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  1. Shoot it out with bandits, hunt down outlaws and walk the streets with a star.  RDR First Response (RDRFR) is an all new experience we've created specifically tailored for Red Dead Redemption which ties in seamlessly with the game, turning you into the law.

     
    This first version of RDRFR puts the power of the law into your hands for the first time since Rockstar's flagship title arrived on PC.  Working in conjunction with our Patreon supporters and testers, we've built a number of core features into the mod for you to enjoy with the ability to arrest suspects, go on duty and request backup in a manner similar to LSPDFR for GTA V.  
     
    Being tailor made towards RDR, though, there's a couple of key differences in RDRFR.  One of the new concepts we've introduced is for providing 'missions' or 'investigations' to the player.  Instead of pretending that police radios existed in the 20th Century, you'll now find that civilians within the world will summon your help the old fashioned way - in person, calling out loudly for the assistance of the law.  Similarly, there are other noticeable deviations throughout especially as it relates to arresting suspects and the interaction options available.  Instead of having separate key presses or buttons, we've tried to keep things as integrated with the game as possible: most of the features and actions in RDRFR are accessed or performed through the game's contextual prompts.
     

    Part of the First Response Mods family.
    RDRFR Feature Guide
    More information about the features available in RDRFR.
    View the RDRFR Feature Guide  Installation Help & FAQ
    An online guide and tutorial video for getting started with RDRFR.
    RDRFR FAQ RDRFR Installation Guide  
    Want to discuss RDRFR?  Check out the RDRFR Forums Section here: https://www.mod-rdr.com/forums/forum/6-rdr-first-response/
    • 135,574 Downloads
    • 648461 Views
    • 17.34 MB File Size
    • 132 Comments
    LMS
    LMS in RDRFR
    Updated
  2. SUPER ULTIMATE HORSE MOD
     
    Tired of having to wait for that specific moment in the story to get the horse you want? You want that one horse right now, but don't really want to spawn it with Rampage or other mods because it breaks MUH IMMERSION? You want to see that one horse you want in the wild and tame it yourself, but then you ask yourself what the heck is a high-born Arabian hanging out with a bunch of lowlife Tennessee Walkers? Say no more...
     
    THE TIME HAS COME

    Changes:
     
    Every horse can be tamed/stolen in natural manners without having to wait for the next mission/chapter. Horse spawns are also 100% consistent now. In vanilla, the game would rarely mix and match some breeds, and if certain conditions are met, spawn them in the wild. This was incredibly inconsistent, making people look for ages for a specific horse because they read somewhere that someone found one in that spot but realistically, it might just not spawn for you ever in that same spot. Well, no more of that. Every stable horse is available for purchase from the start. Don't feel like stealing a Black Arabian, want to be an exemplary feller and purchase one instead, but don't want to wait until Chapter 4? Now you can! (At their respective stables though, of course). No more missable horses, or epilogue exclusives. Already went through Arcadia for Amateurs III and those random events where the lady needed a ride so you missed your chance of having that Silver Dapple Pinto Missouri Fox Trotter as Arthur? Say less. You can find it at any moment now. Though of course, it is a rare breed. NPCs can be seen riding a wider variety of horses now. I can understand the average country feller can't really afford anything else than a Morgan but realistically some of them must be doing better, right? Speaking of doing better, men of the law live off of our damn taxes, so now that's gonna be seen reflected on the damn good horses they ride. Originally, US Marshals would be dispatched at Wanted Level 5 in big towns like St. Denis and Blackwater. Now they will do so at Wanted Level 4 while Pinkertons will come to kill you at Level 5. Bounty thresholds have been modified as well, so they're more consistent with this change: Wanted Level 1: $1 (no change) Wanted Level 2: $100 (from $50) Wanted Level 3: $250 (from $150) Wanted Level 4: $500 (from $250) Wanted Level 5: $1000 (no change) On the same vein, Pinkertons originally have an accuracy of 100%, which of course would be too much if you intend to kindly ask for one of their horses. This accuracy has been toned down to 77.5%, so they would still be better gunmen than Marshals (75%) but a bit worse than Sharpshooters (80% acc). Bounties for horse related crimes have also been modified. Horse theft now tilts more heads from nearby witnesses, while also making nearby lawmen to promptly act accordingly. Same with horse jacking (aka kindly asking a feller to lend you their horse for world saving purposes), its bounty has been upped from $10 to $12 (to remain consistent, bounty for murder is set to $15 lol) and will call the attention of more nearby lawmen as well.  
    2 of some unused horses in Story Mode have been replaced to provide you with 2 of the (in my opinion) best looking horses in the game: Chestnut Turkoman Black Overo Mustang  
    You will now come across new hitching posts throughout the land with special properties and strategically placed. Found a new horse cigarette card? You will be able to see a horse of that breed hitched nearby! These special hitching posts will always have a horse of that breed hitched, so if you see one of them before the card, that will tell you a horse cig card is close by! It's not the coat you were looking for? Don't worry! Leave the area and come again!  
    Unique vanilla horses (White Arabian, Tiger Striped Bay Mustang, Red Chestnut Arabian, Warped Brindle Arabian and Perlino Andalusian) always spawn and now they do so in groups, giving the player a chance to obtain one of these horses male or female. In the vanilla game, the White Arabian was always a female, for example.  
    Unused horses have been brought back and they're working just as any other horse! You can tame them, bond with them and stable them! Now, be it in the wild, in towns or throughout the entire land, you will see 4 new horse coats: Black Snowflake Appaloosa Golden Dun Mustang Sable Champagne Missouri Fox Trotter Liver Chestnut Hungarian Half-bred  
    Some ramps have been added to Fort Wallace to provide an escape if the player dares to try a hit on the place. In case you didn't know, a Turkoman horse card can be found inside. So what would that mean now?  
    Exclusives like the Reverse Dapple Black Thoroughbred and Iron Gray Roan Ardennes (commonly known as War Horse) are no longer exclusive and can be found just like any other horse in the game.  
    Towns will be a bit more lively, with more people leaving their horses parked. Originally, NPCs would never use some hitching posts, leaving them solely for the player. This is changed so every single hitching post in towns are free to use for everyone and anyone, providing a little more realism.  
    Speaking about realism, women did in fact ride horses far less often than men back then, but you can't really see that in the game. The women that ride horses are only unique ones, set by the story or by scripted random events. I didn't like that. So now you will be able to see women riding in towns as well! More rarely than men though, of course, and the common town girl won't go out and ride in the wilderness. Wouldn't be safe for them, would it?  
    All the compendium entries for horses have been modified to reflect all these changes, while also providing tips on where to find the rarest breeds.  
     
    GOOGLE SHEET CHART

    I've also made a SUPER ULTIMATE HORSE CHART, that also includes vanilla horses locations, to help players locate any horse they want, including the new ones this mod adds.

    

    Known Issues:
     
    Black Overo Mustang's type appears blank. This is in the scripts and can't be fixed. Chestnut Turkoman's name, coat and type are wrong (they will appear as an Arabian) when you stable the horse (its info card is fine though). Due to how I edited these horses in, this can't be modified as these strings are set for every single Arabian so if I change them, they will change for all the other Arabians as well.

