379 files
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This adds the Doctor's Office interior back into Strawberry for singleplayer.
1) Make sure you have Lenny's MOD Loader and ASI Loader for RDR2 installed
2) Extract into "RDR2/lml/"
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First of, i know there are similar mods. But one had no UI & the one with UI did not behaved like i wanted. So i decided to make my own one & added auto walk on top.
This Mod allows you to control your Walk-Speed with your Mouse-/Scroll-Wheel including a UI element. Also has a Auto-Walk/Run Button. UI poisition, hotkeys, stepsize, .... customizable.
Checkout the "WalkSpeedControl.ini" to edit Hotkeys, UI Position, etc.
As of 1.1.0, it also works with Horses. It also works when you travel to a waypoint using cinematic camera, just make sure that you do not have enabled Auto-Walk to make it work. The controls while automatically riding in cinematic mode are a bit weird, like you have to sprint fullspeed once to control the speed properly, but check it out yourself, pretty easy to get used to it.
To make it clear. The Auto-Walk the mod has is just automatically walk straight forward, not following a waypoint or anything.
Vehicles will probably stay unsupported, i cannot figure out how to properly set speeds without the vehicle flying away ^^
Default Hotkeys
F10 - Toggle Mod
F11 - Toggle UI
~ - Toggle Auto-Walk. It's VK_OEM_3(192) by default, which is ~ on US Layout the Key below ESC, left from 1.
 On German Keyboard Layout, at this Position, it would be ^, which would need to set the key to VK_OEM_5(220).
 Checkout the links in the .ini for more information. You can set this to any other key for sure. Just the OEM Keys
 have good positions, so i used that.
F8 - Toggle Horse-Support (Horse-Support can be entirely disabled in the ini)
The bar colors indicate the state. Green is walking, blue is jogging, orange is run, red is sprint(anything above 2.0, while orange is only at exactly 2.0)
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Didn't really see anything on hit markers apart from removing them so I decided to upload this. 🙂
Installation:
Go into your Game Directory, and place the lml folder there. that's it!
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Arthur and John will keep their normal standing and walking animations when in combat.
Requires Lennys Mod Loader. For installation put the Disable Combat Stance folder inside lml folder.
Not compatible with animation mods that use motions.ymt file.
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I recreated Casa Madrugada with the map editor
,You will need lml to load the map
LML: Lenny's Mod Loader RDR - Tools - RDR2Mods.com
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A ragdoll mod that lets you toggle three ragdoll types, normal, drunk, and floppy, you can control the drunk ragdoll (all in cutscenes too) and you can also ragdoll the horse you are riding, there is a config.ini for custom controls.
Default Controls:
U on keyboard / (Hold A) + Down on DPad for normal ragdoll
I on keyboard / (Hold A) + Right on DPad for stagger/drunk ragdoll
O on keyboard / (Hold A) + Left on DPad for floppy ragdoll
[ or { on keyboard / (Hold A) + Up on Dpad for horse ragdoll
(Use movement keys/controls to move drunk ragdoll)
When ragdolled use the same controll again to go back to normal.
Note: You can change controls with config.ini
Installation: Download Alexander Blade's Scripthook here: http://www.dev-c.com/rdr2/scripthookrdr2/ if you haven't already
Then place "Simple ragdoll.asi" and "rconfig.ini" in your RDR2 directory (Mine is: C:\Program Files\Rockstar Games\Red Dead Redemption 2).
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Working bridges to Mexico. No invisible walls. Feel free to use!
Discord for my work: https://discord.gg/b8XBCCMCQR
- 2,417 Downloads
- 22601 Views
- 280.13 kB File Size
- 3 Comments
Ruskivotka in MapsUpdated -
What this mod does is that it changes the default ped's accuracy into a more realistic and cinematic way by using some specific values in the pedaccuracy.meta file & combatbehaviour, making that those bullets fx on the screen be more constantly making the shootings feel way more tense and cinematic than in the basic game as well that it changes the pedaccuracy but doing the perfect balance between realistic and enjoyable, realistic enough so they don't look like complete idiots with guns that hit nothing, but enjoyable enough that it is not so difficult and frustrating when it comes to trying to not get hit. (It is more like cinematic than realistic imo).
Now you will have to take cover while you're in a shootout.
