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Basic Callouts 1.0.6

Basic callouts for RDRFR
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A set of basic callouts to add variety to your RDRFR experience.

 

The current callouts include:

 

  1. Pickpocket
    • Find the pickpocket and return the wallet to its owner
  2. Purse Snatcher
    • Find the purse snatcher and return the purse to its owner
  3. Assault
    • Find and talk to the victim of the assault to get the suspects location, then investigate the suspect
  4. Murder Suspect
    • Find and talk to the witness of the murder and find the body, then investigate the suspect
  5. Rapist
    • Find and talk to the victim to get the details of the rapist, then investigate them
  6. Wanted Suspect
    • Find the person who saw the wanted suspect to get their description and location, then locate and deal with them
  7. Animal Cruelty
    • Find the witness and abused animal and deal with the animal abuser
  8. Trespasser
    • Find the trespasser and either tell them to move along or arrest them
  9. Disturbing the Peace
    • Find and deal with a drunk suspect disturbing the peace
  10. Armed Robbery
    • Find and interrupt the ongoing armed robbery on a civilian
  11. Escaped Prisoner
    • Find the witness and get the description and location of an escaped prisoner
  12. Brawl
    • Find the suspects that are fighting and deal with both of them
  13. Kidnapping
    • Find the suspect who is taking a child against their will and deal with them accordingly

 

Callouts payout a variable amount depending on how serious the crime is and whether you arrest or kill the suspect. Arresting gives more money than killing.

 

Callouts are very basic, as the name implies. I may update it to make them more in depth if I have the time to. Callouts can currently end nine different ways with an exception to the murder callout. I mainly made this mod for myself since there isn't a lot of callouts for RDR2 but decided to share it with you all.

 

Known bugs:

  • Rarely, callouts will always give the "Disregard" message even if there are plenty of peds around and the area is populated. Restarting the game fixes it, I have only encountered it once in my play throughs

 

Installation

  1. Place all files in Red Dead Redemption 2\rdrfr\plugins
  2. Start the game then go on duty

What's New in Version 1.0.6   See changelog

Released

V1.0.6

  • Adjusted Z-coordinate cutoff; should be no more peds on balconies
  • Fixed bug where entire game could freeze if spawning position is not found
  • Hopefully fixed bug where callout wouldn't end and payout when arresting a suspect
  • Fixed bug where RDRFR plugin would crash upon getting "Disregard" message
  • Added new callout: Kidnapping

 

V1.0.5

  • Added new callout: Brawl
  • Fixed bug where blip would be added to non-criminal on some callouts
  • Attempted to fix bug where criminal/witness would be persistent after callout (not sure if fixed, if you encounter this bug hitting "X" on your keyboard will force end the callout)
  • Fixed bug with interactions with criminal on trespassing callout
  • Fixed bug where witness would walk away on murder callout

 

V1.0.4

  • Added new callout: Animal Cruelty
  • Added new callout: Trespasser
  • Added new callout: Armed Robbery
  • Added new callout: Disturbing the Peace
  • Added new callout: Escaped Prisoner

 

V1.0.3

  • Made "Disregard" message not appear as often
  • Increased stability

 

V1.0.2

  • Fixed further crash bug when accepting callout
  • Adjusted z-coordinate cutoff height for spawned peds
  • Fixed bug where you couldn't progress if you arrest the ped in purse snatcher/pickpocket callouts
  • Fixed bug where witness/victim can be animals and not humans

 

V1.0.1

  • Fixed bug causing callouts to crash/freeze RDRFR/game
  • Fixed bug where witnesses can be horses
  • Fixed money adding code, money will now be added after callout completion
    • You get more money for arresting the suspect then killing them
  • Added new callout: Wanted Suspect
  • Added dialogue lines to suspects depending on what they decide to do
  • Like 5
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    Recommended Comments



    To add money just do (replacing 100f with whatever amount you want):

     

    Game.LocalPlayer.Money += 100f;

     

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    1 hour ago, Will said:

    To add money just do (replacing 100f with whatever amount you want):

     

    
    Game.LocalPlayer.Money += 100f;

     

     

    Thank you, I was trying to use Game.LocalPlayer.Character.Money and then tried the native and nothing worked, this worked like a breeze. Will be in next update

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    This looks very promising indeed. I might get back into RDRFR now that there's something more to do. Not that it was boring before, but it needs some more callouts to provide some variety!

