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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A discussion of making a mod about the above mentioned topic. Getting horses such as the Turkoman, Missouri Fox Trotter, in the Chapters. Without glitching, save game editing, etc. But instead, modding.
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- 733 views
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I would like a discussion about this, even if no mod can be started about this yet. Such as more to do in Manzanita Post (arm wrestling), larger animal density, more NPC's, more things to do in Rathskeller Fork, add back in Mescalero (because for some reason it's missing in RDR2), add back in Warthington Ranch, Thieve's Landing is no longer a gang hideout and turns into a town like in RDR1, add a trapper into Colter, Ambarino, repopulate Colter in the mod too. Do more things in Wapiti Indian Reservation, such as playing five finger fillet with the Natives, or selling to a butcher/trapper there. Add a bridge to more easily access Tempest Rim, Ambarino. Add high stakes Poke…
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You shoot a gun and the bullet always goes where the white dot is. It doesn't have the annoying inaccuracy/bloom effect after shooting an M1899 pistol/throwing a hatchet. Such as hip-firing, and the bullet doesn't go anywhere else but where the white dot is. The M1899 pistol and hatchet are just examples, this applies to all weapons of any kind. The bullet will (no matter what the situation is) go straight. Which will make the game fairer and funner for the player (at least me). And the shooting will be more realistic (which doesn't necessarily make it better simply for being more realistic.) But, most people that have read this probably agree with me. Going into more det…
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Trapper in Gaptooth Ridge/Rio Bravo, New Austin and 1 in the Wapiti Indian Reservation in Ambarino please. For remembrance's sake, 3 trapper's in West Elizabeth, 1 in New Hanover, 1 in Lemoyne, 0 in New Austin and Ambarino right now.
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This would make RDR2 better for sure, press a key such as F8 or F5 to turn on and off RDR1/RDR2 physics/physics engine. Such as characters not falling on the ground as soon as they get shot, (most of the time in the newer version of the Euphoria physics engine). But this doesn't just apply to combat, but wagon crashes, or free-falling in the air. Or smashing into a house with RDR1 Euphoria physics. Falling down stairs. I plan for someone to make this a long-term project. It would also be good if you didn't die as soon as you hit water from a 20 meter/28 ft. fall. Also would be good if John Marston could swim, rather than lose stamina and health as soon as he starts swimmi…
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The railway in Blackwater, Manzanita Post. Make Mason's Bridge have a railroad on it like in RDR1. Possibly recreate the Pacific Union Railroad Company which is JUST WEST of Mason's Bridge in RDR1. Put Tanner's Span in the game, which is a railroad that connected Hennigan's Stead, New Austin to Tall Trees, West Elizabeth. So you would be building a bridge across water. It crosses the west side of the Lower Montana River which is by the waterfall. Use a map editor to show the railroad on the map if possible.
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Take a ferry from the Sea of Coronado to the northern Lanahechee River/Annesburg or Flat Iron Lake/Blackwater or Clemens Point/Cove (the cove is by the horse fence). Map editor could be involved with this, and show where the path of the ferry goes. A ferry icon on the map. Hold a button to skip the journey and just go the destination. Blackwater, Clemens Point, and Annesburg all have docking points. But at least Blackwater has a dock specifically for a ferry and even has a booth for buying ferry tickets.
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- 3.7k views
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As mentioned in Chapters 2 and 3. The gang was originally going to camp in Dewberry Creek for Chapter 3. This future mod should make that possible. That is, if someone wants to make it. (The following will be around the the Old Greenbank Mill, to give you some better perspective, this is also around the campsite of the German family Charles and Arthur help out in the story mission, "A Strange Kindness". Which is the last story mission of Chapter 2). I suppose the scout/secondary campfire for example would be around the dry creek bed section or the dirt pathway across Dewberry Creek. Arthur's Tent would be by the dry creek bed. Pearson's Wagon would be by the dirt pathway.…
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I was playing red dead a while back on my pc with mods. Lenny's trainer, Pimp my horse etc... The mods worked just fine back then, but now, whenever I save an outfit for my horse with Pimp My Horse, it is said it's saved with the name I chose, but it's never in my saved outfits. Like, right away, but also when I die etc...It's like I never saved anything. Any idea what causes this? Didn't find anything on internet about this problem but if someone found a fix and I didn't see it, I'm sorry, and I'd love to see it !
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I don't know where to ask for help, so I'll try here. I'm downloading saves from https://www.thetechgame.com/Downloads/query=red+dead+redemption+2/start=60.html . I use this save editor https://x3t-infinity.com/RDR_SE . My issue is that I have a EU version of RDR2 and the save editor let me load only the US ones, when I try to load an EU save it load indefinitely and eventually crash. Even the "saves share" there is one french save that I downloaded, but I can't load it. How this save can be here if the save editor doesn't read EU saves ? I need answer or at least a link to another forum thanks y'all. Edit: I should add that I don't own save wizard, nor t…
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- 1 follower
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It's hard to see eagel eye and the tracker, please create mod that make itu more visible, thanks.
