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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
   (5 reviews)

1 Screenshot

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

  1. Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
  2. Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is).
  3. 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/
  4. 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).
  5. 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.
  6. 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).
  7. 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.
  8. 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.
  9. Start the game and have fun!
  10. 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:

 

Edited by HughJanus

What's New in Version 2.0 BETA 7   See changelog

Released

Changelog v2.0 BETA 7

 

  • Added an ini parameter to enable/disable the disarming of downed opponents
  • Added an ini parameter to disable the "longer bleedouts" feature in missions
  • Fixed a bug where NPCs in cover would sack down all of a sudden when using euphoria mods
  • Fixed a bug where health for npcs in vehicles would not be set correctly
  • Fixed a bug where health for "Other Story NPCs" would not be set correctly
  • Fixed a bug where damage multipliers would not be applied if they were set above 100%
  • Adjusted some values in case the ini is not found (due to not following the installation instructions, which is very common, it seems^^)
  • Like 34
  • Thanks 7

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  • User Feedback

    Recommended Comments



    HughJanus

    Posted

    @cactuscrazeHm weird. I put it on my list and will take a look at it as soon as I find the time. If I cant reproduce it, I will be back for more info.

    HughJanus

    Posted

    New beta, I tried to address the following problems:

    • NPCs sometimes did not bleed out when in spine paralysis
    • spine paralysis chance was applied inversely
    • BleedWhenShot was not working when certain other settings were set
    • weird behaviors on leg shots when NPCs were moving quickly

    Please check it out and give me some feedback.

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    ggNaisu

    Posted

    registered to thank you and also note that the newest beta ini has Playerinvincibility enabled if I see it correctly (PlayerInvincibility = 1)

    just something to keep in mind. Thank you for this great mod!

    SAC

    Posted

    12 hours ago, HughJanus said:

    New beta, I tried to address the following problems:

     

     

    Sounds great, looking forward to testing it

     

    Can I use my ini file from the previous beta? Or do I need to download the new ini (and re-change my settings)

     

    I have a lot of settings tweaked and I'd prefer to reuse the ini, if possible

     

    TY!

     

    HughJanus

    Posted

    @ggNaisu Yeah, its my testing ini. Since I always upload new builds here with almost no delay (between programming, simple test, upload), I never change my ini.

    @SAC You can use the old one 🙂

    • Thanks 1
    ShirAhn

    Posted

    I just tried the new version and run into the same problem:

    - any PED I hit instantly drops to the ground and lies still for 25seconds than dies.

    - this also happends if I laso them from a horse.

    - this also happends if I hit them in the leg/arm.

    SAC

    Posted (edited)

    @HughJanus

     

     

    • NPCs sometimes did not bleed out when in spine paralysis => seems fixed
    • spine paralysis chance was applied inversely => seems fixed (although I had one NPC not paralyzing while shot in the back, maybe I haven't shot the exact spine, let's call it an outlier)
    • BleedWhenShot was not working when certain other settings were set => not sure, pls see below

    - bleedwhenshot + bleedwhendying now seem to stack up, meaning they will bleed out very quickly when in a dying state (can probably be fixed / worked around by lowering the bleedwhendying probability)

    - I had NPCs with health = 2 suddenly stand up from a dying state, running away and never bleeding out

    - when shot without entering a dying state, sometimes they bleed out, sometimes they do not, I can't figure out a pattern

     

    I am attaching my ini, maybe I'm setting something wrong, or I have some conflicting settings

     

    PedDamageOverhaul.ini

     

    • weird behaviors on leg shots when NPCs were moving quickly => not sure what this means

     

    Stuff which is still not working:

     

    - although I am setting NPCHealth = 150, sometimes NPCs spawn with health = 75, sometimes with 150, seems random

    - AlwaysBleedoutLonger doesn't seem to have any influence, not sure what would be the intended effect (bleed out how much longer?)

    - mentioned above, sometimes NPCs animating in a dying state suddenly stand up, run away and never bleed out, just hide

     

     

    Edited by SAC
    HughJanus

    Posted

    New beta.

    @ShirAhn I just played 20min and could not reproduce what you are reporting. Could you please tell me which hooks, trainers and mods you are using and if you edited the ini?