    INSTALLATION:
     
    Download Script Hook for RDR2 and follow the instructions Download Lenny's Mod Loader. Follow LML's instructions on how to install it. Download this mod and place the "SUHM" folder inside the "lml" folder. The path for Steam users should be:
    "C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml"  
     
    NOTES:
      ___________________________________________________________________________________________________________________________________________   IF YOU GET UNKNOWN ERROR "FFFFFF":
    delete version.dll.

    You don't need it. If any mod says they need it for Online assets, just get Online Content Unlocker instead.

    ___________________________________________________________________________________________________________________________________________


    You don't need Online Content Unlocker for SUHM, but if you use it for other mods, give SUHM priority over OCU, so it replaces their files, as in the image below (mods further down the list have higher priority as their files get loaded last):
      
    (remember to click on the save button to the left after any changes you've made on that screen so they take effect).

    ___________________________________________________________________________________________________________________________________________   The mod is now fully compatible with Red Dead Offline and WhyEm's DLC, installed individually or together.
    The order in which you install RD Offline, WhyEm's or SUHM doesn't matter, as long as the load order in the Mod Manager is correct. Make sure SUHM is last in the list (so it gets loaded last) and click on the "overwrite" check. Also don't forget to replace the files with the one of your choice in the SUHM Compatibility Patches zip.

    STEP BY STEP:
    1. Install SUHM (assuming Script Hook and LML are already installed as per SUHM's installation instructions).
    2. Install RD Offline, WhyEm's, or both. If you install both, follow the instructions in WhyEm's mod page. If you already had them installed before SUHM, ignore this step.
    3. Install the SUHM Compatibility Patch according to your case (I used RD Offline + WhyEm's for this example).
    4. Open the Mod Manager and arrange the mods as per the image below and save.
       
    (remember to click on the save button to the left after any changes you've made on that screen so they take effect).
    PD: WhyEm's DLC: Red Dead Offline Edition is the one from WhyEm's download section. That's the one that's compatible with Read Dead Offline and the one I used for the patch.
      ___________________________________________________________________________________________________________________________________________

    It is compatible with both Crime and Law Rebalance and Enhancement and LAW. Just give those mods higher priority (so they load after SUHM) than this mod (though you might need to merge the file dispatch.meta if you want to keep my mod's feature of lawmen riding better horses).

    This mod is incompatible with mods like Zen, Serenity, Roleplayer's Dream, etc or any other mod that modifies code.meta. Unless you know how to merge them (should really be the only main file that should conflict, also a fairly easy file to merge) and you know what you're doing, please don't try to play the game with this mod and one or all of those mods installed at the same time, as it is very likely to cause issues.

    ___________________________________________________________________________________________________________________________________________



    Thank you for enjoying my mod.
    • 2,639 Downloads
    • 22741 Views
    • 16.75 MB File Size
    • 9 Comments
    geefour
    Updated
  3. This mod contains all of my works that aimed to improve melee combat only in one file. (Restored animations and mechanics, grapple sequences, new subdue animations, 6 brawling styles, struggle challenge, charging with knife, shoving, kicking, more environmental finishers, new brawl animations and alternatives for default ones, grapple position switching, ability to take hostage with every weapon and more)

    New updates changes will be written in the "posts" section.

     My Patreon if you want to support me.

    Changes:

    [Stream File]
    - The stream fol
    der is essential for lasso struggle animations (loads update_0.ycds).
    - Includes blunt animations from online, moonshiner drunk animations, and unarmed mounted animations.
    - Also loads the online window throw animation.
    - Avoid using version.dll as it may prevent some animations from loading.
    It generally works fine, but let me know if you encounter major issues.

    [Brawling Styles]
    6 Brawling Styles all of them with their unique grapple and melee animations

    • BS_PLAYER= Default animations
    •BS_PLAYER_WINTER1 = Unique grapple dismiss animations that put the NPCs in intimidated position | Unique rightside counter attack animation
    •BS_PLAYER_FINALE = Different knife attack and parry animations
    • BS_BRUISER = Slow but heavy attacks | Unique subdue reversal and knockout animations | Different animations for ground grapple attacks | Grapple back    from front | Unique blocking stance
    • BS_MICAH_FINALE = Fast but light attacks |  Different animations for both standing grapple and tackle | If your enemy is using that brawling style you can block their grapple attacks by pressing [R]. | Wall Grapple Sequence | Unique blocking stance | Different knife parry animations | Different dodge animation to back
    • BS_MIXED = This one is a custom brawling style that has all the dodge and parry attack animations from BS_BRUISER, BS_MICAH_FINALE, BS_PLAYER and BS_PLAYER_WINTER1.

    [Grapple Attack Blocking]
    When you're grappled either from front or on ground, you'll get a "Block" prompt. Pressing this button play 6 unique animations for front grapples + 2 already existing bs_micah_finale animations for front and ground grapples.

    - Blocking resets the reversal sequence and gives another chance to reverse the grapple.

    [Grapple Reversals]
    Complete new feature that I also released as a standalone mod.

    - When you're grappled you'll have an option to rapidly press E to perform a grapple reversals in 3 grapple situations.
    - If you fail you won't be able to reverse and your only option will be "break free".
    For controllers the key is "Triangle"

    How hard the button mashing will be or how fast the button will drain can be changed from the EnhancedBrawling.ini file.

    [New Struggle Animations]
    - Struggles work similarly to online PvP, excluding lasso and ground knife.
    - Spamming F results in a knockout; F + LMB/R2 leads to execution.
    - All animations are unique, some with escape or KO variants.
    - New struggle additions:
    - Fixed broken lasso struggle – enemy must be subdued to tie now. Works
    from regular tackle and facedown grapple. It also includes ability to exit the struggle.
    - New struggle idle animation for blade struggles.
    - New sequences: front rifle grapple, pistol (front and ground), blade (front and back).

    [Struggle Exit Mechanic Restoration]
    When you start a struggle, you'll get a prompt on right side of the screen that says "Exit" to stop the struggle animation to go back to previous grapple state. For controllers key is "Square"

    [Window Throws on Command]
    When grappling press X+WASD or RB+Directions in controllers to throw enemies over rails, onto tables or through the windows whenever or wherever you want.

    [Restored takedowns for crouching and seated NPCs]

    Takedowns on Crouching NPCs

    - 1 unarmed takedown from rear
    - 2 restored knife takedowns from front and back for machete and knife + 3 blade takedowns from rear, left and right
    - 4 armed takedown entry animations that you will choose to follow up with either a knockout or execution by pressing melee button or fire button.
    [Showcase]

    Takedowns on Seated NPCs
     
    These can be performed with either one handed or two handed guns.

