111 files
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Hello everyone!
Prolog
This Mod is bringing back some cineastic and diversified euphoria ragdoll shot reactions which R* did not consider necessary to implement since they think that the euphoria engine is a feature that "costs more time and money and players dont notice it"...
A really sad attitude and absolutely wrong in every way!!!!
The fact that youtubers these days making successfully videos about
ragdoll showcases from a game which was released 2010, speaks for itself...
When the most people talking about realism in Euphoria driven games, most of them actually mean "authentic" motions. And that was what Rockstar Games aimed for in GTA4, Red dead Redemption (2010) and MaxPayne 3. It wasnt realistic in a way that NPCs immediately fell lifeless to the ground after you shot them, but the motions the NPC was performing were really authentic, believable and movie-like for each genre the game was set in. Since GTA5 this feature is missed.
Cineastic Euphoria Ragdoll Rework (C.E.R.R)
This mod is inspired by the great and "evergreen" Red Dead Redemption from 2010 and other classic western movies!
Unfortunately its really hard to recreate this great shooting
experience from RDR1 by just watching videos and playing the game, thats
why I started studying the euphoria behaviours and parameters to create
something that maybe go in the "right direction" and would reach a kind
of the old R* standards of Euphoria ragdoll physics...
This mod is bringing you new and diversified gunshot reactions, for each weapon and also ammo type (revolver, pistol, shotgun, bow and so on)
NPCs behaving differently when shot depending on each weapon, ammo and hit zone!
I also implemented a range of random varieties to certain shot behaviors.
Some of the features:
- The reactions are inspired by the original Red Dead Redemption (2010) and classic western movies (Tombstone, A Fistful of Dollars, The Good, the Bad and the Ugly, and so on)
- All modded Euphoria tasks have been rebuilt from the ground up to match the motions
- All own created reactions containing those classic and "alive" looking authentic euphoria features like they were before GTA5 was released
- NPCs reacting longer to shots without collapsing
- Different hit zones with significant reactions (legs, neck, head, stomach, arms, torso)
- Almost each weapon and its ammo type has its own reactions (Normal ammo, express, splitpoint, different arrows, slug, fire ammo)
- NPCs start writhing in flames instead of simply falling down when you shoot them with a fire arrow
- NPCs stay active and more life like on the ground
- A Lowered stiffness to create more "fluid" motions to match that "satisfying" feeling, people know from GTA4, RDR1 and MP3
- And more!
Feel free to post your feedback in the comments/review section 🙂
I hope you enjoy the mod!
A special thanks goes to SyntheticOutlaw for giving me that great start into this kind of modding!
Please see Installation.txt for installation instructions!
This mod is 100% compatible to Red Dead Offline! -> Its really awesome. If you dont have it yet, I relly recommend to check it out!
This mod is also 100% compatible to PDO! (Go to the .ini and set "EuphoriaModInstalled = 1")
In case you want to make other mods compatible which are also using the weapons.ymt file, you will need to merge all changes from the other weapon.ymt (from the other mod) into the weapons.ymt file from C.E.R.R. There are a lot of euphoria related changes in the weapons.ymt file from C.E.R.R so its less work to use this file as a base. Each section which contains changes, is marked with a comment which contains "C.E.R.R REDONE". I also marked all explicit changes with a comment which contains "CERR" (without dots between the letters to make it easy to find). Ive done this only in the weapon section "Cattleman Revolver Single" but its a repeating pattern for all other weapon sections. Just keep all values marked in the "Cattleman Revolver Single" section also in all other weapon sections to keep the C.E.R.R adjustments properly.
Just download Notepad++ and download the "Compare" and the "XML Tools" plugin.
With these plugins, you can collapse all sections by pressing "ALT+0". This makes it easier to keep track of things.
All changes are done only in:
<CWeaponInfoBlob> -> <Infos> -> <Item type="CAmmoInfo"> and <Item type="CWeaponInfo">
By using the compare function, you can compare both files to see the differences and what to take over. After you did this, just copy the changes of the other mod to the weapons.ymt file from C.E.R.R.