    @SAC BleedWhenShot should now not stack with BleedWhenDying. AlwaysBleedoutLonger had hardcoded bleeding values, they are now a part of the ini, so you can set them yourself (just add them to you older ini: LongerBleedingChance, LongerBleedingValue).

    As for the NPCs getting up and those not bleeding, maybe it has something to do with the bleedout tasks (if an NPC executes any of those specified tasks, the script will not apply to them anymore -> the tasks are supposed to be visual bleedout tasks (so NPCs can run around bleeding and are not forced to the ground all the time), but it can very well be that some of the tasks are not). Please set all the tasks at the very bottom of the ini to 0 and check if it still happens.

    I have no clue why the health value does not work for all the NPCs, I will have to investigate further.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    • Thanks 1
    masisork1741

    Posted

    10 hours ago, HughJanus said:

    New beta.

    @ShirAhn I just played 20min and could not reproduce what you are reporting. Could you please tell me which hooks, trainers and mods you are using and if you edited the ini?

    @SAC BleedWhenShot should now not stack with BleedWhenDying. AlwaysBleedoutLonger had hardcoded bleeding values, they are now a part of the ini, so you can set them yourself (just add them to you older ini: LongerBleedingChance, LongerBleedingValue).

    As for the NPCs getting up and those not bleeding, maybe it has something to do with the bleedout tasks (if an NPC executes any of those specified tasks, the script will not apply to them anymore -> the tasks are supposed to be visual bleedout tasks (so NPCs can run around bleeding and are not forced to the ground all the time), but it can very well be that some of the tasks are not). Please set all the tasks at the very bottom of the ini to 0 and check if it still happens.

    I have no clue why the health value does not work for all the NPCs, I will have to investigate further.

    PedDamageOverhaul.ini 32.78 kB · 4 downloads PedDamageOverhaul.asi 352 kB · 6 downloads

    I noticed that when you shoot people in the limbs, they just sort of stand there for a minute, not moving, and then slowly fall down, like they freeze up.

    SAC

    Posted (edited)

    @HughJanus

     

    1. BleedWhenShot should now not stack with BleedWhenDying => seems to work correctly now

    2. LongerBleedingChance, LongerBleedingValue => these work fine, thanks

    3. Please set all the tasks at the very bottom of the ini to 0 and check if it still happens => seems to fix NPCs suddenly walking away and stopping bleeding, but I'll need to test more; anyway, so far so good

     

    However, I've found a confirmed bug which I believe needs fixing, because it blows away the "immersion": if the NPC is bleeding and the health reaches exactly DyingMovementThreshold, the bleeding stops indefinitely.

     

    Example, considering LongerBleedingValue = 2 and DyingMovementThreshold = 100

     

    - spawn NPC with health 150

    - shoot NPC in the leg, damage 20, remaining health 130

    - the NPC will start bleeding (correctly) until the health reaches 100 (DyingMovementThreshold), then it will stop bleeding for good (which is a bug)

     

    however

     

    - spawn NPC with health 150

    - shoot NPC in the leg, damage 21, remaining health 129

    - the NPC will start bleeding (correctly) until the health crosses < 100 (129 => 127 => .. => 101 => 99 < DyingMovementThreshold), then it will fall down (correctly) and start the dying bleedout until dead (correctly)

     

    I've tested it with LongerBleedingValue = 1 and it's confirmed, bleeding will stop at DyingMovementThreshold

     

    Anyway, good progress on fixes, thank you very much. Almost there, I think

     

    Edited by SAC
    ggNaisu

    Posted

    Quick question on ModEffectRange function.

    (ModEffectRange is a value which describes the number of NPCs which are affected by the mod)

    1. Does the value apply on the overall population if the NPC's in the world. example with it set to 100: there are 1000 NPCs in RDR2 but only 100 of them are PED damage overhaul'd?

    2. Or would it affect the 100 NPC's that are closest to you, most of the time even less because there are maybe 20-30 around you?

     

    How would it behave if I limit it to for example 50 NPC's and have a chase after me and I keep killing the NPC's that come after me. Will the 51th NPC be affected by the mod if I killed 50 NPC's already and they are lying around as corpses?