    - 4 armed seated takedown entry animations that will play depending whether you're attacking from front, left, right or back. You'll choose to either follow up with knockout or execution by pressing melee or fire button.
    [Showcase]

    [Hand to hand combat]
    - You can kick with blades by pressing G or by performing counter attacks.
    - Restored 4 attack animations to be used on NPCs that are in on ass and on knees intimidated state to either knock them or hit them.
    - Restored 1 knockout or attack animation for pistol on intimidated enemies that are in on ass or on knees state.
    - Restored 1 knockout or attack animation for rifle on intimidated enemies that are in on ass or on knees state.
    - Restored unused intimidation attack animations.
    - Restored unused GTA V takedowns for fists, pistol and machete [Showcase]
    - Ability to perform takedowns with molotov and dynamite.
    - Ability to use BS_MIXED which is contain all the brawl animations in one brawl style.
    - Ability to charge at NPCs with knife. You can also do that move with left mouse click or F [Showcase]
    - You can start all of the combo animation by counter attacking
    - Ability to kick and shove NPCs just like Micah with BS_PLAYER_FINALE. [Showcase]
    - Shoving NPCs just like in Online mode by pressing Left Mouse Click or R2 [Showcase]
    - Struggle challenge [Showcase]
    - Ability to kick NPCs while brawling [5 Animations] [Showcase]

    [Grapple Enhancements | Changes and Animations Expansions]

    - Intimidated NPCs can be punched without player throwing them to the ground automatically if you press LMB or R2.
    - There's a chance for intimidated back grapple throws to trigger.
    - Performing a stab with a blade now knocks out enemies (front, back, mounted) rather than executing.
    - Added new mounted struggle breakout animation.
    - Ability to block grapple attack with 6 unique animations. Works for front and mounted grapple attacks.
    - 2 alternative back grapple counter escapes
    - 1 alternative mount grapple counter escape
    - 9 alternative front grapple counter escapes
    - New breakout animation for back grapple struggle [Showcase]
    - Alternative animation for grapple enter counter [Showcase]
    - Ability to switch from front to mount and mount to front with pistol and knife [Showcase]
    - Alternative knife parry block animations [Showcase]
    - New counter escape variations for ground grapples
    - Ability to grapple grounded enemies with every possible weapon. [Showcase]
    - New variations for Unarmed, Knife, Machete, Rifle and Pistol knockouts and executions including new animations for pistol [Showcase Variations]
    - When you perform grapple with knife, you'll get Micah's grapple entry and throw animations [Showcase]
    - You'll get a "Subdue" when you're grappling an NPC in position that you can subdue them [Showcase]
    - You'll get a "Exit" prompt when subduing enemies to stop subduing them.
    - Front grapple challenge will player a little more often while in a melee combat
    - You'll be able to shove the enemy off of you when performing a counter escape
    - Ability to subdue and get subdued ( [F] to Breakfree | [E] to reversal | If you're attacker [F] to kill or knockout) [Showcase]
    - Ability to throw NPCs to any direction whether there is a object or not
    - Ability to switch from front grapple to back and from back grapple to front [Left Mouse Click or Aim Button] [Showcase]
    - Taking NPCs hostage with every weapon possible by grappling them from behind[Showcase]
    - Ability to switch from front to back and back to front grapple [Showcase]
    - Unique trough drowning animation that can be used in water [Showcase]
    - Defenestration, window throw animations that can be used anywhere while grappling a NPCs [Showcase]
    - Back grapple sequence [Showcase 1 | Showcase 2]
    - Now you can throw enemies to every direction you want even if you are too close to an object
    - You can perform standing front and back grapple against lawmen now

    [New animations for hand to hand combat and changes]

    - 2 front and 2 rear blunt execution animations added for hatchet, machete, and pistols.
    - 1 left and 1 right blunt execution animation added for hatchet, machete, and knife.
    - 1 blunt grapple execution and 1 knockout animation added for pistol and knife. Knockout animation also works with hatchet and machete.
    - New front execution animation added for blades and machetes.
    - 1 front and rear takedowns animations for molotov.
    - 1 new front combat knife execution
    - 1 new grapple front grapple counter escape animation
    - 1 new rear grapple knife execution
    - 2 new rear grapple pistol execution
    - 4 new one handed weapon execution animations for both front grapple and front
    combat executions [3 of these executions cause a short bleedout]
    - 10 new rear unarmed takedown animations
    - 2 new knife stealth kill animation
    - 1 new sleeping unarmed takedown animation
    - 1 new seated rear knife takedown animation
    - 2 new front pistol takedowns + 2 new front pistol executions
    - 1 new front rifle takedown + -2 new front rifle xecutions
    - 1 new rear front takedown animation
    - 7 new front takedown animations
    - 4 new front grapple knockout animations
    - 2 new ground grapple knockouts
    - 4 new knife struggle knockouts
    - 1 new mount struggle reversal animation
    - 1 new ground grapple attack animation
    - 2 new takedowns for two handed weapons
    - 4 new takedowns for pistols
    - New choking animations
    [Showcase For New Animations]

    - Running executions from right and left can be performed with knife
    - You can perform execution from left with a knife
    - Alternative knife execution for knife and machete
    - 2 alternative grapple knockout animations for front and 1 for back
    - Grapple knockout animation can be performed as takedown animations
    - Restored unused GTA V melee combat animations for fists, machete, and knife [Showcase]
    - 3 new unused knife combo animations [Showcase]
    - New alternative knife dodge animations [Showcase]
    - New struggle knockout animation for bs_micah_finale while using a knife [Showcase]
    - 10 New brawling animations that can be activated by pressing[T] while brawling [Showcase]
    - New grapple fail animations for front grapples
    - 2 extra unarmed counter attack animations (1 for left and behind, 1 one for rightside)
    - New punch animation that can be performed while too close to an enemy
    - New unarmed takedown animation to be used on seated enemies (Approach them from left or right) [Showcase]
    - 2 new pistol animations for both pistol grapple knockouts and executions.  [Showcase Pistol Animations]
    - You can execute enemies while in non combat stance by pressing Left Mouse click or R2 instantly [Showcase]
    - 3 new takedown animations for rifle and pistol. (2 for rifle, one for pistol) [Showcase]
    - 3 extra knife counter attack animations (1 for left and behind, 2 for right side) [Showcase]
    - 3 new knife takedown fail animations (2 for front one for back) [Showcase 1 | Showcase 2]
    - Knife wall execution will work just like rifle and pistol wall
    executions(While near a wall press F or Left Mouse click. Then either
    press F to knockout or left mouse click to execute)
    - New running executions for hatchet and machete (Left, Right, Back, Front) [Showcase | Showcase 2]

    [Brawling Style Changes]
    - BS_MICAH_FINALE can dodge while holding a knife and can perform BS_PLAYER_FINALE animations.
    - BS_MICAH_FINALE has alternative grapple throw animations
    - BS_MICAH_FINALE front grapple knockout punches has sound now.
    - All brawling styles can perform armed grapples.
    - BS_PLAYER_FINALE can perform all the counter attack moves Micah do to enemies now. [Showcase]
    - Alternative grapple throw animations for BS_MICAH_FINALE [Showcase]
    - BS_PLAYER_WINTER1 has all more counter attacks and now able to perform grapple attacks
    - BS_BRUISER special counter attack animation now can be performed regardless of the brawling style
    - Changed BS_BRUISER's grapple entry animation to fix an animation issue
    - Added all of the counter attack animations to BS_BRUISER
    - Back grapple from front and wall grapple sequence now can be performed in BS_PLAYER (No need to change your brawling style to use these moves.) [Showcase]
    - You can subdue enemies from behind regardless of your brawling style
    - BS_PLAYER_WINTER1's grapple throws can be performed with every weapon
    - 4 Extra new parry attacks for BS_MICAH_FINALE [Showcase]

    [Bar Brawls]
    - Now you'll be able to start bar brawls in Valentine and Rhodes saloon. Just go and attack someone and everyone will start to attack each other. [Showcase]
    - You'll be able to perform more environmental finisher on different objects that you couldn't before like some barrels, tables, windows and railings. (For example, you can perform window throw animations near every window inside Valentine Saloon) [Showcase]
    - AI will be able to perform environmental finishers [Showcase]

    [AI Enhancements and Other Enhancements]
    - AI can execute front/back armed executions and grapple or tackle during close combat.
    - AI may grapple/tackle in melee if you're not blocking.
    - AI can perform grapple attack blocks.
    - AI can perform grapple reversals.
    - AI can perform lead in.
    - AI is set to attack you from behind when you're fighting with multiple enemies.
    - AI will be able to tackle you from behind instead of always grappling you.
    - AI can perform knife combos.
    - AI and player can counter armed executions (NPCs mostly counter it if they're using a melee weapon) [Showcase]
    - AI will be able to perform environmental finishers [Showcase]
    - AI can perform armed executions on from behind.(If you don't like it download the alternative version which this function is disabled from the optional files section) [Showcase]
    - All brawling styles can be dazed in a fight.
    - AI can subdue you.
    - AI will be able to dodge into all directions Left, Right and Back. This will allow them to perform more counter attack animations.
    - They can also duck instead of stepping back to counter.
    - When you try to grapple, they can initiate front grapple challenge. If you don't escape, you'll be grappled.
    - When AI performs GTA V counter attacks on you, you'll ragdoll.

