RDR2 Mods Discussion
An open discussion forum for any and all talk about modding RDR2 on PC.
978 topics in this forum
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I recently uploaded a mod that turns the 3 empty cabins into fully decorated houses and I would like to add things like map blips, wardrobe access, shave, etc. (to make it more like the purchasable safehouses from RDR1) but have zero experience when it comes to scripting . If there is anybody out there that would also be interested in a mod like that and has the right skills to get it working, I think we could have something beautiful 😏. If any of that is even possible at this point of course. )
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- 12 replies
- 1.8k views
- 1 follower
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I downloaded the newest version of this mod and tested it out. In the open and free roaming, its perfect. No dips in FPS (maybe 1-5fps here and there). I went into St.Denis and its stuttering and lagging and reducing fps to almost 25-30fps for me. Is this normal? I followed instructions and downloaded scripthook from AB on his site (january release one) and installed both that and the mod into the rdr2.exe file location. So everybody is getting the huge fps dips whenever in st denis? or any town?
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- 28 replies
- 19.8k views
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I noticed that there are 2 different heads for John marston, one seeming to be from the epilogue model, but what is the other one? I know that Arthur has different head models because of a certain plot point that I will not reveal here, and because of the different weights for the character. This one seems very similar to the epilogue version though, with the forehead and some facial features looking a little different. Anyone know where this is from in the game?
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- 1 reply
- 1.4k views
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To go along with LMS' amazing no bullet trail/hitmarker mods, I think an slight increase in muzzle flash and smoke would be perfect for even further immersion.
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- 0 replies
- 1.3k views
- 1 follower
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Hello there, As a sort of followup from my previous question I want to try and see if I can use a ped's model on a different ped. Does anyone know if this can be done? Like for ped "G_M_M_UniBanditos_01" use the model of "G_M_M_BountyHunters_01"
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- 3 replies
- 3k views
- 1 follower
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Hello to whomever, I am trying to add in bounty hunters to a mod I'm developing. Unfortunately I have stumbled upon a problem where every time you kill them you lose honor. Now I know I could use a different model other than a bounty hunter but it's rather important it's a bounty hunter. So does anyone know of a way to make a character an enemy or make it so you don't lose honor when killing them?
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- 9 replies
- 3.3k views
- 1 follower
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Hi everyone! I have an adiction with realism in games, and the bullet trails bother me enough to try to make my first mod. I want to remove them, but I don't know where to start. I hope it would be as simple as it sound. Thank you!
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- 10 replies
- 5.8k views
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Anyone have experienced a issue with scriptHookRDRDotNet where the draw_text method results in a blinking text like if there was a Wait() being called somewhere? I have this issue only in .net code, in .asi works fine. Also, if i reload scripts like 10 times, the bug disappears and text starts to appear as expected. This is the actual code that is called in a Tick Native.Function.Call(Native.Hash.SET_TEXT_SCALE, 0.0, scale) Native.Function.Call(Native.Hash._SET_TEXT_COLOR, col.R, col.G, col.B, col.A) Native.Function.Call(Native.Hash.SET_TEXT_CENTRE, bCentered) If bDropShadow Then Native.Function.Cal…
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- 9 replies
- 1.8k views
- 1 follower
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I noticed that John kinda walks like a pussy compared to the first game but every now and then he randomly switches into his RDR1 walking animation when youre walking around. It also comes in when you go into focus mode for hunting. This probably requires OpenIV to do this but maybe it could be done with a trainer since the animations are already in the game. I don't know much about modding so I could be wrong. Thanks to anyone who might also want to see this and has the right modding experience! I'll link a clip if I can find one it goes away fast so its hard to record it. Ill at least record a clip of focus mode when I get the time …
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- 3 replies
- 2.3k views
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Hey everyone, I'm very new to modding, so forgive me if I'm going about this in a hamfisted way. Taking inspiration from a similar GTA5 mod, I was able to locate the sprite images for the X-hitmarker using OpenIV and a Flash decompiler. In the GTA5 mod, the author simply replaced the hitmarker sprite with a transparent image. However, unlike GTA5's OpenIV support, RDR2 doesn't have edit mode, so even though I'm able to extract the .gfx file and edit it, I have no means of reinserting it into the .rpf. Is there any way to accomplish this? Worst case, if I copied every file contained within the .rpf and replaced the original .…
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- 25 replies
- 3.9k views
- 1 follower
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Hi, a mod that would make you play with animals and have to do as the animal does in real life, for example, live life as a coyote and that you could save it for when you return to the game that you have left it, would be very entertaining.