I also warmly welcome any creator to make their mods compatible with C.E.R.R!
Have fun!
Other media:
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This is my edited Ist.ini file for Lenny's Simple Trainer !
I added everthing i have found here: www.mod-rdr.com/wiki/pages/ and everything what's added from other users there.
Whats inside the file:
- Full Charakters list
- Full Peds list
- Full Weapons list
- Full Horses list
- Full Vehicles list
- Many Teleport Locations (inclusive some "Out Of Map" - you should have at least a fly mod for proper use.)
- Many Actions (like drinking coffee)
Known issues:
- Because of RDR2 updates, the mod can cause unwanted behavior to the game, expect random crashes and or being stuck somehow
- Spawned legendarys will be not recognized as legendarys. You will get perfect pelts/skin only.
Installation:
- Install Lenny's Simple Trainer and everything mentioned there
- Drag the Ist.ini in your Red Dead Redemption 2 root folder
Credits: LMS for Lenny's Simple Trainer,
NetSSH for his actions list
- 87,772 Downloads
- 352303 Views
- 183.42 kB File Size
- 96 Comments
Aaskereija in MiscUpdated -
An .INI file for Lenny's Simple Trainer, Adds all of the actions, Guns and more Models.
Installation: Go into the Rockstar launcher, Goto settings then click on "Red Dead Redemption 2" Then click on the "OPEN" button next to "View Installation Folder" Once the folder opens drag and drop the file(s) into the folder and either start the game or click "Reload Settings" inside of the menu 🙂
DON'T REPOST ANYWHERE
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This mod makes the nights darker and more realistic. It also gets rid of the vignette effect.
There are 3 files.
Darker = Very dark (Like the screenshots)
Light = Slightly brighter
Lighter = Even more bright but still much darker than vanilla
Install:
Extract and place the 'dark_nights' folder into 'lml' folder.
Lenny's Mod Loader is required!
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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
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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!
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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. -
Experience true spaghetti western with this euphoria physics overhaul mod that recreates RDR 1's physics from the ground up and adds a bunch of new additions.
Ever since GTA 5 was released, the euphoria physics have been a major downgrade compared to games like MP3, GTA IV and RDR 1. RDR 2's euphoria physics have improved a ton, but it still feels very repetitive and rather boring.
(If you want to download older versions of W.E.R.O, you can get them in my discord server)
FEATURES:
• No Air Restriction when flying super fast during ragdoll & RDR 1 like falling gravity
• Every weapon and ammo type will affect differently on how the NPC will react (WEAPONS.YMT REQUIRED)
• RDR 1 Falling Reactions. Falling behaviors are fluid and flexible, allowing more variety
• RDR 1 like gunshot reactions. NPCs no longer stumble to the same direction and they spin when shot in the shoulder area. They also react dynamically and gunshot reactions are fluid
• RDR 1 Rolling Reactions. No more rigid movements!
• Advanced InjuredOnGround behaviour. The NPC will reach for the exact wound where they have been shot on instead of reaching for the stomach all the time
• More improved and diversified legshot reactions. NPC's will stumble or fall depending on the bullet/weapon (WEAPONS.YMT REQUIRED)
• Improved On Fire behaviors. NPCs stumble in agonizing pain
• Every single shotgun affects differently on how the NPC will react and the NPCs now spin more violently (WEAPONS.YMT REQUIRED)
• Improved behaviors when bailing out of a wagon
• RDR 1 like knockout reactions
• Improved the NPC reactions caused by arrows and added different behaviors to other arrow types (WEAPONS.YMT REQUIRED)
• Alternative versions! Want the deaths feeling more realistic? Want realism mixed with fun? I got you! Versions such as Instant Drop On Headshot and Fall To Knees On Death (or both combined) will give you exactly that!