    [Environmental Attacks]
    - You'll be able to perform more environmental finisher on different objects that you couldn't before like some barrels, tables, windows and railings. More of it will be added in the next updates(For example every window inside Valentine Saloon) [Showcase]
    - If an NPC is leaning against a wall, crouch and perform a takedown to trigger a head slam finisher.

    [First Person Melee Combat]
    - Every melee move that was disabled for first person mode now can be performed in first person mode.

    [Camera]
    - Added cameras for struggle intro, struggle outro and struggle mount reversal.
    - Removed camera movements (For example, table smash animations camera movements are removed and struggle knockout)

    [Bug fixes that was in the base game and other stuff]
    - Fixed front choke knockout ending with a regular choke.
    - New pain sounds added to various melee moves.
    - Adjusted animation blend speeds.
    - Enhanced blood particle size and visibility.
    - Fixed armed ground grapples not working properly with guns.
    - BS_MICAH_FINALE is able to dodge while holding a knife now.
    - The texts you'll see when you change your brawling style will look better now.
    - New camera movements are added for mount grapple struggle intro and outro.
    - Controller users can perform kick with RB while in melee fight.
    - You'll be able to start dragging enemies with whatever brawling style you're using. This is done to make this mod and Drag NPCs work better together.
    - Certain features like new takedowns, reversals, struggle exit etc won't work in certain missions.
    - Fixed the problem that caused players not to be able to subdue the NPCs from behind.
    - Fixed the issue that caused player to go into T pose when grappling NPC with a machete from behind.
    - There won't be choke button when you're grappling a NPCs with machete anymore.
    - Wall grapple sequence now kills the enemy. [Showcase]
    - Micah's tackle knockout now kills the enemy and has blood effects. [Showcase]

    [New Configs & Abilities]
    - Enable dragging intimidated peds via .ini.
    - Change back grapple (hostage) movement style in the same file.
    - Removed NoTexts folder; toggle prompts and voice lines from .ini.
    - Disable kick function on controllers from .ini.
    - Added tougher AI file: "MCD_AI_DEFAULT_TOUGHER" — values are nearly 2x harder.
    - This data is currently used for BS_AI, but you can create and apply your own by editing pedbrawlingstyle.meta.
    - Optional files folder includes these tougher AI files for easy install.
    - MAX_DISTANCE added to config file. If you set value high, you can perform scripted melee moves from more far away.




                                                                                                                               ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
                                                                                                                                    [Credits]

                      
    These are the people I’d like to thank for their efforts in assisting and offering support throughout the process of developing these mods.

                            ModiFiver - He is always willing to help me with file editing and helped figure out how to edit these files.
                                    TuffyTown - His open sourced mods helped me to understand scripting and he also help
    Ked - He also assisted me with scripting, especially when I was new to scripting.
    PixieV - Showed me how to trigger speech lines.
    People that suggested new ideas and reported bugs.

                        Also other people I can't name, but helped or offered support when I needed help in RDR2Mods Discord server.  
     

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

                                                                                                  [DONATIONS]

    These mods take a lot of time to develop and test to make sure that every function is working properly. So, I'd appreciate donations if you would like to support what I do.

    Here's my Patreon if you want to support me.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------                                                                                            [INSTALLATION]


    - Always make sure to have latest versions of both Lenny's Mod Loader and Alexander Blade's Script Hook

    - Drop Enhanced Brawling.asi and EnhancedBrawling.ini to your Red Dead Redemption 2 folder.
    - Drop "Enhanced Brawling" folder inside of "lml" folder to your own lml folder.  
    [CONTROLS]

    Numpad1 / F1 = bs_player
    Numpad2  / F2 = bs_player_winter1
    Numpad3 / F3 = bs_bruiser
    Numpad4 / F7 = bs_micah_finale
    Numpad5 / F8 = bs_player_finale
    Numpad6 / F9 = bs_mixed
    Numpad8 / F11 = Struggle challenge
    Numpad0 / Z = (Resets grapple animations if you're stuck or can't grapple anyone)

    Right Mouse Click / Aim Button = Standing Grapple Switch
    N / Left D-PAD= (Subdue Animations and Grapple Sequences)
    G / RB= Kick [Combo]
    Up Arrow  / RB= Kick to the chest
    Left Arrow / RB = Kick [No Ragdoll]
    Right Arrow / RB = Kick [Ragdoll]
    Down Arrow / RB = Kick to the leg
    Z = Trough drowning animation (This feaute doesn't work as it should, don't worry if it's not working in your game. I'll try to fix it later)
    Left Mouse Click / R2 = Shove NPCs (Run and press the button)
    X + WASD / RB+Directions = (Defenestration, window throw animations)



    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     














































    • 33,927 Downloads
    • 191551 Views
    • 9.44 MB File Size
    • 6 Comments
    14N001st
    Updated
  4. RedCallouts
    This callout pack currently has 4 callouts.

    Solve Murder 🕵️‍♂️ - A little murder scene where you have to listen to the story the peds tell you and investigate!
    Bandit Attack 🤠 - Defend the person in need of help and yourself from waves of gang attackers!
    Stolen Stagecoach 🐎 - The stagecoach was spotted by a local - Apprehend him!
    Horse Thief 🐎 - Track down the horseman and arrest him!




    Bugreports & Feedback
    can be submitted on my discord server https://discord.gg/utNranQJSr
     
     
    Installation
    Drag-and-drop the folder in your rdr2 main folder.


    © 2025 RedCallouts by Yasd. All rights reserved. Do not modify or share it without my consent.
    • 399 Downloads
    • 5012 Views
    • 112.25 kB File Size
    Yasd
    Updated
  5. 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.
    • 48,072 Downloads
    • 280403 Views
    • 23.82 MB File Size
    • 34 Comments
    Gunter Severloh
    Updated
  6. https://youtu.be/Jv2a0pAzII4
     
    Play Liar's Dice in Red Dead Redemption 2
     
    Two locations are available for play, from 5am-8pm in-game time:
    Wallace Station Aurora Basin (Epilogue only)  
    Each game starts with 3 players, with 5 dice for each player. Players can Raise, Call bluffs or Call spot-on bids during each turn. Playable as Arthur and John Marston.
     