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- 1.6k 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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- 2 followers
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Hey guys, recently finished my first RDR2 playthrough and was really happy to finish the challenge grind and unlock the rewards. Love the LOTE outfit at the end of the game but I was really disappointed to find out that the climate resistance bonus is pretty broken. The temperature resistance no longer works if you change anything about the outfit. Although I would like the ability to accessorize the outfit without ruining the bonus, I don't really care about that. However, the bonus is broken by the player equipping a bandana, which unequips the scarf and is really annoying overall. Could anyone more skilled at RDR2 modding help with a fix? I don'…
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I am making a mod and I need help spawning a ped. I tried finding the function that spawns peds in Visual Studio 2019 by using Find but was not successful. Can someone tell me what function spawns peds and show me how it is used?
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- 2 followers
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UPDATE: For anyone using either version of the .Net ScriptHook, I figured out what is going on and what to do about it: Under the hood, pretty much every function provided is just calling the ScriptHook API using Function.Call, so functions like ENTITY.IS_ENTITY_DEAD(Ped ped) are implemented as public static bool IS_ENTITY_DEAD(int entity) { return Function.Call<bool>(9032848150478474170uL, new InputArgument[1] { entity }); } Since the original ScriptHook is C++, 0 is falsey and 1 is truthy, so the NativeDB (at least on this site) reasonably documents these type of functions as boolean. However in the implementation of the ScriptHook API (or …
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Currently working on a mod. I'm a little lost and hope someone can point me in the right direction.. (C++) Is there a native function that checks whenever the player is eating/drinking? I've checked the scenarios (for drinking) to see if it'll return for me, but no luck. I've thought about checking the animation, but before I dig deep into that figured i'd ask first. Any help is much appreciated. ------------------------------------------------------------------------------------------------------------------------------------------ Here is the solution - Alright i've figured this out - Here is the code i'm using to check if som…
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Hello everyone! As the title says, I'm having issues with crime and law rebalance mod. In fact, that mod, prevent my game to load properly making it stuck in a loop during loading screens after I select story mode. I can't understand how to fix this, so I kindly ask you some help to get rid of this problem. LML mod loader log says that it can't find replacement for some files and I think that is the cause of this issue, but I don't know how to solve this. I leave you attached to this post my logs and folders. Thanks for your attention, I hope you can help me! 🙂
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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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I want to check if an NPC is on the ground. I am using the following code to get the positions of the headbone and the ground shown on the screen: char c[40]; char c2[40]; float act = 1; float act2 = 1; std::string text = "Zcoord ground = "; std::string text2 = "Zcoord head = "; Vector3 vechead = ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(playerPed, 21030); float groundzcoord; GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(vechead.x, vechead.y, vechead.z, &groundzcoord, true); act = groundzcoord; text = "Zcoord ground = " + std::to_string(act); act2 = vechead.z; text2 = "Zcoord head = " + std::to_string(act2); strcpy(c, text.c_str()); strcpy(c2, text2.c_str()); DrawText…
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In a mod I am using a bleeding effect. Currently it also applies when being damaged in a fistfight. How could I check if an NPC has been damaged by a "non-fist-weapon"?^^ I imagine something like checking if the last damaged source was NOT a fist... is that possible somehow?
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Hey guys, I want to disarm NPCs when I got them lasso-ed automatically, but I havent found out yet how to determine wheter I got an NPC lasso-ed or not. Can anyone give some advice? BR HJ
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Hey folks, does anyone know how to find out if the player is pointing at an NPC? I would like the player to do less damage to NPCs (but not creatures), so I would like to lower the weapon damage modifier when pointing at an NPC. Increasing NPCs health I already tried, but it seems to not have the exact same effect. BR HJ
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I cant get the fleeing to work. I have tried AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, false, false, 0); AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, true, false, 0); AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, false, true, 0); AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, true, true, 0); But the NPCs only turn their back on me but keep standing still. When using the cowering task, it looks like NPCs are doing squats (they cower, get up, cower, get up,..): AI::TASK_COWER(peds, 50, 0, 0); AI::TASK_COWER(peds, 50, 1, 0); I have also tried this method, but it makes NPCs run…
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Is anyone aware of how to save a game via the natives? I've looked into SAVE::SAVEGAME_SAVE_SP(hash savetype) Here are the hashes https://alloc8or.re/rdr3/doc/enums/eSavegameType.txt SAVE::SAVEGAME_SAVE_MP(has savetype) I figure this is for MP, but you never know I also tried calling these native's by their hash - still nothing.
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How can you load a texture from a external ytd file?
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- 1 follower
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