• Improved explosion behaviors & distance of flight when near an explosion
Compatible with: Ped Damage Overhaul, Red Dead Offline, WhyEm's DLC, 1899 Firearms and All Shots Cause Bleedouts & basically any mod at this point (excluding mods that use physicstasks.ymt). WILL REQUIRE VERSION.DLL (Lenny's Asi Loader) AND W.E.R.O - AUTOMATIC COMPATIBILITY PATCH, if you have a mod conflicting with W.E.R.O's weapons.ymt file.
A massive thanks to LMS, Bolmin & Senexis for letting me use some of their Red Dead Offline files! Without them, i wouldn't be able to implement different reactions to every weapon and ammo type into this mod
Massive thanks to the following mod authors for letting me add compatibility to their mod/agreeing on a merge:
WickedHorseMan
WhyEm
Maverick
Also huge thanks to AnymYo for a lot of the discoveries made so that I can bring you the most advanced mod to date. A lot of struggle went through making and continuing to make this mod to fit your preferences and to give you more options, so if you like my mod, definitely consider endorsing and perhaps providing feedback and letting me know what you like the most about W.E.R.O. Thanks for downloading! This mod wouldn't be possible without you guys and AnymYo for helping me crack the file and unlock it's full potential! The amount of support you show to this mod definitely means a lot to me and pushes me to continue this project! Thanks again
If you want to, you can:
Join my DISCORD server to stay up to date with latest early update previews and more
Download my wero mod for GTA 5 as well: https://bit.ly/2QZNO6V
For realism, I recommend using the latest Ped Damage Overhaul mod that has added support for euphoria mods and i also recommend using All Shots Cause Bleedouts mod (or any other blood mod like BloodLust by WhyEm or Center Mass by walrus159). Make sure that the EuphoriaModInstalled value is set to 1 in PDO so you can have the best experience possible
and much much more that gives the game a more satisfying feel when killing enemies or falling and rolling
How to install this mod into your game
Just drag and drop the WERO folder in your LML folder. IF the mod doesn't work, make sure you have the latest ScriptHook, ASI Loader by Lenny and a properly installed LML. Make sure you don't have any other mods that have the physicstasks.ymt file.
REQUIRED: LENNY'S MOD LOADER & SCRIPT HOOK
Hope you enjoy this mod!
Thanks to all my Patreon supporters for participating in making this mod better and better:
Jack Fisher
Myles Brown
Catfish
Ole Kristian Tveit
AidenNapalm
Sloot.
Julien Lecleire
UAEXAE
Prodigii
Abizhey
Joe Ray
Roy Luo
NotBatman
joel Davey
Madoks Filek
Pokker-Gamer
El Morty
martin gustafsson
Fer Bueno
Ta'Quan Anthony
Miguel Lefebvre-Sabourin
Rex._.
Tim Tran
Jason Schaefer
Tristan Darden-Lawrence
Braylan
Stephen Killam
Abizhey
Like what I do?
Consider supporting me on Patreon!
- 69,923 Downloads
- 273451 Views
- 6.02 MB File Size
- 30 Comments
VolaticWolf in MiscUpdated -
FEATURES
Crimes
1. Minor crimes are disabled, lawmen now ignores you commiting minor crimes
2. Wilderness is now completely lawless, you can commit whatever crimes without getting wanted
3. Train robbery is no longer an instant wanted
Bounty Hunter
1. Reduced the chance for dogs to accompany bounty hunters
2. U.S Marshall (level 4) and Pinkerton Agent (level 5/max bounty) will now hunt you down once you incurred enough bounty
Witness
1. Witness Is now limited to 1. Once you stop them, there will be cooldown before another witness appear
2. Disabled witness in the wilderness
AI
1. Lawmen are much more skilled and competent
2. Pinkerton are no longer aimbots
3. Improved Saint Denis and Blackwater Police AI
4. Altered Gang behaviour, each gang now has different combat behaviour
5. NPC will no longer accuse you of following them
Dispatch
1. Respawning rider and wagon is now disabled, killing all lawmen will end pursuit
2. Completely reworked Saint Denis and Blackwater Dispatch. US Marshall (and Pinkertons in Saint Denis) will be dispatched in the final wave
3. Pinkertons now specifically uses elite horses
4. Wapiti Warriors will be dispatched in Ambarino and US Army will be dispatched in Cumberland Forest (Currently can only be seen by forcing wanted using Rampage)
5. Reduced the wanted circle size during initial and stage 1 wanted
Loadout and Health
1. Slightly Increased Lawmen health
2. Dispatched Lawmen carries rifles and shotgun
3. Pinkerton and US Marshall will carry pistol as their sidearms
4. Lawmen guns are always clean
5. NPC's carries different revolvers
6. Saint Denis and Blackwater police carry pistol as their sidearms
Project NA Compability [OPTIONAL]
1. Restores Law and Order to Armadillo
2. Rebalanced Armadillo Law, no respawning riders
TO INSTALL
put crime_law folder into LML Folder. requires Lenny Mod Loader to be installed.
