379 files
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Overview
I made this simple plugin for RAGE Hook that let's you toggle slow motion and push Arthur in the direction your camera is looking at. Customize the ragdoll force in the INI file. By default it also activates slow motion on push.
REQUIRES: https://ragepluginhook.net
Instructions
Copy the .DLL and .INI file into /C#Plugins/ folder.
Open the RAGE console in game and type LoadPlugin DLT_Slow_Motion.dll or enable it to load on start up.
See the INI file for settings.
Info
SlowMotion = Default key 'C' on keyboard and R3 on controller or 'Look Back' action
Ragdoll = Default key 'E' on keyboard and Y on controller or 'Interact' action
There's also an option to disable either Ragdoll or Slow Motion if you don't want to use both.
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Develop modifications for Red Dead Redemption 2 in your favorite .NET language such as C#! Get it over at http://ragepluginhook.net/Downloads.aspx
What is RAGE Plugin Hook
RAGE Plugin Hook, as the name suggests, hooks into RAGE engine (Rockstar Advanced Game Engine) based games and allows developers to write plugins for the games in C#, VB.NET or any other .NET language.
That was the original idea behind the name. We started working on RAGE Plugin Hook before GTA V was released, and the original internal hook was made for Max Payne 3 as it was the closest thing we had to GTA V to prepare.
But when GTA V came out, the engine had changed quite a lot, and more importantly, GTA V was 64-bit, while Max Payne 3 was 32-bit. And at the time, we decided to scrap the Max Payne 3 part, and focus on just GTA V, with the hopes that in the future, we’d be able to support multiple games as originally intended.
Well, that time has now come, and a preliminary version of RAGE Plugin Hook is now available for Red Dead Redemption 2.
We also have some stuff to announce about Max Payne 3 at some point in the future 😉
Using RAGE Plugin Hook for non-developers
To use RAGE Plugin Hook. Extract the contents of the downloaded .zip directly into your game folder.
Plugins are installed into the “C#Plugins” folder.
Then launch RAGEPluginHook.exe. On the first run, you can choose whether to load all plugins, specific plugins, or none.
Once the game has fully loaded with RAGE Plugin Hook, you can press F5 (by default) to open the console. Here you can type various commands, like SetTimeOfDay, SetWeather, TeleportToPosition, TeleportToWaypoint, etc. Use the LoadPlugin command to load plugins.
NOTE: If you plan on using the console or developing, we recommend running the game in borderless mode!
NOTE: There’s currently an issue where the game will crash if you attempt to load a save.
Developer Information
If you’re not a developer, you can stop reading now, unless you’re interested in technical and development stuff.
It’s been a lot of work making support for multiple games for RAGE Plugin Hook, and we actually started working on multi game support before Red Dead Redemption 2 was even announced for the PC.
It’s not been a “from scratch” kind of thing. We’ve had a massive API and backend that’s been so far tailored to GTA V, and it’s taken time to make this release possible, as unlike when making a piece of software like RPH from scratch for one new game, we’ve had to comment out and modify a lot of the backend code just to get it running for a game it wasn’t originally intended for.
As such, the initial release is a simple native invocation hook (script hook, if you will), but with a few extras, like the vector classes, MathHelper class, etc. and a temporary API class called TempApi which contains a bunch of properties and methods to make things a little easier, until we can get the proper API up and running. There may also be certain console commands that don’t work at all, or error out for now.
The following types are available in the preliminary API:
Rage.TempApi
Rage.Attributes.PluginAttribute
Rage.GameFiber
Rage.Debug
Rage.Model
Rage.MathHelper
Rage.WeatherTypeIndex
Rage.WeaponHash
Rage.Vector2
Rage.Vector3
Rage.Quaternion
Rage.Rotator
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remake of Ultimate ragdoll mod but better and in C++ and until i figure out how tf to do ini stuff with c++ i will update this with working ini
CONTROLS : HARDCODED! (until i figure out ini)
W forward
A left
S backward
D right
Q up
Z down
R increase speed
F decrease speed
Basically it does this
KNOWN BUGS
cant go up while in a camp
PS
plz for the love of god work for other people, mod!
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A ragdoll mod that lets you toggle three ragdoll types, normal, drunk, and floppy, you can control the drunk ragdoll (all in cutscenes too) and you can also ragdoll the horse you are riding, there is a config.ini for custom controls.