     

    Apologies if the questions seem uninformed but I have been thinking about it a lot because I like to limit the stress on my hardware as much as possible for FPS purposes

    Gintero

    Posted

    what would I have to change in the settings to get the same damage over longer distances? at close range, one shot in the torso knocks the opponent down and he does not get up anymore and I would like it to be the same at a greater distance, but unfortunately after hitting the opponent in the torso at a greater distance, it causes him to stand up and run away as if nothing happened (this is the case with weapons without a scope )

    Henk90

    Posted (edited)

    great but i disable it cause of eating way to much FPS when pressing F9 to enable it -.- 

    edit: i optimized my settings so it run between 67-74 fps with mod and ~90 fps without

    Edited by Henk90
    Gintero

    Posted

    I tested shots from a greater distance after uploading the last beta version and now sometimes they do not get up after the shot and sometimes they get up but it seems like they are in the dying state because they walk for 40 seconds and then fall down, strange. I use the lancaster repeater and navy revolver, both with express ammunition for long-distance tests in most lancaster repeaters, and I also check the maximum distances when the aiming dot changes from gray to red, and as part of the tests I check if the npc is actually shot in the torso

    HughJanus

    Posted (edited)

    New beta.

     

    @SAC the last described problem should now be solved (the bleeding should not stop on the threshold exactly).

    @Henk90 could you try this latest beta please and report back?

    @Gintero this mod does no measurements of distances, those are the vanilla mechanics. What do you mean by "walk for 40 seconds then fall down"?

    @ggNaisu since there is no proper documentation, I honestly dont know for sure. But according to our tests, the peds around the player character are the ones affected.

    @masisork1741 I tweaked the ini hoping it would help your problem. Could you please test?

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
    HughJanus

    Posted

    New beta.

    Things changed:

    • fixed TieYourLasso-HealthBoost - should work properly now
    • fixed TieYourLasso-HealthBoost only working when TieYourLasso-sounds were turned on - now the health boost works when the screaming is turned off

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    SAC

    Posted

     

    Excellent news, looking forward to testing it!

     

    Do you have access to the TYL code? Would be great to be able to fix some of the stuff in it.

    SAC

    Posted

    @HughJanus

     

    1. bleeding stopping at threshold = fixed, this is great, thank you!

     

    2. TYL boost:

     

    I have NooseAudio = 0, and it seems there are two random possibilities 

     

    - if the noose health boost occurs before TYL applies damage, then the NPC health goes above NPCHealth (healthy NPC + boost > NPCHealth), then the NPC will never die, health is stuck at NPCHealth + NooseHealthBoost and never decreases (including at NooseHealthBoost = 1)

     

    - if the noose health boost occurs after TYL damage, then NooseHealthBoost never happens for me, no matter how high/low I set it; not sure if it's due to NooseAudio = 0, I haven't tested with a differrent NooseAudio setting because I don't like NooseAudio 🙂 

     

    I don't know which trigger you are using to detect TYL-specific damage in order to apply the boost, but I believe you need to find a way to wait for TYL to apply some damage first, before triggering the boost.

     

    As for why the boost is not working after TYL starts applying damage, I don't know the cause.

     

     

    Also, I think I have found another bug (not sure if its game engine related, or PDO): if an NPC is hogtied, no matter their health, any damage insta-kills them. Hogtie NPC => kick them once => insta-kill.

     

     

    SAC

    Posted (edited)

    -- duplicate post, deleted

    Edited by SAC
    HughJanus

    Posted (edited)

    @SAC Please check if the noose health boost situation is now solved (asi attached).

    To clarify how I go about it:

    1. I check if an NPC is marked by TYL (shtivi told me to look for a decorator called "TYL_hanged" with which he marks the hanged NPCs).
    2. If this NPCs feet are in the air (and the NPC is currently not being carried, etc.), each second the NPC gets the health boost added to its health.

    Since I dont have the code of TYL, I wouldnt know what to look for (concerning the damage and health boost problem). What I did now is I changed the way I add the health boost - let me know if it helped.

     

    As for the hogtying problem: do the NPCs also die if you shoot them (in the foot, for example)?

     

    Edit: had another idea - made the health boost interval configurable in the ini and set it to 1500 milliseconds - this way the deduction and the boost hopefully dont interfere with each other.