If you wish to use Project NA compatible version, replace the dispatch.meta
Exclusive to rdr2mods.com & nexusmods.com. Any upload not on these sites is STOLEN and may contain viruses, be outdated and should be avoided.
Discord Server
If you have any question, feel free to join the discord server
https://discord.gg/Rhyz9445
Credit
Blackjack Colver Voltaire
GameRoll
Modifiver
Natsu
SgtJoe
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All items unlocked and purchasable
Now fully compatible with Red Dead Offline! Make sure this mod overrides Red Dead Offline and you'll be good to go. Without Red Dead Offline installed, certain Multiplayer weapons will not be unlocked for purchase, in addition to making me sad that you didn't install it. Get it here!
In this mod, changes are made to the catalog to allow you to buy and and all items without requirements. This is done by manually going through the catalog file and removing the restrictions put on the items that are locked, by adding them all to a custom menu at the Trapper.
In addition, this makes every item always purchasable at Tailors, Newspaper Boys, General Stores, Trappers, Doctors, Pearson and the Bait store. This means that you can unlock items from those stores whenever you want. Newspaper Boys, for example, always sell every single issue of their newspaper, Trappers allow you to purchase the outfit before having crafted all individual pieces, Pearson allows you craft without needing the Crafting Tools from the Ledger, Tailors allow you to purchase all outfits from anywhere, and more. This functionality is intentionally not made available when customizing guns, at stables and at various barber shops, including the Camp Shaving kit. This is to prevent serious bugs from happening.
This adds a custom menu to the Trappers around the world that allows you to buy any item. Adds multiple categories to the menu you can use. The mod adds a dedicated All Items Menu option in which all options are located. Some pages allow you to use Q and E to browse tabs within them. Please note that due to a limitation in the game, the tab indicated (the little circles) stop updating past a certain point, but the menus still work. Items that are normally not available for purchase have been given a purchase price of $0.01, while any item that already had a purchase price has been left untouched and will cost the same.
NEW! In addition to the new custom menu at Trappers, this mod also allows you to sell any item that's located in your satchel by selling them to a Fence. Think documents, key items, unique items, and more. All items that are not intended to be sold will not give you cash for selling them. Any item with an original selling price has been left untouched and will sell for the same everywhere.
IMPORTANT: Purchasing or selling items that are obviously not intended to be used in gameplay either by being cut or not intended to be purchased or sold may have lasting and unforeseen consequences on your save file. I have intentionally left everything in there so that you can have fun experiencing what would happen if you got or removed certain items early, et cetera, but this means there is a very real chance that progression using your save game may be permanently broken. If you are worried about purchasing or selling something that may break your game, do not buy items that are free, are sold for free, have missing text, or display anything weird.
BACK UP YOUR SAVE, YOU HAVE BEEN WARNED!