Default Controls:
U on keyboard / (Hold A) + Down on DPad for normal ragdoll
I on keyboard / (Hold A) + Right on DPad for stagger/drunk ragdoll
O on keyboard / (Hold A) + Left on DPad for floppy ragdoll
[ or { on keyboard / (Hold A) + Up on Dpad for horse ragdoll
(Use movement keys/controls to move drunk ragdoll)
When ragdolled use the same controll again to go back to normal.
Note: You can change controls with config.ini
Installation: Download Alexander Blade's Scripthook here: http://www.dev-c.com/rdr2/scripthookrdr2/ if you haven't already
Then place "Simple ragdoll.asi" and "rconfig.ini" in your RDR2 directory (Mine is: C:\Program Files\Rockstar Games\Red Dead Redemption 2).
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🌟 QuickDraw Immersive V2.2 Update
Are you a Red Dead Redemption 2 fan and love mods that enhance immersion? Meet QuickDraw Immersive V2.2! Featuring insane weapon cheats, lightning-fast loot, a streamlined menu, and a new addition: the O'Driscolls gang now roaming the world of RDR2.
New:
Old:
🔧 About the mod:
This mod was created to provide a fully immersive experience, with weapon and gang cheats that bring more life to the world of RDR2. I'm constantly working on improving performance and fixing bugs.
⚙️ Main features of the mod:
QuickDraw: Press "X" for a quick draw.
Weapon cheats: Press "TAB" to perform weapon cheats.
Menu: Press "F7" to access cheats and other options, to exit the menu just go back all the way by pressing "Backspace".
New gangs: You can now find the O'Driscolls gang roaming the map.
✨ Recent improvements:
The mod no longer activates during missions!
Quickdraw has been improved from 4ms to 2ms.
Gun tricks have been improved from 9ms to 5ms.
Added a function to delete stationary peds!
Known bugs are being fixed continuously. Check the menu to see what has been updated!
All mods within "QuickDraw Immersive V2.2" will have their own separate versions in the future in case you want to have specific mechanics of the mod.
Many thanks to everyone for supporting this project.
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My mod is designed to bring more immersion to Red Dead Redemption 2, giving you that authentic Wild West feel. With this mod, you can have fun creating quickdraw scenes or performing Gun Tricks. You can also change the weather, time of day, and more as updates come in. I'm currently developing this mod to raise money to study programming and learn more about modding. However, by supporting me on Patreon, you'll unlock new features of the mod and gain the ability to help decide what gets added in future releases!
Support my work: Click here!
To inspect the weapon, hold down "TAB"!
To use QuickDraw, press the "X" key.
To use Gun Tricks, press "TAB" once.
To open the menu, press "F5" and "RB".
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Quick Draw
Quickly draw and fire your gun with one keypress
"You know what they are going to call you? The fastest gun in the South."
-Dr. King Schultz
Features:
Press X to perform a quick draw
Hold LMB to perform a quick draw
Press Z to perform a quick draw into deadeye mode
Press F3 to enable/disable the mod
Fastest possible quick draws
Configurable keybinds
Installation:
Install ScriptHookV2 and an asi loader
Copy QuickDraw.asi and QuickDraw.ini to the game's main installation folder.
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This is a recreation of the rdr1 location Puerto Cuchillo (mexico) YOU NEED RAMPAGE TO USE THIS MAP
Esta es una recreacion de la localizacion de rdr1 Puerto Cuchillo (mexico) NECESITAS RAMPAGE PARA USAR ESTE MAPA
- 622 Downloads
- 9662 Views
- 9.39 kB File Size
- 1 Comments
Migbuild Xd in MapsUpdated -
Brings back those classic RDR1 locations and adds new life to those already in the game, making a more believable 1907 version of the map. Also includes that gritty, spaghetti western New Austin color scheme from the first game. All locations are complete with peds, increased rider density, and RDR1 accurate layouts with as much detail as possible.
Bolmin70 for his ped loader and bank interior script
Follow him on Patreon: https://www.patreon.com/bolmin
VideoTech for helping with the Armadillo YMAPS, and for allowing me to use a couple ARP files
SgtJoe for disabling the Cholera random events
AClassySliceOfToast for his Hennigan's Stead Camp and Manzanita Post Station
Blackjack Colver Voltaire for adding law to Armadillo
Removes the dark orange tint in New Austin and adds a few changes to the weather cycle
Note: The color scheme is tied to the weather effects (High pressure, Clouds, and Sleet). When fast traveling to New Austin or riding in on foot the weather will change seamlessly. Teleporting to New Austin with a trainer usually won't give the weather enough time to change. Ex. Teleporting from Ambarino to San Denis and it continues to snow.