     
    Known issues:
    Occasional seat adjustment animations (these are intermittent, the seated animation looping system is fairly complicated) Incorrect seat rotations after playing multiple games (this is usually corrected at the start of every round) Using "Model changer" mod to change the player model breaks this game (will work again after restarting the game)
    • 87 Downloads
    • 2739 Views
    • 805 kB File Size
    kazyllis
    Updated
  7. Now you can roam the plains accompanied by John Barry's famous and moving score. It fits the game so well!
     
    Just extract and install to the downloader file in LML.
    • 324 Downloads
    • 3783 Views
    • 2.93 GB File Size
    sibro7425
    Updated
  8. this may have some small issues, i dont know how to fix them
    i didnt try to make this look realistic or unrealistic, i just made it look how i like it, i dont know how to explain how it looks like just look at the images
    and some images are not the same as the release version because i made changes after
    this mod was only posted on rdr2mods.com if its on other sites its not posted by me
    this does not work with mods that use visualsettings.dat which is all graphic mods
    this mod includes my taa mod and sharper soft shadows which is on my discord
     
    here is the discord link https://discord.gg/NTbsJukAhT
    • 356 Downloads
    • 5230 Views
    • 21.1 kB File Size
    Eemeli2343
    Updated
  9. this mod makes taa less intense
    ---
    only use 1.0.2 if you play on 1080p or lower because the aliasing is very noticeable on 1.0.1 especcialy if taa is on medium
    ---
    CHANGELOGS:
    1.0.2: made taa more intense in static and in-motion (only use on 1080p or lower)
    1.0.1: reduced in-motion taa and distant taa. 28.12.2024 - like 30 minutes after release
    1.0.0: release. 28.12.2024
    ---
    taa high is better for sharpening than medium because medium will have weird sharp ghosting and will be very noticeable
    (1080p is very soft without sharpening) i recommend taa high, 1/3 taa sharpening because thats what i use (image with train tracks is 50% taa sharpening)
    if my mod is too flickery to you use another one on nexus like best taa mod
    ---
    https://discord.gg/NTbsJukAhT
    ---
    NOT COMPATIBLE WITH ANY GRAPHICS MOD!
    ---
    • 559 Downloads
    • 10656 Views
    • 59.26 kB File Size
    Eemeli2343
    Updated
  10. Dynamite, Machete, Bow, Incendiary, Explosive Ammo and more! Forget realism for a while and have fun!

    This is a script file made by me to randomize most NPC weapons and ammo; idk I just wanted the gameplay to be chaotic 😄  Guns can range within Pistols, Repeaters, Melee, Shotgun, Rifles, Sniper Rifles and Throwables. Peds cannot equip online weapons so those are not included. This is my very first mod in RDR2, and it took quite a while for me to get used to it, so if anyone faces issues during gameplay let me know. READ the BUGS section below!

    Installation - Put both files in RDR2 Root directory, that is the folder where you have RDR2.exe. Press F2 to start. You can change the hotkey by editing the key number Randomizer_Config.ini.
    Requirements - ScriptHookRDR2 V2.

    BUGS -
     
    1)I haven't thoroughly tested the mod, but since this mod tries to swap almost all weapons, it is possible some weapons will be unlocked for you early (if you just started the game and picked up one of the enemy weapons).
     
    2)Also, some weapons which are acquired via certain missions might get glitched, so in those cases its preferrable to disable the mod, die and restart the mission.
    ...or just use a Trainer to get the gun 🙂
     
    3)Since enemies can use Incendiary and Dynamite ammo, ally peds can easily die from it! I tried to counter it by increasing Ally peds' health, but it might not be enough and you might mission fail occasionally. So be careful and aim quick!!
     
    CREDITS - The Brilliant people from the Modding discord server who assisted me in creating the mod! Big thank you to PixieV, Transflux, Tuffy, Timmy_theBarbarian, Ked, and some more! (whose names I forgot D:)
    • 169 Downloads
    • 3640 Views
    • 123.82 kB File Size
    Legacy321
    Updated
  11. Feeling like the shotguns in the game don't quite have that "spaghetti western" punch? Well, now your double barrel will kick like a mule...or rather a team of mules. This mod cranks the knockback from the double barrel to insane levels. Send those NPCs flying!
     
    Video Preview: 
     
     
    NOTE: This mod was created using files from Red Dead Offline, just because I couldn't figure out another way to do it. I modified the weapons.ymt file from Red Dead Offline but the mod will only activate that one specific file. The rest of the Red Dead Offline files that are included in this package don't actually activate. If anyone wants to show me how to remove all of the RDO stuff and have nothing other than a weapons.ymt file and an install.xml file in my mod that would be great.
    • 571 Downloads
    • 6032 Views
    • 9.62 MB File Size
    maxsideburn
    Updated
  12. Bu mod sayesinde "Mary Linton Joins The Gang" modundaki diyalogları Türkçe'ye çevirebilirsiniz!
    (Çeviri makine çeviridir.hatalar olabilir)

    Yapmanız gerekenler sadece indirdiğiniz Language.dat dosyasını Mary Linton Joins The Gang modundaki Mary_Linton klasörüne atıp Hedefteki Dosyayı Değiştir demek!

    Daha fazla bilgi için Discord Sunucumuz:
    https://discord.gg/qSgnGVggbF
    https://www.hilevecrack.com.tr
    • 75 Downloads
    • 2353 Views
    • 4 kB File Size
    EndoCryneTR
    Updated
  13. This mod adds gang outposts around the rdr2 map
    • 258 Downloads
    • 3227 Views
    • 7.54 kB File Size
    Sonnybhoy67d
    Updated
  14. Looking for the best ambient horse mod out there? This might just be the mod for you!

    Features
    -I've added a hundred ambient horses (most of which have custom textures) that will be ridden in towns, missions, be seen in pastures, and spawn in the wild so you don't get tired of seeing the same horses over and over again, I wanted to make them unique but still blend in with the environment well.

    - I added around fifteen draft horses of various breeds including Mules, Friesians with a model by bolju, Percherons and more.

    - Gave all stable and gang horses unique coats, although you can easily use others in their place, and I recommend doing so if you end up wanting to use a horse from a different mod as your own.

    - The stat cards will simply say "Horse" instead of displaying incorrect breed and coat color information.

    - Most NPC horses will now be gelded, while wild and some special horses will remain stallions. This is all optional and not included in the lightweight version

    - I have worked hard to try and make this mod as bug free of an experience as possible, and will continue to fix any bugs that get reported within reason.

    - Foals now spawn in the world in pastures and in the wild; rarely. You also won't see non-wild horses in the wild and there are special wild variants that look thinner and have unkempt manes, although these parts of the mod are completely optional.

    - A few of the horses in the mod will have heterochromia.

    - Removed the shine effect applied to horses, if for some reason you prefer the shine delete the "ShineFix" folder. Big thanks to KristianD3 for making this part of the mod, go check out some of the mods made by them.

    - I have bigger plans for the future of this mod, so as always: stay tuned

    How To Install
    - For all of the files in this mod, excluding the Individual Files (see the file description for more details), simply find the folder that has an install.xml inside of it and drop that folder along with all of its contents into your "LML" folder and the mod should be installed.

    Conflicts
    - There are a handful of horse mods that edit the base game Vanilla horse textures, some of which are utilized by this mod. This might result in some horses looking a little different than how they were intended to, but may also be completely fine in most cases.