*This mod requires Lenny's mod loader*
Changelog:
V1.5
 [Dispatch]
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-Tumbleweed can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Valentine can now spawn a marshal wagon (just like in Rhodes or Blackwater)
-Saint denis can now spawn a marshal wagon when reached 1000$ bounty (just like in Rhodes or Blackwater)
-Rhodes can now spawn lawmarshals when reached 1000$ bounty
-Tumbleweed has increased its law enforcement so now they come in groups of 6 most the time
 [Pedaccuracy]
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-Decreased the pedaccuracy when not showing shooter on the screen
-Reduced the global ai accuracy while player is in cover
-Increased the bullet ricochet
 [CombatBehaviour]
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-Minimum Distance To Target is now disabled (any distance)
-Minimum In Cover Distance To Target is now disabled (any distance)
-Law NPCs can now rarely charge at you using only their knives (i think it's a good immersion because if you look closely for some reason the law npc's have pinkeyes like if they doped before going into the battle so...)
-Distance To Consider Dismount is now set to "any distance"
-Some law NPCs can now switch to defensive if player is in cover and at the same time they are permitted to charge beyond their defensive area
-Reduced Grays accuracy
-More NPCs have larger attack ranges (larger distances)
V1.4 Dispatch & CombatBehaviour UPDATE
-Increased the distance to consider dismount a bit more for law and ODriscoll's
-Now with the dispatchresponses folder LawMarshalls will appear in Saint Denis when you have a bounty above 1000$ (just like in BlackWater) and it also adds more chances to spawn law leaders (which are more experimented and aggressive than regular lawmen)
-Now with the dispatchresponses folder, the Valentine LawMarshalls will always spawn in groups of 7 instead of 6 or 5 (it might sounds like a subtle detail but trust me it doesn't, now valentine will be a real warzone)
-Decreased the pedaccuracy when not showing shooter on the screen
-Added Pinkertons in CombatBehaviour (deadshot) although it only works for peds that spawn naturally like confinement area of new austin and west elizabeth (not in missions)
-Fixed a bug with the ''sharpshooter'' lawmen that had 100% accuracy, now it has normal accuracy
-Added a chance to spawn a lawleader in Valentine dispatchresponse
V1.3 CombatBehaviour UPDATE
-Aggressiveness, this has been severely tweaked so law and npc's now frequently prefers to use cover and use positions with different shooting points against target, more experimented npc's will preffer to charge against target if they can't find cover. (Ex: Regular lawmen are more likely to be less aggressive than LawMarshalls)
-Law snipers now they don't stay forever on the same position since now their movement now is set on ''WillAdvance''
(now, they do will choose higher positions as these are their preferred tactical positions, the difference now is that they will start
chasing you when they notice that you are not into his sights)
-AttackRanges, npc combat ranges have been severely increased
-Banzai Attack, now this has been tweaked so the law and other npc's don't abuse the charge attack to the point that are suicidal attacks, (they DO will charge against you but less frequently)
-Now the charge attack or ''Banzai Attack'' is only used when there's too many enemies against you or there's npc's with shotguns so stay alert when theres npc's with shotguns.
-Distance To Consider Dismount, Law, Bountyhunters and guards have been tweaked so now they dismount from their horses at farther distances, law with shotguns prefers to dismount at closer distances.
-Defensive Guards, the only npc's that are Defensives now are guards but now they are permitted to charge beyond their defensive area also their Combat Ability is now fixed
-FireRate of the npc's and above all the law, have been tweaked, unskilled and amateur npc's have faster FireRate but worse accuracy while more proffesional npc's have faster FireRate and better accuracy (perfect example for this are LawMarshalls)
-Gangs Combatbehaviour are all tweaked
-The Laramie Gang tend to use cover away from target while a few others slowly approach target, usually nevers charge against target
-The Del Lobo gang tend to use cover away from target while a few others try to flank the target, prefers to use positions with different shooting points against target
-The ODriscoll's are now less aggressive and tend to use cover away from target while a few others slowly approach target
-The indigenous or ''savage'' gangs are more defensive and prefers to retreat against target
-Grays and Lemoyne raiders are more aggressive and will frequently flank the target and prefers to use positions with different shooting points against target
V1.2
-fixed the high accuracy that peds have on long ranges
-i tweaked the bullet ricocheting
-increased the peds accuracy
-increased the peds accuracy when not showing shooter on the screen
-increased the firerate for unskilled guards
V1.1
-I tweaked all gangs and npc's accuracy and overall pedaccuracy
-now peds have better accuracy and to dodge bullets you'll have to move faster
-i modified the bullet ricocheting a little bit
V1.0
-initial release
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NOTE: This is my first mod for RDR2, if you enjoyed the mod I made, consider supporting me on patreon, check out my other mod on GTA 5 mods and join my discord! If you are experiencing any issues with the mod, please message me on discord.
Discord: https://discord.gg/gGkrsWZGhQ
Patreon: https://www.patreon.com/M8T
This mod makes the Black Water Bank robbable in free-roam. Loot the bank of its cash and get away with the loot.
