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  1. Red Dead Redemption 2

    1. RDR2 Modding Tools

      A dedicated forum for useful information and discussion about the various modding tools available for RDR2.

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    2. RDR2 General Discussion

      Be it Story Mode or Online, talk about anything RDR that isn't modding related here.

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    3. RDR2 Mods Discussion

      An open discussion forum for any and all talk about modding RDR2 on PC.

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    4. RDR2 Mods Showroom

      Create topics to discuss and showcase your mods for RDR2 here.

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  2. Red Dead Redemption 1 (PC)

    1. RDR1 General Discussion

      General discussion for everything RDR1: mods and more.

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  3. RDR First Response

    1. RDRFR News & Updates

      Find out the latest news about RDRFR and follow our progress here.

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      Share and discuss your ideas and suggestions for RDRFR with us.

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    3. RDRFR Open Discussion

      Ask questions and talk with everyone here about anything else RDRFR related.

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    4. RDRFR Help & Support

      Find solutions to problems, ask for help or view frequently asked questions about RDRFR.

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    5. RDRFR API Development

      A forum for developers to discuss the RDRFR API.

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  4. General

    1. Say Hello

      If you're new to RDR, modding or our community, why not drop by and say hello here?

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      For everything else, RDR related or not, this is the place to be.

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  • Posts

    • The funny thing is, all of your ASI mods have problems with crashing lol. Though I've never tested dog companions, it's safe to remove as well until you can figure out a solution. Shtivi's ASI mods cause a lot of crashing anyway. btw there is a merge of JMRP and Whyem's, so you can still use both of them without conflicts, as well.
    • i have the same problem have you figured out which mod causes it?
    • Hey guys I was just wondering how I would hook into the game's native functions and alter it's behaviour globally? I want to hook into the TASK_KNOCKED_OUT native and make it so the third parameter dictating whether or not the knockout is permanent to always be false - resulting in infinite knockouts on the same pedestrian, in theory.   I have written the code to hook into the native, and I have got MinHook - but I couldn't find anywhere that has got information on the address for the native table which points to said function. This is my first time doing this sort of thing, so I am not particularly confident in finding it myself through disassembling, but if needed - some pointers on where to start would be appreciated 🙂   Code:   #include "script.h" typedef void(*Original_TASK_KNOCKED_OUT)(Ped ped, float duration, BOOL isPermanent); Original_TASK_KNOCKED_OUT Original_TASK_KNOCKED_OUT_Func = nullptr; void Hooked_TASK_KNOCKED_OUT(Ped ped, float duration, BOOL isPermanent) { isPermanent = false; // Always wake up // Call the original function invoke<void>(0xF90427F00A495A28, ped, duration, isPermanent); } void* GetNativeFunctionAddress() { return reinterpret_cast<void*>(invoke<void*>(0x7F8C3BE3E7A910C7)); } void ReplaceNativeFunction() { // Hook the function } void main() { while (true) { WAIT(0); } } void ScriptMain() { srand(GetTickCount()); main(); }  
    • Hey guys I was just wondering how I would hook into the game's native functions and alter it's behaviour globally? I want to hook into the TASK_KNOCKED_OUT native and make it so the third parameter dictating whether or not the knockout is permanent to always be false - resulting in infinite knockouts on the same pedestrian, in theory.   I have written the code to hook into the native, and I have got MinHook - but I couldn't find anywhere that has got information on the address for the native table which points to said function. This is my first time doing this sort of thing, so I am not particularly confident in finding it myself through disassembling, but if needed - some pointers on where to start would be appreciated 🙂   Code:   #include "script.h" typedef void(*Original_TASK_KNOCKED_OUT)(Ped ped, float duration, BOOL isPermanent); Original_TASK_KNOCKED_OUT Original_TASK_KNOCKED_OUT_Func = nullptr; void Hooked_TASK_KNOCKED_OUT(Ped ped, float duration, BOOL isPermanent) { isPermanent = false; // Always wake up // Call the original function invoke<void>(0xF90427F00A495A28, ped, duration, isPermanent); } void* GetNativeFunctionAddress() { return reinterpret_cast<void*>(invoke<void*>(0x7F8C3BE3E7A910C7)); } void ReplaceNativeFunction() { // Hook the function } void main() { while (true) { WAIT(0); } } void ScriptMain() { srand(GetTickCount()); main(); }  
    • Can anyone tell me how to increase the animal spawn rate? If I can only edit values for predators that'd be a bonus. I know there is an "enhanced wildlife" mod but that mod changes too many things. I do not want to edit any other parameters.
    • It's probably one of your ASI mods causing the problem but JMRP and Whyem's are not compatible as they edit the same files. You have to choose one or the other
    • Well, I myself haven't been using TTO extensively but in the brief 30m test that I did of 2.0 there were no issues with trolley spawns or any other spawns in general.   Since our testing methods are not very developed as far as I can tell it should be fine, but in all honesty I just dont know.   I won't be using TTO personally but just because I don't really care about the higher texture resolution but that is a completely subjective opinion.
    • I'd like to know if exist a mod that enables to change the timescale of the dead eye making it slower than the default time speed or faster.
    • wow thats disgusting  btw i noticed some files in TTO are not compressed the same way as the original textures do you think that can cause problems ?
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