    - The main version of this mod edits ambientpedmodelsets in order to spawn foals and make it so only wild horses will spawn in the wild. You can fix this conflict by either following the merge tutorial included with the mod, downloading the Lightweight version of the mod, or deleting ambientpedmodelsets.

    Bugs
    Known Bugs:
    - Any horses that are not typically available in the stables or given as a mission reward will revert to a bay when saved as your own. There is currently no way around this, if you wish to save a specific coat from an ambient horse you will need to download the individual file for said horse and replace a different horse with the coat you want

    - On very rare occasions, a man will be seen brushing the air. This can be fixed by removing the ambientpedmodelsets file, though foals will no longer spawn and non-wild horses will appear in the wild.

    - Clay Davies will occasionally mention the breed of the horse you sell to him.

    -The final horseman challenge cannot be completed if you have the ambientpedmodelsets installed. This, as well as some redundant compendium entries can be fixed using an optional file for the mod provided by lexo1000.

    -This is significantly larger than any other mod I've made so there's bound to be some errors, if you find any: let me know. Do try to make sure that you are able to replicate any bugs you find and ensure that it isn't due to another mod, otherwise, I appreciate any constructive feedback.

    Fixed Bugs:
    - Fixed a foal being ridden during "No, No, and Thrice No" as well as the one being used by Pinkertons in Blackwater. Also fixed a random encounter not appearing that previously involved a foal
    -Fixed horses appearing invisible in the intro to "My Last Boy"
    -A horse no longer appears without a saddle in the cutscene for "An Honest Day's Labors"
    -Gave Hamish's leg back to Buell
    -There was an issue in earlier versions of the mod where placing your saddle onto a foal would corrupt your save file, this issue is fixed now as of the latest version
    -Fixed a vanilla bug with "We Loved Once and True II" where a random placeholder horse would appear in the background

    Version History
    Version 1.01: Removed shine from the horses and fixed a Vanilla issue with Arthur's Horse's tail being white
    Version 1.02: Reworked foals to fix a few bugs with them, they now spawn in pastures rarely.
    Version 1.03: Reworked various coats that didn't look good enough; removed three for similar reasons, removed shine from two horses that still had it, and reworked wild horses to stop as many non-wild horses from spawning in the wild and vice versa.
    Version 1.03.13: Fixed an issue with invisible horses in the intro to "My Last Boy"
    Version 1.03.2: Improved a few coats I was unsatisfied with.
    Version 1.03.21: I realized Arthur calls the White Arabian 'the white one' in a mission so changed the horse to reflect that, and fixed a few other horse textures I wasn't satisfied with.
    Version 1.03.22: Fixed pruning effect caused by the shine removal and made some of the horse textures higher quality. Version 1.03.221: I've integrated "My Last Boy Horse Error Fix" so Eagle Flies and Rains Fall now use their own horses during My Last Boy, make sure you do not have that mod installed. Also updated Rachel
    Version 1.03.222: No longer conflicts with mods that edit metapeds or ones that use horses from Red Dead Online
    Version 1.03.23: Gave all male horses the anatomically correct colored parts
    Version 1.03.231: Added heterochromia courtesy of KristianD3 and improved the Mahogany Bay texture a little more
    Version 1.03.232: Fixed eyelid color for horses and updated tutorial
    Version 1.03.233: Added chestnuts to a bunch of horses
    Version 1.03.2331: The Lightweight version of the mod now gets rid of textures that aren't absolutely necessary as well as ambientpedmodelsets to reduce the filesize. This comes at the expense of some textures being left as they are in vanilla and foals not spawning as well as non-wild horses spawning in the wild but allows it to be compatible with pretty much every mod and reduces the filesize
    Version 1.03.2332: Optimized the mod to significantly reduce filesize and fixed a bug where a horse would be seen without a saddle in "An Honest Day's Labors"
    Version 1.03.2333: Further optimized the mod to significantly reduce the filesize
    Version 1.03.234: Optimized the mod even more: the total file size started out today at 80mb and is now down to 39mb with no content being removed. I also improved some of the horses
    Version 1.03.2341: Improved quite a few horses, fixed a few bugs, and optimized the mod a little more
    Version 1.03.2342: Added more breeds and improved the mod
    Version 1.03.2343: Improved some of the horses in the mod
    Version 1.03.2344: Incorporated my saddle fixes mod, improved various horses in the mod, and created a new brown eye texture
    Version 1.03.2345: Reworked how part of the mod was done to significantly increase performance
    Version 1.03.2346: Incorporated my geldings mod so now most male horses from this mod that aren’t wild will be gelded (optional)
    Version 1.03.2347: Various fixes and improvements
    Version 1.03.2348: Made the horses at the Tumbleweed stable all unique, fixed a vanilla issue with the sheath model, changed the face marking on two horses, fixed a few stray pixels on most horses, and updated two of the ambient horses
    Version 1.03.235: Changed the Grey Overo paint's texture to be one that is less pixelated, added proper color detailing to some of the horse's posterior areas, cleaned up a texture in the mod and changed the hoof color of the palomino paint; also removed the overo chestnut mustang from the wild horse pool
    Version 1.03.2351: Minor bug fixes and improvements
    Version 1.03.2352: Optimizations and improvements
    Version 1.03.2353: Dehashed all of the files in the main mod, renamed a few of the files, fixed the Individual Files, changed it so the sheaths no longer edit vanilla assets, added more text edits for an overall smoother experience and separated the mules from the draft horses.
    Version 1.03.23531: Fixed an issue where your save could get corrupted if you placed your saddle onto a foal, and fixed a vanilla bug with "We Loved Once and True II"
    Version 1.03.23532: Fixed a major issue with the materials in the Individual Files, added some new face markings using textures that were previously unused, and improved some of the horses in the mod.
     
    These Mods are REQUIRED in order for this to work:
    - Scripthook RDR2 (Latest version)
     
    - Lenny's Mod Loader (Latest version)
     
    - Version.dll, or an Online Content Unlocker (Latest version)
     
    - It's not required, but I heavily recommend Horse Eye Draw Distance Fix!
    • 10,038 Downloads
    • 95946 Views
    • 53.54 MB File Size
    • 15 Comments
    goldenplaysterraria
    Updated
  15. OVERVIEW

    RageMenu is a single player ASI mod for Red Dead Redemption 2, built in C++ by Kapiushon and Isac. It is designed to provide useful essential features that enhance your gameplay experience without overcomplicating the menu with unnecessary options. RageMenu offers a familiar user interface .

    Please Also Note That RageMenu Was Designed To Work Independently. Compatibility With Other Mods Is Not Guaranteed, And Support Cannot Be Offered For Issues Caused By Other Mods.

    INSTALL

    RageMenu is installed just like any other mod, Place the "RageMenu.asi" file inside your rdr2 root (where rdr2.exe is located).
    RageMenu.asi also requires a hooking process like ScripthookRDR2 by alexzander blade.