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    Question for you; when I arrest a suspect and call for pickup the sheriff that picks him up just seems to wander aimlessly around and if I accept another callout then things tend to get screwed up. After an arrest what is suppose to happen? The sheriff that picked him up is just wandering around Valentine with the perp over the back of his saddle and a red dot on my map.

    Edited by Spinning Cloud
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    1 hour ago, Spinning Cloud said:

    Question for you; when I arrest a suspect and call for pickup the sheriff that picks him up just seems to wander aimlessly around and if I accept another callout then things tend to get screwed up. After an arrest what is suppose to happen? The sheriff that picked him up is just wandering around Valentine with the perp over the back of his saddle and a red dot on my map.

     

    2 hours ago, Spinning Cloud said:

    Thanks! Is there a way to get a payout for completing the callout?

     

    The payout should be given automatically upon completion of the callout. As for that bug, I unfortunately think that's a bug in RDRFR itself where the criminal isn't considered dead or arrested even though they actually are, I get this bug sometimes too. Right now the workaround is to press "X" on the keyboard whenever this happens to force the callout to end. This won't give you any money however, but right now its the only workaround. I'm gonna try to code a fix but I'm not sure how much I can do with this issue

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    Would it be possible to make a menu where we can select which callout we wanna do? And of course add a 'End Callout' button in the same menu too!

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    29 minutes ago, DotsV2 said:

    Would it be possible to make a menu where we can select which callout we wanna do? And of course add a 'End Callout' button in the same menu too!

     

    Not a menu, but you could use the console command StartCallout

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    I guess I don't understand what 'ends' some of the callouts. If I shoot or kill the suspect it ends and I get paid. If I arrest them and call for pickup then it never seems to end or if the deputy that picked up the suspect finally disappears after wandering around I don't get paid. If I pick up the suspect and deliver him to the jail I don't get paid either. What should happen after I arrest and tie up the suspect?

     

    Also I'm seeing lots of witnesses and suspect spawning inside of locked buildings and on balconies that are inaccessible. 'X' will kill the callout but it seems to be happening quite a bit. Oddly in Rhodes more than in Valentine since I'd expect the density of buildings to cause it to happen more often. I haven't tried Saint Denis yet but with the density of buildings there I'd think it would happen even more. There is a mod somewhere that unlocks all buildings so doing what that mod does when you go on duty might help.

    Edited by Spinning Cloud
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    1 hour ago, Spinning Cloud said:

    I guess I don't understand what 'ends' some of the callouts. If I shoot or kill the suspect it ends and I get paid. If I arrest them and call for pickup then it never seems to end or if the deputy that picked up the suspect finally disappears after wandering around I don't get paid. If I pick up the suspect and deliver him to the jail I don't get paid either. What should happen after I arrest and tie up the suspect?

     

    Also I'm seeing lots of witnesses and suspect spawning inside of locked buildings and on balconies that are inaccessible. 'X' will kill the callout but it seems to be happening quite a bit. Oddly in Rhodes more than in Valentine since I'd expect the density of buildings to cause it to happen more often. I haven't tried Saint Denis yet but with the density of buildings there I'd think it would happen even more. There is a mod somewhere that unlocks all buildings so doing what that mod does when you go on duty might help.

    If it's going to work, you will get a "suspect arrested" message and get your payout as soon as you finish tying the suspect up. If it doesnt happen immediately after tying the suspect up, it's probably not going to work and you will have to press "X" to end the callout. Does it happen on all callouts or only some? I will try to implement a short term fix, probably holding down a button after arrest to force the callout to proceed/end. @LMSdo you have any ideas for dealing with this bug where the ped isnt marked as arrested even though they are? I am using isPedArrested and isPlayerArresting currently to check the ped's status but it seems somewhat unreliable.

     

    As for the locked buildings, I would recommend installing the OpenAllInteriors mod, I use it and have no issues. I probably wont implement it in this mod as that mod works fine by itself. As for spawning on balconies, I think I
    can fix that in the next update relatively easy.