    PedDamageOverhaul.ini PedDamageOverhaul.asi

    Edited by HughJanus
    comfytimegamer

    Posted

    Made an account just to hop in this thread. This mod and the law rebalance mods are now required for to play this game lol. Kind of a dumb question but im trying to follow along as this thread continues, improvments and tweaks are made ect. I notice that a lot of the original values change as people are posting updated ini and asi files. In several areas like the NPCHealth is reduced from 105 to 75 and ModEffectRange from 1024 originally to 75. 

     

    I guess my question is other than changing something like turning off invincible ect are these values intended to be used or are people adjusting them for testing purposes? Thanks in advance especially if the original modder has handed this off to the community, it's a fantastic way to play the game and adds much more immersion. I like the fact that npc's who take a close range shot from a SA 45 long colt directly to the chest should not be shrugging it off and running away at a dead sprint. Thanks.

    HughJanus

    Posted

    @comfytimegamer Welcome 🙂

    I am the original creator (together with @fitfondue), but currently (and it will stay this way for a while, supposedly) I dont have the time to properly improve this mod (properly = make a concept for a next version, implement new features, test everything, release new version). Sometimes I can take an hour of my spare time to code some new stuff or fix some bugs, but for proper testing I almost never find the time - thankfully there are some people willing to test and provide feedback. If then enough features have been added or bugs have been fixed, I release a new official version.

    The inis I upload here are about 95% usable, I would say. Small things like bleeding values and invincibilty settings are changed before the release, but most of it stays the same (otherwise the testing done by the community would be for nothing).

    comfytimegamer

    Posted

    I completely understand about the time thing. I appreciate the quick feedback to my question and thank you for co-creating  one of the best rdr2 immersion type mods I've used. Thanks to all those in this thread who have the knowledge and sacrifice their time to test changes/tweaks ect. You guys rock!

    4 hours ago, HughJanus said:

    @comfytimegamer Welcome 🙂

    I am the original creator (together with @fitfondue), but currently (and it will stay this way for a while, supposedly) I dont have the time to properly improve this mod (properly = make a concept for a next version, implement new features, test everything, release new version). Sometimes I can take an hour of my spare time to code some new stuff or fix some bugs, but for proper testing I almost never find the time - thankfully there are some people willing to test and provide feedback. If then enough features have been added or bugs have been fixed, I release a new official version.

    The inis I upload here are about 95% usable, I would say. Small things like bleeding values and invincibilty settings are changed before the release, but most of it stays the same (otherwise the testing done by the community would be for nothing).

     

    HughJanus

    Posted

    New beta.

    @SAC implemented the noose audio stuff for health boost also (what we talked about in the DMs).

    Fixed a bug where NPCs wouldnt use injured animations when hit in the leg or both legs.

    Adjusted the ini for injured animation speed (otherwise NPCs with damaged legs would never fall down, because the injured animations prevent them from running fast).

    PedDamageOverhaul.asi PedDamageOverhaul.ini

    SAC

    Posted

    1 hour ago, HughJanus said:

    New beta.

    @SAC implemented the noose audio stuff for health boost also (what we talked about in the DMs).

    Fixed a bug where NPCs wouldnt use injured animations when hit in the leg or both legs.

    Adjusted the ini for injured animation speed (otherwise NPCs with damaged legs would never fall down, because the injured animations prevent them from running fast).

    PedDamageOverhaul.asi 353.5 kB · 0 downloads PedDamageOverhaul.ini 32.95 kB · 0 downloads

     

    Thanks, will have a look. I've just DM-ed you on the code, with some suggestions, without seeing this new version. However, my suggestions might be different than what you describe here, so please have a look yourself

     

    Is there any new setting in the ini? (that I need to port into my ini)

     

    On the topic of hogtied NPCs melee insta-kill: 

     

    - if I shoot a hogtied NPC the damage and bleeding is applied as expected, they don't die instantly

    - they die instantly only if I kick them (melee attack)

    - the same seems to happen with the mod disabled, so it must be a core engine "feature" (or bug)

     

    About using CTRL+R to reload the script + ini, it used to work, but recently every time I do CTRL+R the game crashes to desktop

     


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