload the cargo, talk to the shopkeeper to get your payment then return the wagon to the ranch to finish the job.
    You can do it once a day, the job resets every midnight, whether you finished it or not.

    Bounty Hunting:
    Find the sheriff (wherever he is) or talk to a deputy in the sheriff's office / police station to take these jobs. (In any town except for Van Horn and Armadillo)
    Find the target, bring them back by any means, then talk to the sheriff / deputy to get your reward.
    Sometimes the target is wanted *alive*, you'll fail these jobs if the target dies. (Even if wanted dead or alive, you get a small bonus if you bring them back alive).
    Sometimes the target will try to flee while their allies fight you . Their icon only shows up on the map if they close to you so make sure you don't lose sight of them.
    If you bring them back alive you have to put them into a cell then the deputy will give you your reward. If dead, just throw them anywhere in the building, target the deputy, open the jobs menu and select 'complete job' to get your reward.
    There are high reward and low reward bounty jobs:
    The high reward ones will take you to gang hideouts with up to 20 or so bandits.
    The low reward ones will take you to a smaller group of bandits (4-6), that'll you'll find either in a small campsite or travelling around on horse, on foot, or in a wagon. If they have a wagon, bringing it back to the sheriff's office will earn you a little extra reward.

    Pirate Hunting:
    Pretty much the same as bounty hunting, only you'll find your target on a boat on the Lanahassee river. You don't need to own a boat for these jobs, just return the target any way you can. (though you might sink if you use a vanilla boat, the mod only prevents you owned boats from sinking in deep water)

    Hunting / Fishing jobs:
    You can find special hunting requests at any butcher.
    You need to deliver the actual animal unless it's specifically says 'pelt' or 'skin'.
    To deliver you need to drop the requested animals on the ground near the butcher and press 'Deliver' in the menu. Animals you're about to sell should be listed on the deliver page.
    Things you hold in your hands or stowed on your horse will NOT be sold (to prevent accidentally selling things you don't mean to).
    Normally these requests change every day. Pressing 'accept job' will prevent the requests from changing until you delivered or cancelled the job. (Otherwise you can deliver stuff without accepting the job first, it's just to prevent the requests changing while you're out hunting)
    You can deliver as many requested animals as you want (multiple ones of the same type too), but once you delivered, the requests will change so make sure everything you want to sell is listed before you hit 'Deliver'.
    They'll pay a little extra for better quality (except for fish, couldn't figure out how to do that yet..)

    Bandits:
    There's a chance that a random group of bandits will attack you during jobs. Be prepared and watch your back! Customizable in the ini.
    There are also 24 bandit hideouts added by the mod, with 15+ bandits. Some jobs will take you to them but you can also find them outside of jobs. 
    There are also ini options to enable random bandit attacks outside of jobs, and random roaming bandits outside of jobs, who'll not attack you just go about their own business.

    Hired Guns:
    Hire people who'll travel with you and (try to) protect you from bandits (or anything else). To do so, talk to the barkeep in any saloon.
    You can hire random people or you can customize their looks and weapons to your liking.
    Hired Guns will not fight while in a town.
    Story characters are also available.
    - You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them.
    - They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat.
    - If the "Allow revive" option is enabled, instead of dying then can go down into an injured state and they can be revived by crouching close to them until the 'Help' prompt fills up (10 seconds)
    - Making hired guns drive:
    Target them and use the "You drive" prompt. Put down a custom waypoint on the map to make them drive there. Deleting the waypoint will make them stop. Use the 'speed up' and 'slow down' hotkeys to change their driving speed (up arrow and down arrow by default).
    Their driving skills are ok-ish, generally they'll find their way from point A to point B, but sometimes they can take a wrong turn... Also, they can't really turn around.
    If you're sitting next to them, you can take away / give back the control with the 'switch seats' key, should be 'Z' on keyboard. Make sure you stop them (slow down key until they're fully stopped) before you take away the control, or they might bug out.
    - Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling.
    -The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse.
    Commands menu: You can also give commands to them through their command menu, Numpad 1-3 keys by default.
    The command menu has some extra commands:
     - Aim at person while the menu is up: Attack target, lasso target
     - Aim at dead / hogtied person: pick up target
     - Aim at horse: put carried body on horse
     - Aim at downed hired gun: help up (it'll take them the same amount of time as for you)