Installation
Back up your save. There is a very real possibility your save will become damaged by using certain options in the menu. Download and install Lenny's Mod Loader. Make sure it's beta 8 or higher. Extract the downloaded ZIP to the LML folder. Done! Your Red Dead Redemption folder should have a folder LML which contains the all_items_menu folder. Permissions and credits
Feel free to use this mod to learn how to edit the file yourself, but if you do please credit me if you learned something. I don't mind re-uploads of (parts of) this mod, but credits are appreciated. Do not just re-upload the file under any circumstances. Both this version and the one on Nexus will be the only official sources. Do not download the file from anywhere else.
Thanks to @LMS for helping with the creation of the mod. Without them, this mod wouldn't be possible.
Thanks to @bolmin for helping out with the Red Dead Offline mod.
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[REQUIRES LENNY MOD LOADER]
Gang Territories:
Lemoyne Raiders - Scarlett Meadows and Bayou NWA, can be seen driving wagon loaded with dynamite or gatling wagon Wapiti Warriors - Ambarino and the West Laramie - Big Valley and Heartlands O'Driscolls - Big Valley and Heartland, rarely appear inside Valentine Saloon. Can be seen driving wagons Del Lobos - New Austin and sometimes in Heartland U.S Army - Cumberland Forest and Grizzlies. Can be seen driving supply wagon or warwagon The Grays - Scarlett Meadows Murfree Broods - Roanoke Ridge Skinner Bros -Tall Trees Bronte Goons - Saint Denis Walton Gang - New Austin, may appear in Armadillo Saloon Bollard Twins - New Austin Williamson Gang - New Austin Treasure Hunters - New Austin Dutch Gang - Tall Trees and Great Plains Night Folks - Rarely across Bayou NWA
RDR Gang Addon:
Added the 5 gangs from the original RDRI Added RDR Bill, Javier and Dutch as new peds, both as NPC and Playable (Playable version has working deadeye and fixed reloading) RDR Bill can be spawned by spawning 'BILL_LEADER' for NPC, 'PC_BILL' for Playable on Rampage custom input RDR Dutch can be spawned by spawning 'DUTCH_LEADER' for NPC, 'PC_DUTCH' for Playable on Rampage custom input RDR Javier can be spawned by spawning 'JAVIER_BANDITO' for NPC, 'PC_JAVIER' for Playable on Rampage custom input Added new outfit variations for RDR Dutch, Bill, and Javier
New Gang Hideout:
Thieves Landing - Populated by Bollard Twins Twin Rocks - Populated by Walton Gang Pikes Basin - Populated by Bollard Twins (Requires Project NA) Removed Del Lobos from Twin Rocks and Thieves Landing (credit to SgtJoe for the script) Pleasance House - Populated by Walton Gang Colter - Populated by Outlaws (This will cause issue with Chapter 1, remove Colter.ymt when starting a new game)
Quality of Life Changes:
Gangs will attack any other gangs that cross their path Special ammo can now be looted from enemy gang and lawmen Increased Del Lobos loot value Added unique names for Laramie Gang, Bronte Goons, Wapiti Warriors, US Marshall, and Saint Denis & Blackwater Police Added Poachers from Online Female riders may rarely spawn Added African-American Gang which was originally mission exclusive NPC Added high-class NPC as Saint Denis stagecoach passengers Added stagecoaches around New Austin Enemy gang will attack you on sight [OPTIONAL] {REDACTED}
Compability:
More Perfect Animals John Marston Animation Overhaul, credit to Dick Hertz
To Install
Copy Ambient Gang - RDR Gang folder to lml
To install Compatible File, simply replace the conflicting file
To install New Gang Hideout, Copy the .ymt files to scenario folder, and copy the .asi script into script folder or the game directory
- 49,793 Downloads
- 179795 Views
- 538.66 kB File Size
- 18 Comments
Blackjack420 in MiscUpdated -
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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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!
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This mod replace Turkoman Horses in Story mode with :
Darkbay = Black
Silver = Grey
Gold = Chestnut
[INSTALL]
- Make sure you have latest version of LML ( Lenny's Mod Loader )
- Copy file(s) to "lml\stream" if u don't have it, Create new folder in your game root directory.