Each new location has RDR1 accurate props/layouts, made from scratch using RDR2 assets only.
(Some photos were taken in older versions, a lot has been changed/added since then. See the full album here)
Drag both the "lml" folders and the "NA" folder into your main directory
AMJM Transport by Crossed99 https://www.nexusmods.com/reddeadredemption2/mods/896
Banking: The Old American Art by Bolmin70 https://www.nexusmods.com/reddeadredemption2/mods/228
Stagecoach Robberies by Shtivi https://www.nexusmods.com/reddeadredemption2/mods/869 Ambient Gang by Blackjacks420n https://www.nexusmods.com/reddeadredemption2/mods/822 -
Make animals poop. Including yourself if you are a species that can (transform using a trainer).
Press F10 (Sorry, hardcoded) to make target feel the need to poop.
If a ped is in your crosshairs, or being targeted/Locked onto, it will affect them, otherwise it will affect the player.
Aside from filling up the poop-o-meter, the script also stops them from everything else they were doing, drains every motivation that isn't pooping, and commands them to stand in place for a bit. I exempted the player from that, because it's annoying to be stuck in place if you miss a horse you wanted to make poop.
Limitations:
Can't poop in the same place twice in a row. Gotta leave a certain radius or something. Dogs don't seem to wanna poop in the rain It's not instant. The pooping triggers at a certain point in idle animations it seems. Despite my efforts, peds still sometimes get other ideas before or while the pooping triggers. Saw a dog make a trail of poop as he walked back to his resting place. When transforming into a Horse, sometimes you can't poop for a while. (Possibly when you turn from dog to horse) Dying fixes this.
Additional uses:
Stunlock Calm Horses for a bit (Having to poop is so relaxing) Calm fleeing people (But not people in combat) Get people out of vehicles/off horses
Requires ScriptHookRDR2DotNet-V2
The mod dll goes in the scripts folder within the RDR2 root – if you don't already have that folder, make it.
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This mod makes poison depletion work the same for knives and arrows by either restoring the pre-patch thrown poison knives behavior where they wouldn't deplete or by keeping the current poison knife behavior and changing poison arrows to deplete too.
In the vanilla game poison arrows can still be picked up unchanged after being used unlike knives which deplete instantly even after throwing them at the ground,
But if you don't throw the poison knife but instead use it as a melee weapon the poison never runs.so I'm not sure the devs went with realism in mind regarding poison mechanics .
Before the dlss update for me the poison knives didn't deplete and I doubt that after 3 years they would introduce this change intentionally only to the knives without changing melee and poison arrows too.
From what I've seen this change was also introduced on the console version back in 2019 without it being mentioned but somehow it didn't make it to the pc version until now.
I think the game never had a proper poison depletion mechanic so the recent change might be a bug caused by a typo in the weapons file or the poison arrows not depleting could be the bug.
Because I'm no longer sure which is the intended behavior(realism aside) now the mod has 2 different options.
-->How to Install
Choose your preferred version and drop it in your lml folder.
Or if you're already using a mod that edits weapons.ymt,open it with notepad/notepad++ and:
->for a more realistic experience that makes sense both poison arrows and knives deplete:
-search for <Name>AMMO_ARROW_POISON</Name>
-then go to <PickupHash>PICKUP_AMMO_SINGLE_ARROW_POISON</PickupHash>
-and replace it with <PickupHash>PICKUP_AMMO_SINGLE_ARROW</PickupHash>
->for the pre-patch poison knife behavior:
-search for <Name>AMMO_THROWING_KNIVES_POISON</Name>
-then go to <PickupHash>PICKUP_WEAPON_THROWN_THROWING_KNIVES</PickupHash>
-and replace it with <PickupHash>PICKUP_WEAPON_THROWN_THROWING_KNIVES_POISON</PickupHash>
-->Changelog:
-Repurposed the mod to fix depletion parity between poison weapons
-Added a version where both poison arrows and knives deplete
-The other version is now considered a pre-patch behavior restoration instead of a bug fix as I'm no longer sure if it is.
As a mod creator you're free to implement this change in your weapons mod.