    CONTROLS

    [KEYBOARD] 

    [ F5 ] - Open Menu ( Default)
    [Arrow Up] - Up
    [Arrow Down] - Down
    [Arrow Left] - Left
    [Arrow Right] - Right
    [Enter] - Select
    [Back] - Back

    [NUMPAD] 

    [Asterisk] - Open Menu (Default)
    [8] - Up
    [2] - Down
    [4] - Left
    [6] - Right
    [5] - Select
    [0] - Back

    [CONTROLLER] 

    [R1+Square] - Open Menu (Default)
    [Depad UP] - Up
    [Depad Down] - Down
    [Depad Left] - Left
    [Depad Right] - Right
    [X] - Select
    [Circle] - Back

    Discord

    Join our community for support, feature suggestions, bug reporting, or just to hang out! Our Discord server is the first place to hear about updates.  https://discord.gg/FMcy3Sxq6T

    Notes

    My Nexus Page is my main but I will still keep this page up to date.
    • 3,449 Downloads
    • 24789 Views
    • 444.2 kB File Size
    kapiushon86
    Updated
  16. --------------------------English--------------------------
    We, the Ko Games team, have worked to obtain an Arabic translation of Red Dead Redemption 2 that is suitable for players
    --------------------
    You need additional files:
    1-Lenny's Mod Loader : https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
    1-RDR 2 Asi Loader : https://www.rdr2mods.com/downloads/rdr2/tools/9-rdr-2-asi-loader/
    2-ScriptHookRDR2 : https://dev-c.com/rdr2/scripthookrdr2/
    --------------------
    Discord
    
    --------------------------بالعربية--------------------------
    لقد عملنا نحن فريق Ko Games من اجل الحصول على ترجمة بلغة العربية للعبة Red Dead Redemption 2 تكون مناسبة للاعبين
    --------------------
    تحتاج الى ملفات اضافية:
    1-Lenny's Mod Loader : https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
    1-RDR 2 Asi Loader : https://www.rdr2mods.com/downloads/rdr2/tools/9-rdr-2-asi-loader/
    2-ScriptHookRDR2 : https://dev-c.com/rdr2/scripthookrdr2/
    --------------------
    Discord
    • 11,704 Downloads
    • 38067 Views
    • 13.79 MB File Size
    • 1 Comments
    Ko Games
    Updated
  17. 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
     
    • 5,929 Downloads
    • 60410 Views
    • 45.72 MB File Size
    • 28 Comments
    alfabravozapa
    Updated
  18. What this mod does is pretty simple: it allows you to perform "grapple struggle reversals" in all grapple situation. In other words, it allows you to perform reversals even when you're not tried to be subdued.


    [How it works]

    As soon as you're grappled you'll see another that says "Reverse" prompt upside of "Break Free" button. This button will be half-filed and drain over time. If you don't act quickly or fail the button mashing mini game the button will turn red and your only option will be "Break Free". How this button reacts will change depending on your Hold Assist settings.


    CONTROLS                                                                               E or Triangle = Mash grapple button to reverse enemies grapple

    This feature will also be added to Enhanced Brawling later. When I add this to Enhanced Brawling, you won't need to download this individually.

                                                                                                                    [DONATIONS]

    These mods take a lot of time to develop and test to make sure that every function is working properly. So, I'd appreciate donations if you would like to support what I do.

    Here's my Patreon if you want to support me.
    
    • 1,388 Downloads
    • 15244 Views
    • 113.93 kB File Size
    14N001st
    Updated
  19. This mod is inspired by ultra-realistic "LiveLeak-style" gunshot reactions. Personally, I don’t enjoy such content, but I know there are some players who want a mod like this. So, I’ve done my best to recreate it authentically, drawing inspiration from LiveLeak footage.

    Features
    NPCs rarely stumble anymore. When an NPC is hit by a bullet, they often go into shock and collapse to the ground. The time NPCs stay on the ground after being hit but before getting up (if still alive) has been slightly increased. NPCs remain alive and responsive while on the ground if they still have health. Headshots cause NPCs to collapse instantly. The bullet impact force is minimal, so NPCs are no longer thrown back dramatically when hit. NPCs are less likely to clutch their wounds when hit while standing.

      For even greater realism, it is recommended to use PDO (Ped Damage Overhaul) in combination with this mod.

    IMPORTANT NOTE
    Throwing knives and pistols share the same ragdoll settings, meaning NPCs will stumble less when hit by throwing knives. As this mod only includes the physicstasks.ymt file to ensure maximum compatibility with other mods, I’m unable to address this limitation.

    INSTALLATION
    Just copy the "Ultra Realistic Live Leak Ragdolls" folder to you "lml" folder. Make sure that this is the only active ragdoll mod.
    • 11,700 Downloads
    • 53803 Views
    • 81.67 kB File Size
    • 2 Comments
    AnymYo
    Updated
  20. A tool with a built-in mod manager that checks your LML folder for any conflicting mods that edit the same files. Now with an auto-merge tool!
     
    Now there is no need to manually search through your mod folders to check for conflicts! This simple tool will iterate through the mods in your LML folder and check for any duplicate file names. It will then list the files that are conflicting, the mods they are being edited by, and where they currently are in the load order.

    Version 1.4.0 out now with an ASI mod manager, a merge tool (BETA) and other major improvements! Please read the guide here before using the merge tool. I have released it in Beta as it is impossible for me to test merges across every single game file, so your feedback is always appreciated!

    There are two download options for LMCCT:

    LMCCT - Installer
    The tool must be installed before you can run it. LMCCT - Portable
    Download and run, no need for installation. You only need to download one or the other.

    I made the decision to move away from a single standalone .exe file due to issues with false positives on VirusTotal and older versions of Windows Defender, which is typically the case with standalone Python .exe files. The only difference is that LMCCT.exe must remain within the 'LML Mod Conflict Checker Tool' folder (where the lib and share folders are), just like a typical portable program. Alternatively you can just use the installer, which can also create Start Menu and Desktop shortcuts for you.

    If you find any bugs, be sure to report them to me. I have many more features planned for the future.
    • 4,472 Downloads
    • 22667 Views
    • 37.31 MB File Size
    • 1 Comments
    generatedmax
    Updated
  21. Replaces Arthur’s original holster, Gambler holster, Nuevo Paraiso holster and Upgraded holster. 


    To merge assets_drawable.ymt (WhyEm uses this file):

    1. Delete assets_drawable.ymt file from this mod
    2. Open assets_drawable.ymt file  from another mod with text editor (notepad)
    3. Press CTRL+F to open search window (search for the hashed names in the brackets if un-hashed names are not found)
    4. Search for player_zero_holster_cup_000 (0x737D98EF) and delete COMPONENT_HOLSTERS (0xDA59F244) text that is a few lines below it
    5. Search for player_zero_holster_cup_004 (0x6FC08772) and delete COMPONENT_HOLSTERS (0xDA59F244) text that is a few lines below it
    6. Search for player_zero_holster_cup_009 (0x4F26CFEA) and delete COMPONENT_HOLSTERS (0xDA59F244) text that is a few lines below it
    7. Search for player_zero_holster_cup_013 (0xB2CF8FAE) and delete COMPONENT_HOLSTERS (0xDA59F244) text that is a few lines below it
    8. Search for player_zero_holster_front_cup_000 (0xC8ECC9A2) and delete COMPONENT_HOLSTERSLEFT (0xFF123945) text that is a few lines below it
    9. Save the file







    Requires lml. To install extract inside lml folder.


    Version 1.1:
     
    -removed .asi script
    -added Gambler holster, Nuevo Paraiso holster and Upgraded holster
    • 1,109 Downloads
    • 14502 Views
    • 1.88 MB File Size
    • 1 Comments
    alfabravozapa
    Updated
  22. Description
    Hired Guns is a standalone version of the hired guns feature seen in my Bandit Hideouts mod, crossed and i created this
    mod using the Bandit Hideouts mod. We disabled a number of codes and scripts to enable this mod to work on its own.
         This mod isn't meant to be used with Bandit Hideouts as its already in Bandit Hideouts, rather its a mod to be used
    by those who are not using Bandit Hideouts, and want an upgraded version of the BodyGuard Spawner.
     