Change the name of the file if you want to replace it with other horse.
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Description
This mod brings you Max Payne 3-inspired, yet authentically tuned for a western-style, "exaggerated" shot and burning reactions. The shot reactions are written from scratch and shouldn't break the immersion of RDR2. It's actually a WIP update for C.E.R.R that I initially abandoned to revert to an earlier stage after the physicstasks hotreload tool was released. I've added some of the new C.E.R.R features that I'm working on for the upcoming update. Now it's a solid euphoria mod, created without experimentation, following the same pattern as seen in older Rockstar Games titles. No weapon customization via the weapons.ymt file and no updates planned.
A.R.E.P Main Preview:
A.R.E.P now caters to a broader range of ragdoll-related preferences by offering various versions to choose from, each focusing on specific aspects. Despite the different adjustments, each version retains the core elements that make for a satisfying ragdoll physics experience—exactly what I aim for with A.R.E.P and what we were accustomed to in older Rockstar Games titles.
- A.R.E.P 1.1:
This is the main version of A.R.E.P (1.1). Inspired by Max Payne 3 ragdolls, this version offers a ragdoll result adapted to the western genre. If you're looking for a balanced and immersive experience between balancing/collapsing, appropriately exaggerated shot reactions, and satisfying Euphoria physics, this is the version to choose. Headshots can result in a drop or sometimes in a "the brain isn't working so well anymore" reaction. Fire reactions are much more dramatic—NPCs either throw themselves to the ground or run away while burning.
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Alternative Versions:
These are alternative versions of A.R.E.P that were requested by the community.
### It is important to mention that, unfortunately, it is not possible to modify A.R.E.P 1.1 without altering the overall result in the game (even aspects, which shouldn't be affected)... Even adding a simple empty line in the physicstasks.ymt file or changing a comment somehow causes Euphoria-related aspects like stumbling/balancing and bullet force effects to slightly change. I have absolutely no idea why this happens, nor do I know how to fix it. Nevertheless, I have done my best to create a satisfying experience for all versions. ###
- Version A "A.R.E.P v.A (Less balance, faster drops)":
In this version, the Euphoria balance time and NPC stability have been reduced, causing NPCs to fall to the ground noticeably faster. As a result, their body weight feels heavier. Additionally, NPCs immediately drop upon receiving headshots. Those who enjoyed the vanilla Euphoria tuning of RDR2 but prefer a touch of "realism" in A.R.E.P, will love this version!
- Version B "A.R.E.P v.B (Drop Headshots)":
This version is like A.R.E.P Main, but with the difference that headshots make the NPC drop to the ground instantly. Changing the parameters slightly affected the balancing. It feels a bit altered due to the aforementioned phenomenon/bug.
- Version C "A.R.E.P v.C (Spaghetti Western incl. more stumbling)":
Many wanted more stable NPCs that stay in balancing mode for longer. This version has been adjusted in various aspects to achieve a higher chance to let NPCs stumble longer, especially when you rapidfire them. But even here, it was important to me to make it immersion-friendly, so I tried my best to adjust it this way. Overall, this version feels more like a 1960s spaghetti western.
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-> Installation:
Choose a version and copy the corresponding folder into your LML folder. For example the "A.R.E.P Main" Folder. Make sure the mod is active in Lenny's Mod Loader UI.
Important for troubleshooting:
- Be aware that you can only run one Euphoria/Ragdoll mod at a time.
- Custom settings in weapons.ymt (like custom impulses or associated Euphoria tuning sets) can affect A.R.E.P's Euphoria tuning, possibly in a negative way.
- If you use PDO, make sure you set "euphoriamodinstalled" to "1" in the .ini file.
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This enhances lights, sun, reflections, and many more things. Please leave suggestions for the mod in the comments. It is not finished and I will continue to work on it.
Installation: get lenny's mod loader
Then put the update folder in replace.
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DISCLAIMER: I TAKE NO CREDIT FOR THIS WHATSOEVER
The night sky in the early 1900s would be much denser than is portrayed by the stock version of the game. If you've ever been outside of a major city before, you'll know that Red Dead 2's star density is disappointing.
