RDR2 Mods Discussion
An open discussion forum for any and all talk about modding RDR2 on PC.
976 topics in this forum
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Is there any way to change the player max health indefinitely?
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- 0 replies
- 530 views
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Is there any way to change the player max health indefinetly?
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- 0 replies
- 1.2k views
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When im in first person with zero aim assist i notice a that the velocity of thrown tomahawks or flying arrows changes based on whats currently directly in front of the crosshairs. it does some awful auto correction nonsense. with this "feature" its impossible to pre aim moving targets it will auto correct the trajectory. i dont know if this is possible to make .
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- 2 replies
- 654 views
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Are we able to check if an NPC was hit in an artery (with the visual bleeding)? I would like to treat NPCs who has been hit by an artery shot differently, but dont know how to know if they have been hit.
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- 0 replies
- 783 views
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Is there a step by step guide somewhere to mod RDR2? I was using the nexus and succeeded for a while until the launcher started "updating" itself 38 GB updates lol currently redownloading the thing for a fresh install. I wonder if there is a better way to understand modding this game so would appreciate any advice. Also there's a few mods on here that aren't on the nexus site which is cool!
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- 5 replies
- 1.2k views
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So I'm not sure if this is the right place but, does anyone else crash when attempting to use mp ped models in single player
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- 1 reply
- 1.1k views
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Like many people I have the bug that when I spawn the Norfolk Roadster in Story Mode (Lenny's trainer, customizable trainer, Josh's trainer,ect)) it spawns invisible except for its mane, tail, & teeth/eyes & looks really creepy. I would really like to fix that because the Norfolk Roadster is my favorite horse. I tried reinstalling Lenny's trainer & the option shows up to spawn it but no matter how many times I try it spawns invisible. Happens with every coat color that I try to spawn. Does anyone have a solution that worked for them?
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- 0 replies
- 1.7k views
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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 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
- 5.4k views
- 1 follower
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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 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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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
- 5.7k views
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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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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
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- 1 follower
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Hello Someone can create this mod ? Replace the right parted lenght 7 by the NPC John Marston's hair cut ? Jedi josh was able but we have no news about him Thanks
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- 1 reply
- 4.5k views
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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
- 765 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
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- 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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- 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
- 624 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
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- 1 follower
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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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Hi firstly sorry for my English its not my native language anyway I have a request from RDR2 modders. Could someone make a FreeCamera mod without Anti Aliasing problem? I tried some FreeCamera from trainers but all has anti-aliasing problem. Maybe someone wondering what is this Anti-Aliasing problem I can explain like this: while move camera some textures are pixelated. I hope someone make this or reply this request because I need this really :)
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- 1 reply
- 886 views
- 2 followers
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Howdy y'all, I am working on a mod/script that would basically add a toggle function to remove hitmarkers, as this is for some ungodly reason not in the game (COD fans rejoice). As this would be my first mod, please don't hate on my lack of knowledge. I there a simple way to find what HUD value would be triggered from, let's say a true value of _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON and/or IS_PED_DEAD_OR_DYING (white and red hitmarkers respectively)? Alternatively, am I looking at going about this the wrong way, and if so, what should I be looking for? Any insight is much appreciated.
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- 5 replies
- 1.4k views
- 1 follower
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