Thanks to Bob Ross and LMS for the repaired weapons.ymt
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This is simply a reupload of my mod from Nexus. If you've already downloaded this from there, you don't need this version; it's the same. Only uploading to make installing using mod manager easier.
Overview
Red Dead Redemption 2 is supposed to have native support for PlayStation controllers and while it does, it's not perfect. Vibration doesn't work and if you use a different controller configuration on steam, you are back to Xbox button prompts. This mod simply replaces the Xbox icons in the game files with PlayStation icons, basically forcing the game to show the correct prompts.
Installation
Mod Manager
Click the download with mod manager button and enable it.
Manual
Simply copy the folder "lml" into your root directory. As long as you have Lenny's Mod Loader installed, it will already been set up and you just need to drag & drop it in. That's it.
*Either option both require Lenny's Mod Loader and Scipthook!!
Link to Lenny's Mod Loader
Link to Scripthook
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Pimp My Horse is a mod for Red Dead Redemption II that lets you personalize your horse with many different components as well as save and load your creations.
If upgrading from a previous version, always use the new pimpmyhorse.ini file.
Features
Change all components for your horse from saddles to stirrups Save your horse's current outfit Quickly load saved outfits Reset all your components Some convenience functions such as bonding with your horse, changing its gender, making it invincible etc.
Controls
Press F3 to open/close the menu (key can be changed in settings):
Up/Down to navigate the menu vertically. Left/Right to change item options. Enter to select. Backspace to go back.
Installation
All you need to do is drag the files into your game root folder - the one where RDR 2 is installed.
Pimp My Horse is loaded from the same folder and shares many of the same files as Lenny's Simple Trainer but works without it. When the game launches, you should hear a few beeping sounds, indicating that the mod is loaded. RDR Online is not supported for modding. Don't attempt to play Online with this mod. Remove all files from your game folder before playing Online.
Configuration
Open the pimpmyhorse.ini file (found in your game folder) in a text editor to configure the mod where you can:
Change the names of categories. Name your favourite clothing items to make finding them again easier. Manually edit/manage your saved outfits (although you can do this in the menu).
We are working on a Wiki page to document all of the clothing items.
To load any changes to the pimpmyhorse.ini file, use the "Reload Settings" feature in the menu.
Please don't upload or redistribute this mod, link here instead so that everyone has the most up to date version.
Thanks to @Sniper296 for the logo!
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All this mod does is replace the Legendary Animal Map with a Physical World Map. To obtain it
finish Hosea's Bear Hunting mission.
install:
Put the file into lml -> stream (Lenny's Mod Loader, If the "stream" folder isn't there create it.)
- 876 Downloads
- 21462 Views
- 12.83 MB File Size
- 3 Comments
KristianD3 in MapsUpdated -
This mod removes all limits from Photo Mode in RDR 2, meaning you can move your camera anywhere in the world without distance restrictions.
Installation
Put all files in your game root folder. When the game launches, you should hear a few beeping sounds, indicating that the files got loaded.
You can now move the camera around freely in photo mode with absolutely no limits. Nothing more, nothing less.
Please don't redistribute or upload elsewhere. Link here instead so that you get the most up to date version!
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Photo Mode Converter 🚀
This app allows you to convert local images from the game without having to upload them to Social Club.
Features:
An auto installer (one-click to run) Fast performance Lightweight Simple and easy to use
How to use it?
Download the setup file and run it. You can now access the app from Start Menu. Specify the folder where your local photos are stored (depends on the version: Steam, Launcher, ..) Click "Convert" and wait for a few seconds .
How does it work?
In essence, it repairs the broken* JPEG files generated from the game using Syping's Rage Photo Library. Kudus to him for building such library in the first place.
A must note is that this is the first version, and therefore, bugs are expected. Feel free to report them at Github.
- 1,899 Downloads
- 22848 Views
- 17.5 MB File Size
- 8 Comments
pointerboy in ToolsUpdated -
PhotoDeputy is a highly useful program that converts Rockstar's file format for Red Dead Redemption 2 into a usable image format, without any need to go through Rockstars' social club, it is also completely open source if you don't feel comfortable running the compiled executable, you can see the source here , github will always have latest version even if this page does not.
See Video Example Here
Features
- Browse image files in a selected folder
- Preview images with options to view in full size
- Convert images to different formats (JPEG, PNG)
- Automatic naming of files using there meta information [ex: Heartlands_2023-08-06-03-42-13.jpg] [version 1.1.0]
- View `meta` information [version 1.1.0]
Usage
- Launch the application.