    Buyable Maxim Gun:
    You can buy it in gun stores. 
    You can pick up the gun and carry it around by standing close to it and holding the reload key for a second or so. 
    You can also put it down by holding the reload key. Holding the attack key (left mouse) while you're putting it down will snap it to the ground, in case it keeps falling over.
    You can store it on your wagon or boat using the wagon / boat menu, and you can also buy extra ammo that you can store on your wagon / boat. To store it, it needs to be close to the wagon.
    Right now storing the gun or simply putting it down next to the wagon will reload it from the wagon's ammo stash.

    Zombies:
    They're disabled by default, you can enable them in the ini or in the debug menu (see below).
    There are some options in the ini to customize them, like how many should spawn, how aggressive they should be during the day or night, or for them to burst into flames when they die just for the spectacle.
    Sheriffs in towns will pay 5$ for every undead you hunt down and bring back to them. For a corpse to count they have to be nearby in the back of your wagon, stowed in your main or temporary horse (with the icon, not just any horse), or carried by you in hand.
    They won't spawn while you're in a town.

    Pick up you payment / pay your fines at train stations / post offices.
    If you didn't pick up your payment in person after completing a job or you have a fine to pay you can do it at train stations / post offices. Only in towns, might change later.. Walk up to a station clerk and target them for the prompt to come up.

    Banking:
    You can store your money in banks to keep your hard earned cash safe, or take a loan to buy a wagon and start your business.
    Stored money will earn you 0.5% interest a day. Loans will be added to your bounty (with an added fine) if you don't pay it back in time.


    You can set in the ini if you want to get jobs to New Austin or not. (turned on by default)

    Major locations with job givers:
    Valentine - General store (job, wagon), Hotel (job), Saloon (hiring), Sheriff's office(bounty), Butcher (hunting), Train station (payment)
    Strawberry - General Store (job, wagon), Welcome center (job),  Sheriff's office(bounty), Butcher (hunting), Post office (payment)
    Rhodes - General store (job, wagon), Saloon (job, hiring),  Sheriff's office(bounty), Butcher (hunting), Train Station (payment)
    Saint Denis - General Store (job, wagon, boat), Saloon (job), Bar (hiring), Police station(bounty), Butcher (hunting), Train Station (payment)
    Van Horn - Store/Fence (job, wagon, boat), the Depot (where you can rent a room - job, payment), Saloon (hiring)
    Annesburg - Gunsmith (job, wagon, boat), Train station (job, payment), Sheriff's office(bounty), 
    Blackwater - General store (job, wagon , boat), Saloon (job, hiring), Sheriff's office(bounty), Butcher (hunting), Train station (payment)
    Armadillo - General store (job, wagon), Saloon (job, hiring)
    Tumbeweed - General store (job, wagon), Saloon (job, hiring), Butcher (hunting), Sheriff's office(bounty)
    Lagras - Store (job, boat)

    There are also 51 other minor locations in the mod that are only job destinations with no job givers, 36 gang hideouts and many minor bandit campsites.

    Debug / cheat menu:
    Open the debug menu by holding down the Wagon menu key for a couple seconds while on foot.
    Set the hotkey in the ini - WAGON_MENU_KEY. You can also disable the debug menu in the ini.
    - Respawn wagon: Let's you respawn the wagon you own with horses - in case it spawned in without horses. You have to be near the wagon.
    - Respawn Boat.
    - Respawn Hired Guns: Respawns all your hired guns and teleports them to you, in case you lost them somehow.. It *might* help if they stopped following or bugged out in some other way.
    - Remove fine - in case you failed a job due to a bug.
    - Select Job Destination: If enabled, you can select destinations for any job by pressing the left and right key in the job menu.
    - Trigger random attack.
    - Despawn all bandit hideouts: In case they're in the way during a story mission or something...
    - Reset Hideout Spawn Cooldown: Normally once you attack a hideout it won't spawn again for a while. This resets the cooldown so they spawn again even if you just cleared them out.
    - Enable zombies
    - Teleport to main land: If you travel to Guarma and somehow get stuck there you can use this to teleport back to Annesburg.