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- 1 reply
- 767 views
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Hello to whoever is reading this, I have an issue with a OPEN_SEQUENCE_TASK related task. I am trying to make a PED do a specific set of actions after each other. For I tried to use the OPEN_SEQUENCE_TASK feature. Howver after a time the game no longer recognizes the PED who is referred to 0 or something. The PED will no longer do what he's supposed to do unless I change the 0 to it's name. However if I do that I can no longer run the actions after each other, now the PED will only do the last set action. Could someone help me with finding a way around this? Here's the part of the code I am referring to: Object seq; …
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- 4 replies
- 962 views
- 1 follower
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Hi guys! I've been looking into ped components and I figured out how to enable them but I don't know how to disable them. Is there a native for that?
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- 2 replies
- 2.3k views
- 1 follower
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The DeLorean from back to the future so we can pretent it is 1885 in Hill Valley
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- 0 replies
- 629 views
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is there a mod or a trainer to have better accuracy when hip firing? Red Dead Rage trainer has it, but crashes in current version of rdr2. Thanks.
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- 0 replies
- 4.2k views
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So, when we create a custom camera in game and manually set the rotation to point where we want or when we strafe the camera to one side, the Anti Aliasing seems to be temporary disabled and we can notice big visual changes, example: Stopped camera X Moving camera Anyone know how to avoid this in custom cameras?
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- 2 replies
- 1.4k views
- 1 follower
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I think it would be a cool mod if a NPC could live after being dismembered, ini files for chance to survive and other stuff would be cool, while RDR2's gore is great, it could use some work with mods.
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- 4 replies
- 5.5k views
- 1 follower
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I am looking to purchase Red Dead Redemption 2 for the PC to load up and Mod RDR2. I know when I started modding on GTA V the version that was needed was the non-steam version with the Rockstar Launcher. DVD store version. Where is the best place to purchase RDR2 for PC that will work correctly with AB’s Scripthook and Open V. Not interested in free or cracked versions. I believe in paying developers for their hard work. Even supporting Mod creators via Patreon. As a side note if you are in the Mod community Alexander Blade, Julio NIB and Jedi Josh are the life blood of modding and deserve our support via Patreon. (Many other worthy developers also but they are my faves) …
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- 6 replies
- 12.2k views
- 1 follower
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can any body tell me how to disable stealt kill / stunt kill in c#. i want a long fight betwen ped or player.
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- 0 replies
- 771 views
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I dont know how to code and Ive already found my niche so Im honestly not very interested in learning, but if any modders out there are looking for ideas, a mod that allows you to lure peds to a secluded place in order to rob them without witnesses would be awesome.
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- 3 replies
- 1.3k views
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Any way to work around it? Thought I could by pass it somehow but alas, I was unsuccessful. Saddle still becomes invisible.
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- 4 replies
- 1.7k views
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I have made some mods for rdr2, so I am familiar with the basics.However, I really want to know how to make a prompt "bound" to a certain object group. Like it was done in the Hunting Wagon mod (link below), by making the "Hunting Wagon" prompt appear when you approached a campfire. I know how to create prompts and how to place them on certain coordinates, but I have no idea how to make them appear when you get near a player created campfire.
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- 23 replies
- 3.9k views
- 2 followers
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All right i have seen and hunted all of the legendary animals gone to the ends of the map and finnished this game once and so. I am creating a mod. As soon as i get a pc because i took a coding class not to long ago and i am extremely good at being creative and can draw. I am going to try and make a mod called Expanded legendary animals and rare new kinds of animals,weapons,a new area called the high plains north of new Austin. the brief ideas of animals that i am going to add. the Hagerman's horse also called the Hagerman zebra or the American zebra, was a North American species of equid from the Pliocene epoch and the Pleistocene epoch. It was one of the oldest horses o…
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- 5 replies
- 6.4k views
- 1 follower
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There are some balance issues regarding the economy in single player... at a certain point in the story it's Arthur just walks arounnd with thousands of dollars on his pocket, without any way to spend them. It kinda undercuts the portrayal of the gang's increasing difficulties but, in more practical terms, it also removes some incentives to engage in the game's many activities. It would be nice if there was a way to mitigate this problem... Increased prices (ammo could be a little bit more expensive imo, so could some weapons or provisions, as well as Trapper/Fence items), costly camp upgrades, disable Honor-dependent discounts, reduce automatic looting of amm…
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- 2 replies
- 3.9k views
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What I am trying to do is giving back health to NPCs if they got hit in certain bones - this way I try to implement body part specific damage. Example: if NPC01 was hit in the leg, check how much health it lost and give it back a part of it. Somehow it wont work, though. Here is the code I am using: //modifiers for health not deducted for the affected body parts float ini_legdamagemod = 0.99; // 99% of deducted health will be given back float ini_armdamagemod = 0.99; // 99% of deducted health will be given back float ini_torsodamagemod = 0.0; // 0% of deducted health will be given back float ini_headdamagemod = 0.0; // 0% of deducted health will be give…
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- 7 replies
- 1.7k views
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