Usage: Go to the door of the Black Water Bank and press Right on the DPad to start the heist. If you are using a keyboard, press E.
Installation: Put all of the contents of the download into your scripts folder.
Requirements: Community ScriptHookRDR2 .NET | ScriptHookRDR2
Changelog:
VERS 0:
Base mod -
This mod removes the automatic tripping and sliding down that happens when you try to stand on extremely steep surfaces.
NOTE: If you want to leave the map boundaries, you'll also need to remove the invisible walls with this mod.
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Much like GTA V, RDR 2 also suffers from a "feature" where certain props in the game world are not loaded, namely those marked as "PRI_OPTIONAL_LOW". These are often small objects that add a bit more life to the scene, but are not essential. It could be something like another stack of papers, a plant pot or a barrel that are defined in the game files but just never loaded in. This mod fixes that and allows the game to also consider these props at all times and spawn them in, subtly enhancing your gameplay experience. Drag the file into your game folder and enjoy. Please note that you need to have an ASI loader for this mod to work.
Thanks to Yooungi who made me aware of this problem.
I have not tested this mod much (< 5 minutes), so if something else breaks, please let me know.
Please don't upload or redistribute this mod, link here instead so that everyone has the most up to date version.
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Added all important collectibles -minus
and cigarette cards- in this file.
Please note the following:
The menu now opens with F3 instead of F5 Locations between { } are dangerous, you will teleport to a location where enemies might attack you or you might be trespassing. Locations between ( ) are located South of the river West Elizabeth and New Austin. You get the idea. Collecting some of the valuables before Ch 6 with the intention of selling them in Ch 7/8 won't always work; some valuables will be lost when The valuables I lost were: ALL gold bars and nuggets, Female fertility statue #02 which
and the Viking comb. All the rest will still be in your satchel. I would recommend leaving the Landmarks of Riches treasure to collect after Ch 6;
This may be the most important note: Don't try to collect all of the orchids prematurely. The game is programmed in such a way as to not make all of the orchids needed spawn before they are requested of you. You're only allowed to collect one less of each orchid requested BEFORE starting the respective Algernon quest. -i.e. 6 cigar orchids instead of 7, 4 ghost orchids instead of 5 BEFORE Algernon gives you the respective bill of requests-. So only collect one less of each if you intend on starting early and remember, they spawn randomly. You are, however, allowed to collect Gator eggs and ALL plumes prematurely if you wish.
Have fun exploring!!
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Changelog
2.0
Replaces the Missouri Fox Trotter in the Lemoyne stables now 1.0
Initial upload
Requirements
Lenny's Mod Loader
Installation
Place the "restoreLiverChestnut" folder inside your "/Red Dead Redemption 2/lml/"
Replaces the Missouri Fox Trotter Amber Champagne with the cut, Hungarian Half-Bred Liver Chestnut horse.
In the unmodded game, this horse could still be seen in one of the stalls of the Lemoyne Horse Shop, thus my decision to place it here. For balance purposes, it won't be unlocked until Chapter IV, and due to its' high stats, costs $950.
The Liver Chestnut Hungarian Half-Bred is speculated to be Arthur's main horse, Boadicea, that was killed before the events of Chapter One, and possibly featured in the cut prologue chapter of the game. This war horse sports high, unique stats unlike any other Hungarian Half-Bred coats in the game with level 10 health and level 9 stamina at max bonding level, and a speed level of 7 and acceleration level of 6 with the right saddles.
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I recreating Escalera with the map editor
You will need lml to load the map
Its not finished YET, missing the mansion and the prison
LML: Lenny's Mod Loader RDR - Tools - RDR2Mods.com
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Firts : im sorry about my English
I created a new plugins for a callout , this would focus about shooting with many situations, but now i'm just have done with 2 situations there are Gang Shooting and Terrorism Attack .
That just a first release and i'm still a newbie for modding , so if you encounter any bugs or something else, please give me feedback about it or if you have any ideas just spoke to me . !!!!
So how theyre gonna work? If you accept Gang Shooting , theyre will split into 2 groups and open fire on their enemies ( I made them hate each other also with you and AI COP ) , their equipped simple weapon like : Pistol ,.....So what about Terrorism Attack? Theyre not divided into 2 groups , now theyre in the same group , attack anyone including police, bounty hunter ,... in their visuals , ofc theyre bigger and stronger with heavy weapon.
How to install :
Create a plugins folder in a rdrfr folder from your folder games , then copy all the file from NoobCallout folder after you extra that file to the plugins folder you just create and we done )
So i hope you gonna enjoy and give me some feedback!!!!
Sorry again about my English !