    Known issues:
    -The revive mechanic for hired guns is incompatible with some mods that change NPC health, it will cause them to start dying right after they're spawed in. You can disable it in the ini if you're experiencing issues.
    - You can't return bounties alive to the Rhodes sheriff office before chapter 4. You can still return them dead though.
    - The "mount up" command for hired guns can be wonky. The game handles their horses spawning in and it can take a while sometimes. They also won't mount up while you're sitting in a vehicle, so  if you want them to follow your wagon on horseback, wait for them to get on their horses before you get into your wagon.


    Installation:
    Download AM&JMTransport.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
     
    You're going to need Script Hook By Alexander Blade.
    https://www.dev-c.com/rdr2/scripthookrdr2/

    Credits: Some of the "own a wagon" part of the code was straight lifted from opsedar's Stash That Wagon mod. Big thanks for him for all his work and especially for open sourcing them ❤️
    • 24,345 Downloads
    • 183676 Views
    • 24.13 MB File Size
    • 110 Comments
    crossed99
    Updated
  17. This mod skips the legal menu and the main menu and puts you directly into story mode. Since this mod tells the game to replace certain files, Red Dead Online is disabled when you install this mod to prevent the risk of being banned due to modified game files. Any attempt to connect to Red Dead Online will redirect you to story mode. Attempting to open the online menu in the pause menu will cause you to get softlocked. 

    NOTE: When the loading bar disappears, you will be on a black screen for a few seconds. The game is waiting for social club to sign you in. Story mode will start loading when you sign in.

    Installation:
    1. Download the zip file from the downloads page.
    2. Extract the x64 folder in the zip file.
    3. Put the x64 folder in your game directory.
    4. The file explorer will say that there is a x64 folder in the game directory and if you want to merge the folder.
    5. Click yes.
    6. Done!

    NOTE: The rockstar launcher may show a scary warning saying that there are modified files and that you may get banned for using online services with the modified files. Don't worry, this mod blocks you from going into online mode.

    Uninstallation:
    1. Go to your game directory.
    2. Open the x64 folder
    3. Delete the main_and_legal_menu_skip_data folder.
    4. Open the data folder
    5. Delete the startup.meta file.
    6. Done!

    Components:
    These files can be found in x64/main_and_legal_menu_skip_data in the game directory.
     
    legal_screen_patch.ymt - This skips the legal screen. Delete this file if you want to disable this. main_menu_patch.ymt - This skips the main menu and enables protections that prevent you from going online. Delete this file if you want to disable this.
    Disclaimer:
    I am not responsible if you get banned online for using this mod with protections that prevent you from going online being disabled in any way.
    • 40,568 Downloads
    • 239285 Views
    • 2.26 kB File Size
    • 7 Comments
    WesternGamer
    Updated
  18. Download here: https://www.nexusmods.com/reddeadredemption2/mods/1088
    • 13,628 Downloads
    • 220020 Views
    • 168.25 kB File Size
    • 11 Comments
    TuffyTown
    Updated
  19. 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/)*
     
    • 1,479 Downloads
    • 18966 Views
    • 52.99 kB File Size
    • 3 Comments
    El Drewsifer
    Updated
  20. Set up your camp anywhere you want. Build a permanent custom camp that you can save, and place anywhere you want.
     