I took the dark nights mod by Alsharad and modified a few lines in each of the weather/w_ files in the timecycle folder. The results are great. I made a reddit thread about it. I got the initial values by someone on RDR2 Mods Discord. Again, I take no credit for this mod whatsoever, I am simply putting it out there.
The Milky Way strip is exaggerated for sure, and I'm not sure that there's anything that can be done about that. However, I feel it's overall worth it for the sake of the rest of the night sky.
If the screenshots don't demonstrate the difference clearly enough, I uploaded a video from when I only had the "High Pressure" weather file modified:
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Best TAA and Visual Effects is intended primarily for players who play the game with an upscale of 1.5, 1.75 or higher (in the game settings) Also works great using DSR and DLDSR technologies. Or use real 2k/4k monitors!
Big update v.1.6.0 Changes below:
✔️Reflections from water have been reworked (now objects are reflected more clearly: trees, hills, houses).
✔️Improved glare from water (especially at night).
✔️Improved SSDO screen space occlusion (SSAO).
✔️Other minor improvements.
✔️Still the same vanilla performance, without loss of FPS. 💪🏋💯
Big update v.1.5.0 Changes below:
✔️Added terrain tessellation.
✔️Improved water glare, foam and its physical behavior.
✔️Other small improvements.
Big update v.1.3.0 Changes below:
✔️Now the best volumetric reflections from clouds.
✔️Improved tessellation of water surface.
✔️Thanks to: Cazanu We now have an incredibly beautiful Milky Way constellation, which I included in this update. Now in the Wild West there are stunningly beautiful nights in 8k resolution!
✔️Improved the quality of all reflections from water and puddles.
✔️Water glare has been adjusted.
✔️Improved foam near the ocean shores.
Advantages:
✔️FPS + -absolutely the same as in the stock version of the game (But the difference is calasal)
✔️The mod is fully compatible with the mod: "Visual Redemption" https://www.razedmods.com/red-dead-redemption-ii by Razed. You should simply delete the "visualsettings.dat" file from the "Visual_Redemption" folder in your LML directory.
✔️This TAA fix is equal in quality to anti-aliasing: MSAA 2x. At the same time, it is much more productive!
✔️Higher rendering of objects at all distances in the game
✔️Trees now have more volume
✔️Higher terrain detail
✔️Very flexible TAA sharpening scale (If you want a less sharp image, you should decrease TAA sharpness)
✔️Better detail for pedestrians and animals
✔️People and horses now spawn at long distances
✔️Grass quality at all distances in the game has a clearer outline
Now you no longer need texture packs with high-poly objects that will cause frame rate drops when using a not-so- expensive graphics card, or have texture loading before your eyes! I also recommend you use my free ReShade Preset:
Through extensive testing and tweaking, I was able to increase the draw distance of objects, especially trees. Also the distance of the appearance of pedestrians, horses and other objects at a greater distance. If you're playing on PC, remember that people and animals used to be downloaded over long distances, with the latest Rockstar updates, this thing is broken. This add-on will help solve the problem.
Attention! This assembly is an early version and may have some bugs, treat it with understanding!
WARNING: 👇The screenshots use my own preset for ReShade: "Red Dead Vision", details on my server 👇
Subscribe to my Discord server: https://discord.gg/BbavTG7 to follow and stay updated!
Flaws:
❌Some people may find these settings too sharp (However, people who like a clear picture and know how to play with scaling will be delighted with the detail)
INSTALLATION METHOD:
unpack the entire contents of the archive into the"lml"folder.
WARNING: At the start of the game, you should have an option on the tab: "TAA Antialiasing"set to"High".
If you already have a file: "visualsettings.dat" in the LML package, then the mod may not work! Therefore, before installation, you need to delete the file with the same name.
Buddy, if you like these settings, leave your approval and your vote!
You can leave your wishes in the comments 🙂