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    It doesn't appear to happen on all callouts. Rhodes callouts seem to complete more than Valentine. Love the mod though, I'll install the Unlock all Interiors mod as you suggested. Thanks very much! Keep up the great work, there can't be enough new good post-Epilogue mods! 🙂

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    34 minutes ago, Spinning Cloud said:

    It doesn't appear to happen on all callouts. Rhodes callouts seem to complete more than Valentine. Love the mod though, I'll install the Unlock all Interiors mod as you suggested. Thanks very much! Keep up the great work, there can't be enough new good post-Epilogue mods! 🙂

    If you could make a list of the callouts that dont acknowledge the arrest I can narrow it down and try some things, you can try the different callouts by using the StartCallout command in the Rage command prompt

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    Will do, probably later today or tomorrow. I also downloaded and installed Open All Doors. Unfortunately it doesn't unlock a few buildings in Rhodes specifically the Mountain View Hotel. That's the location I get quite a few peds spawning inside and on the balcony. Had one or two spawn inside the Undertaker and that one is also not unlocked by Open All Doors. I reported those buildings for the author of that mod.

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    7 hours ago, Phaxol said:

    @LMSdo you have any ideas for dealing with this bug where the ped isnt marked as arrested even though they are? I am using isPedArrested and isPlayerArresting currently to check the ped's status but it seems somewhat unreliable.

     

     

    I am not entirely sure, it could be that our detection code for arrests not done via RDRFR is not as reliable as we would like. I will double check.

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    Had an instance in Blackwater where I went to arrest a murder suspect, as I was getting my rope out he ran and all I could do was walk slowly after him. 'X' wouldn't kill the callout and another ped started following me asking for help. Only option was to quit the game.

     

    Might suggest not to take control of the player character or at least have a way of recovering control. If I could have run and controlled my direction I could have caught him.

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    On 2/8/2021 at 9:41 PM, Spinning Cloud said:

    Had an instance in Blackwater where I went to arrest a murder suspect, as I was getting my rope out he ran and all I could do was walk slowly after him. 'X' wouldn't kill the callout and another ped started following me asking for help. Only option was to quit the game.

     

    Might suggest not to take control of the player character or at least have a way of recovering control. If I could have run and controlled my direction I could have caught him.

     

    That's a problem with RDRFR arrest logic and not this plugin, this plugin doesnt control the player character. A way I found to get out of the animation cycle is to open the RAGE command prompt and type "ClearTasks" and then "Nudge", usually doing that a couple times will restore control of the character

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    Problem with the latest version.

     

    Most callouts in Valentine and Blackwater (only towns I've checked so far) result in an immediate "Disregard" message upon accepting. Others result in "Suspect killed" and payment made upon accepting.

     

    With this latest version it seems that most callouts that would have two peds to question for description and location end up with the "Disregard" message.

    Edited by Spinning Cloud
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    2 hours ago, Spinning Cloud said:

    Problem with the latest version.

     

    Most callouts in Valentine and Blackwater (only towns I've checked so far) result in an immediate "Disregard" message upon accepting. Others result in "Suspect killed" and payment made upon accepting.

     

    With this latest version it seems that most callouts that would have two peds to question for description and location end up with the "Disregard" message.

     

     

    Try restarting the game and see if that helps the issue, there is a known bug that has to do with the finished callout on accepting that I can address in the next update. This version has been pretty stable for me in blackwater but sometimes if you keep getting the "Disregard" message even if the town is populated, restarting the game works

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    15 hours ago, Phaxol said:

     

     

    Try restarting the game and see if that helps the issue, there is a known bug that has to do with the finished callout on accepting that I can address in the next update. This version has been pretty stable for me in blackwater but sometimes if you keep getting the "Disregard" message even if the town is populated, restarting the game works

    I'll give that a try but likely not till morning.

     

    Just gave latest version another try in Blackwater. Mostly was OK. Had a few that spawned inside a building in the alley. Had two that by the time I ran to the suspect location it disappeared. And had a few that ended when I accepted and gave me payout. Did not though see a "Disregard" message.

    Edited by Spinning Cloud
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