    - Set up camp anywhere:
    Use the hotkey to bring up the prompts. ('K' by default, you can change it in the ini, or the  'sprint' button while crouching on controller, DISABLED in the ini by default)
    You can choose to build a campfire, set up a tent, place a bedroll or 'set up camp' that'll place a campfire and a tent at the same time.
    To make them disappear, use the hotkey again and choose the tear down camp prompt (it will work regardless of your distance from the camp).
    You can change the campfire, tent and bedroll models to other models used in advanced mode. Check the model's number in the menu and set it in the ini. 

    - Use one of the three rest options
    ...to recover your stamina core, or just for immersion.
    - Sit
    - Relax: your character will sit and do random stuff like drinking, smoking, reading...
    - Play guitar
    You can rest even when you don't have a camp set up.
    Followers spawned in by other mods will also rest around you or your campfire while you're resting. 
    If somehow you get stuck, the hotkey should cancel the rest animations and unstuck you.

    (New) - Advanced mode:
    Use the "Advanced" prompt to bring up the build menu.
    Menu actions:
    Type: select the type of the object you want to spawn in. (Campfire, tent, etc...)
    Model: browse through the objects in the selected type.
    Distance: The distance the object should spawn in in front of the player.
    Rotation: Rotate the object. Both distance and rotation can be wonky because some object has their "center" well outside of their actual visible model. Some object will spawn behind you or next to you because of this...
    Place Object: Spawn the selected object.
    Save and Exit: Save spawned objects and close the menu.
    Tear Down Camp: De-spawn every spawned object. They will remain saved and can be re-spawned at the same or at a new location.
    Respawn Camp: Respawn every object at their current location. You can use this in case your saved camp didn't spawn in properly.
    Saved Objects: Browse through the object you saved as part of your camp.
    Delete Saved Object: Delete the currently selected saved object.

    Your saved camp should persist when you quit the game, whether it's currently placed in the world or not. If it's placed, it should automatically respawn upon loading the game. (If not, the 'Respawn Camp' option should spawn it in)
    You saved camp is stored in CampAnywhere.dat in your game folder, you can back-up that file if you want to make sure you don't lose your built camp.
    You can turn off advanced mode in the ini.


    The campfire doesn't have a grill so you can't cook seasoned meat.

    Known issues:
    - Once the campfire is spawned, the game doesn't consider the area wilderness anymore, so normal camping will be blocked nearby, even after you remove the campfire, for some reason (resets when you reload the game).

    Installation:
    Download CampAnywhere.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
     
    You're going to need Script Hook By Alexander Blade.
    https://www.dev-c.com/rdr2/scripthookrdr2/
     
     
    • 8,530 Downloads
    • 69402 Views
    • 1.05 MB File Size
    crossed99
    Updated
  21. Increases the on-foot field of view while in first person. The version included in the download ups the FOV up to 112 at 21:9 aspect ratio and 97 at 16:9.
     
    I may release more pre-modified versions in the future, but for now, I have included a quick .txt file in the download with instructions on how to modify it yourself.
     
    Note: This only changes the walking FOV. Aiming and aiming-down-sights are unaffected. I know how to change these but at the moment, this is all that is changed.
    • 7,719 Downloads
    • 41497 Views
    • 74.68 kB File Size
    • 3 Comments
    vStar925
    Updated
  22. 
     Brings back those classic RDR1 locations and adds new life to those already in the game, making a more believable 1907 version of the map. Also includes that gritty, spaghetti western New Austin color scheme from the first game. All locations are complete with peds, increased rider density, and RDR1 accurate layouts with as much detail as possible.

    
    Bolmin70 for his ped loader and bank interior script
    Follow him on Patreon: https://www.patreon.com/bolmin
    VideoTech for helping with the Armadillo YMAPS, and for allowing me to use a couple ARP files
    SgtJoe for disabling the Cholera random events
    AClassySliceOfToast for his Hennigan's Stead Camp and Manzanita Post Station
    Blackjack Colver Voltaire for adding law to Armadillo 
    
    
       Removes the dark orange tint in New Austin and adds a few changes to the weather cycle

    Note: The color scheme is tied to the weather effects (High pressure, Clouds, and Sleet).  When fast traveling to New Austin or riding in on foot the weather will change seamlessly.  Teleporting to New Austin with a trainer usually won't give the weather enough time to change. Ex. Teleporting from Ambarino to San Denis and it continues to snow.