- Use the "File" menu to select a folder containing images.
- They are usually found at `\Documents\Rockstar Games\Red Dead Redemption 2\Profiles\[YourProfileName]`
- Browse and preview images in the list box
- Click save button to convert individual photos can be saved as jpeg or png.
- Convert images in bulk using the "Convert Folder" option in the "File" menu.
- Right-click on file in the list to view its `meta` information [version 1.1.0]
You must first select a folder via the select folder option in the file menu then select convert folder
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Vanilla dirt decals on peds (dead or alive) vanish automatically in a couple of minutes, regardless of climate, and get washed away by rain.
This mod makes the dirt decals permanent, including on dead bodies, and disables rain.
To re-enable rain, delete the file \SACDirt\WeatherClimates.xml
Requires LML. Unpack in the LML folder, like any other LML mod.
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If u love to look at the landscapes in RDR2, this is your reshade
Video Showcase
Comparison On/Off
- 7,741 Downloads
- 51516 Views
- 1012.9 kB File Size
Reshade Guy in MiscUpdated -
This mod silences Arthur (he wont speak anymore).
Unfortunately this comes with prohibiting him of verbally interacting with NPCs (you wont be able to greet or threaten NPCs).
You can activate the mod by pressing F9.
See here for more information:
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Wasn't quite satisfied with the shrink/growing options in other mods, so I made this standalone to my liking.
Controls:
Comma to set the scale to use (An input field pops up). The only limit is 8 characters. Period to apply that scale to whoever you're aiming at, or who you're targeting/locked onto. (Oem) Question mark to apply it to yourself. (This one varies per keyboard. For my german Qwertz it's #, for US standard it should be ?).
Hardcoded, sorry.
I don't like how the oversized guns look when someone is shrunk. In the future I'd like to make it look like the guns shrunk with you (can't actually scale them, but SHENANIGANS should be able to produce something indistinguishable).
For now, I simply chose an arbitrary scale, 0.7, under which all weapons will be invisible while holstered.
Requires ScriptHookRDR2DotNet-V2
The mod dll goes in the scripts folder within the RDR2 root – if you don't already have that folder, make it.
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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:)
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This mod is a teamwork of @fitfondue and @HughJanus.
The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!
Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).
OVERVIEW
This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.
You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.
IMPORTANT KEYS (for toggling effects)
These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):
F9 - Toggling the mod on/off (the mod is enabled by default). F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States". F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions). F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.
FEATURES
Here is a quick overview of the most important features:
First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂
Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.
This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.
Light version:
NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.). When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss. NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.). There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time. NPCs burn alive for longer when set on fire. There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards). NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents. For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.
Standard version:
The same features as in the light version apply as well as the following additions: NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges). NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore). You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should). NPCs are less accurate shots and their accuracy declines along with their health. Arm and leg shots do less damage to NPCs. All NPCs can be disarmed (yes, even lawmen). Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.
Overhaul version:
The same features as in the standard version apply as well as the following additions: Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options. Cores will be fully drained after death. Additional 25% of money lost after death.
We hope that you have as much fun with this mod as we have creating and improving it!
INSTALLATION
Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/ Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is). If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents). In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences). Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go. Start the game and have fun! While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).
TWEAKING
In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.
There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).
Examples:
To turn off the bleeding feature: set BleedWhenDying to 0 To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0 To turn off the dying state features: set DyingStateChance to 0
If you want to disable a feature which is based on chance, just set the chance value to 0.
Examples:
To turn off the knocking the wind out of your opponents: set KnockbackChance to 0 To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0 To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0
There are also many other features that can be activated in the ini - here are some examples:
LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary) NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)
The ini is full of values for those wanting to experiment a little.
One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.
KNOWN "ISSUES" (they are not real issues)
The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you). When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.
The source code of Ped Damage Overhaul can be found here:
https://github.com/HJHughJanus/PedDamageOverhaulRDR2
If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.
C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:
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Every sheriff office (excluding those in new austin) has now a new blip inside called paycheck. When you come to it and you press the prompt, the timer starts. Then you can go on duty, enjoy the life of police officer and at the end of the day, get back to the police station go off duty and collect your paycheck. You earn $8 per ingame hour (2 real minutes), however this can be customized in the .ini file.
PS: and yes the blips disappear when you leave the office!