    Hired Guns can also be found on the Nexus: https://www.nexusmods.com/reddeadredemption2/mods/4663

    Features
    Hire a gunmen that will travel and protect you from animal predators and bandits in the world.

    Hire up to 9 gunmen at the following locations:
    Annesberg Gunsmith Armadillo Saloon Blackwater Saloon Tumbleweed Saloon Rhodes Saloon St.Denis Saloon Strawberry Hotel Valentine Saloon - Hire a random gunmen, or customize one, make it a male or female, change their outfits, and set what guns they will carry.
    - Hire and customize a character from the story.
    - Your gunmen will sit at your campfire when you setup a campfire and rest and recover.

    - 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.

    - Gunmen will automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat.
    - Revive your gunmen if they get shot and go down.
    - 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).

    - Set how much it cost to hire a gunmen in the ini default is $25 per gunmen.
    - Set the hired gun-men's health in the ini whether hes a tough fighter or easily wounded or killed.
    - Hired guns will spawn their own horse if you decide to mount up, or they will look around for a horse to ride.
    - Command your gunmen out loud using Arthur, and John's voice, or give them silent commands.
    - Command your gunmen individually, tell them to follow, stay, mount, wait for your signal and more.
    - 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.

    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.

    Commands menu
    You can also give commands to them through their command menu, Numpad 1-9 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)

    Known Issues
    - Gunmen may multiply with the same gunmen when you restart or load into a new game.
      (If this happens just create a new save on an empty slot).

    - The game may randomly crash if gunmen spawn their own horses, to prevent this set this setting in the ini to 1
          HIRED_GUNS_DONT_SPAWN_HORSE=0
       Doing so will force them to either ride with you, or locate any horses around to ride instead of spawning them.
      
    - You can command the first 3 gunmen with the numpad keys, but currently the other 2 gunmen if you hire 5 wont
    have menus to command accessed through the numpad keys, thats num 4 and 5, in general you can command them with prompts.
    ==============

    Customization
    All of the features in the mod can be customized by editing the Hired_Guns.ini file.
    Each setting in the ini has a description on what it does and how to enable/disable 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:
    Hired_Guns.asi Hired_Guns.ini Hired_Guns_CustomPeds.txt  to your RDR2 directory which can be found here:
    C:\SteamLibrary\steamapps\common\Red Dead Redemption 2

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

    Credits
    Crossed99 for his help, support, and patience in helping me create this standalone version of the Bandit Hideouts mod!

    Youtube Channel
    Gunter Severloh RDR2
    • 3,457 Downloads
    • 27512 Views
    • 2.11 MB File Size
    • 1 Comments
    Gunter Severloh
    Updated
  23. This mod gives your horse the ability to fly
     
    Note: This mod is mainly designed to be used with a controller and does not work well with keyboard and mouse.
    Controls are mostly the same as normal horse controls.

    Controls (Xbox controller)
    Press LS to start/stop flying  X to move up  B to move down  A to speed up  RB to slow down/stop  LS to turn left/right  RS (camera) to pitch up/dow  Press RS for super speed (really buggy)
    Controls (PS Controller)
     Press L3 to start/stop flying  Square to move up  Circle to move down  X to speed up  R1 to slow down/stop  L3 to turn left/right  R3 (camera) to pitch up/down  Press R3 for super speed (really buggy)  
    Controls (Keyboard/Mouse)
     O to start/stop flying  Shift to speed up  L CTRL to slow down/stop  Space to move up  Mouse (camera) to control direction
    Installation
    Install Scripthook RDR2 from Alexander Blade if you don't already have it
    Copy flying_horse_mod.asi into your RDR 2 installation directory

    Source code: https://github.com/gudmunduro/rdr2-flying-horse
    • 994 Downloads
    • 7436 Views
    • 148 kB File Size
    gudmunduro
    Updated
  24. While on a horse, to put a rifle on your back, press the holster key. To put the rifle on the horse, select Fist/Unarmed in the weapon wheel or Page Down key (Fist/Unarmed does not work in first person view). Alternatively, you can use custom keys for enabling and disabling holstering on a horse. The mod will not work correctly if weapon wheel screen effect is disabled. If you use my mod Disable Screen Effect open animpostfx and set line 9, 1114 and 1364 to false for this mod to work as intended.



    Version 1.1: -mod remade as asi file 
                         -horse holstering can now be enabled or disabled in-game

    Version 1.2: - horse holstering is now automatically switched to disabled when dismounting (to prevent teleporting of weapons)

    Version 1.3 : -fixed trainer teleport not working
                          -horse holstering is now always enabled when not on the horse
                          -weapons holstered on the horse are now always deselected (to prevent weapon duplication)
                          -added option to  equip horse and back holsters made by QwardNaffle
                          -added another key that directly holsters rifle on the back (alternative to pressing forward key and than holster key
                          -added option to remove weapon wheel screen effect (if you use my mod Disable Screen Effect open animpostfx and set line 9, 1114 and 1364 to false for this mod to work as intended)
     
    Version 1.4 : -if using custom keys, the saddle can now be put back on the horse
                           -if not using custom keys, you do not have to push the move forward key anymore to disable holstering on a horse
                           -removed holster keys
     
     
    Version 1.5: -fixed mod not working correctly in first person
                         -weapon deselection now only occurs when dismounting
     
    Version 1.6: -brought back keys for holstering (Page Up and Page Down)
                         -fixed disappearing weapons when dismounting 
     
    Version 1.7: -removed "konc" message
                         -custom keys are now disabled by default
     
     
     
    Disable Rifle Left and Rifle Back Bow Left Version 1.1:

    -picked up weapons will now be transferred to the back back slot after they are holstered
     
     
     

    Holsters made by QwardNaffle:

    Holster bugs:   -game will crash if you load a save
                              -if you remove a saddle and than immediately put it back on the same horse the game will crash

    Holsters can be put both on the player and the horse. Player back holster will not disappear when un-holstering a weapon like in the original mod.                     
     

    To use the holsters:

    -you need Online Content Unlocker or version.dll file
    -download Rifle Holster mod made by QwardNaffle
    -choose any holster variant 
    -rename         w_repeater_strap01.ydr          to           mp005_s_cn_1800_1899_gd_lo.ydr            for the player back holster
    -rename         w_repeater_strap01.ydr          to           mp005_s_cn_1700_nyt.ydr                          for the horse
    -put both files inside stream folder or original Rifle Holster mod place  Example: Red Dead Redemption 2\lml\Rifle Holster Arthur\RifleHolster
    -enable holsters in the DisableHorseHolstering.ini
     
     
                         
     
                         
    • 11,256 Downloads
    • 73572 Views
    • 2.58 MB File Size
    alfabravozapa
    Updated
  25. Updated 10/28/2024
    This tutorial contains basic explanations, examples, a (mostly) translated version of physicstasks.ymt, a (mostly) translated version of weapons.ymt, templates for Euphoria messages and parameters, all messages as Notepad++ snippets and a mod template for LML!
    Everything you need to know to create your own Euphoria mod for RDR2 and GTA5!
    Simply download the .zip file, open it, and click on installation.pdf to get started!
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    AnymYo
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