    


    Each new location has RDR1 accurate props/layouts, made from scratch using RDR2 assets only.
    (Some photos were taken in older versions, a lot has been changed/added since then. See the full album here)

     Drag both the "lml" folders and the "NA" folder into your main directory



    AMJM Transport by Crossed99 https://www.nexusmods.com/reddeadredemption2/mods/896
    Banking: The Old American Art by Bolmin70 https://www.nexusmods.com/reddeadredemption2/mods/228
    Stagecoach Robberies by Shtivi https://www.nexusmods.com/reddeadredemption2/mods/869 Ambient Gang by Blackjacks420n https://www.nexusmods.com/reddeadredemption2/mods/822
    • 25,204 Downloads
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    • 23.58 MB File Size
    • 9 Comments
    DickHertz
    Updated
  23. WELCOME TO A PHOTO-VERISTIC GRAPHICAL EXPERIENCE THAT BREATHES NEW LIFE INTO RED DEAD REDEMPTION 2
     
    THERE ARE TWO VERSIONS DEPENDING ON YOUR TASTE

    1.) WILD WEST 2.0 STANDARD (EVERYTHING SEEN IN THE STANDARD 2.0 IMAGES SECTION WITH DARK NIGHTS)

    2.) WILD WEST 2.0: BONE ORCHARD (SIMILAR TO STANDARD BUT WITH MORE COLOR AND EVEN DARKER NIGHTS)
    
    ⇩⇩⇩⇩ IF THIS IS YOUR FIRST TIME USING RESHADE ⇩⇩⇩⇩
     


    **NOTE**
    ⇩⇩⇩⇩

    IT IS RECOMMENDED THAT YOU INSTALL THE LATEST VERSION OF RESHADE AND THAT YOU SELECT EVERY AVAILABLE EFFECT JUST IN CASE YOU NEED THEM TO BE INSTALLED FOR FUTURE UPDATES. 

    MAKE SURE CLARITY.FX IS NOT SELECTED TWICE WITHIN RESHADE DURING YOUR GAME. 

    - The western plains look dried out and dusty, while a vivid clarity gives the visuals a whole new feel. -
    - Crackling ancient rocky mountains look bleak and faded. -
    - Dead and dying grass now looks appropriate. -
    - Marshes and swamps have fog color corrections while maintaining their vibrance and charm. -
    - White lights are actually white, and not yellow, while yellow lights remain yellow and toned. -
    - Shadow instances HBAO/HDAO/SSAO are greatly enhanced, showcasing the true depth the games' shadows deserve. - 



    **** ABOUT ****
    ⇩⇩⇩⇩
    
    This Mod/Reshade preset is specifically designed to adjust colors, shadows, tone, balance, nights, and days, to try and look as photo-veristic as possible, in comparison to other mods that attempt the same. This Reshade is designed to give the country in RDR2 a specialized clearer visual look, complimented by the climate. Plains with droughts will showcase dying grasses, while marshes and swamps will showcase lush vibrancy. This is a film-style noir, wild west Reshade. It looks like this for a reason. There is a lot more clarity to the picture, and the yellowish-green film layer that was covering the screen is now removed. I truly hope you enjoy it. ❤️


     

    • 4,640 Downloads
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    MoreBatteries
    Updated
  24. 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.
    • 1,446 Downloads
    • 24023 Views
    • 1.34 MB File Size
    • 10 Comments
    SgtJoe
    Updated
  25. Adds in a Railway around great plains spanning from Manzanita post to Blackwater and Masons Bridge
     
    I Recommend my Manzanita post 1911 map as it adds in the train station there
    • 1,495 Downloads
    • 23763 Views
    • 28.19 kB File Size
    • 7 Comments
    AClassySliceOfToast
    Updated