enterthemeng 1 Posted January 20, 2020 Share Posted January 20, 2020 Does anyone know if it is yet possible to mod the grayscale slow motion screen that plays when you die or get arrested? It would be nice to be able to play around with it to either extend it, remove the slow mo effect, or remove the grayscale coloring. Quote Link to comment Share on other sites More sharing options...
HughJanus 244 Posted January 20, 2020 Share Posted January 20, 2020 I have searched the nativeDB a bit but havent found anything to tinker with, unfortunately. Guess we'll have to wait for OpenIV to update đ Quote Link to comment Share on other sites More sharing options...
LMS 673 Posted January 20, 2020 Share Posted January 20, 2020 If you have some experience with C++ and reverse engineering, I'd suggest you look at the screen effect native and trace that back to the internal function. Set a breakpoint, die in the game and it should hit the function to apply the filter. That way you can probably find the "death effect" code and change the effect or remove it. 1 Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted April 2, 2020 Author Share Posted April 2, 2020 (edited) Did anyone look into this? Interested in knowing if this could be done Edited April 2, 2020 by enterthemeng Quote Link to comment Share on other sites More sharing options...
adv0cate 6 Posted April 4, 2020 Share Posted April 4, 2020 i found the native for slow motion deadeye but its wired its uses 2 natives and i didn't save it. i'm going to see if i find it real quick. Quote Link to comment Share on other sites More sharing options...
adv0cate 6 Posted April 4, 2020 Share Posted April 4, 2020 //iLocal_23084 = player_id PLAYER::_0x1D77B47AFA584E90(iLocal_23084, -1, 1); // RESTORE_SPECIAL_ABILITY //1 of these natives calls the orange screen effect; another calls the slow motion but i just not 100% haven't played with them much PLAYER::_0x3ACAC8832E77BC93(iLocal_23084, 1); // i think the second parameter are bools PLAYER::_0x570A13A4CA2799BB(iLocal_23084, 1); // i think the second parameter are bools PLAYER::_0xBBA140062B15A8AC(iLocal_23084); Â 1 Quote Link to comment Share on other sites More sharing options...
adv0cate 6 Posted April 4, 2020 Share Posted April 4, 2020 and i think they call the gray effect with this native GRAPHICS::_0x3A9A281FF71249E9(const char* p0, int time);  Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted May 22, 2020 Author Share Posted May 22, 2020 I think what Iâm really after here is to be able to let the whole animation play out when your player gets arrested. I think itâs kind of a shame that they cut to black so quickly that the animation doesnât get to play out the whole way, especially since thatâs the only place the animation ever gets played. Does anyone know how much effort it would take to implement what was suggested so far? If it would be difficult anyone know of any simpler way? Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted August 26, 2020 Author Share Posted August 26, 2020 Bump. Anyone know how to extend the sequence that plays when Arthur is arrested? Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted January 19, 2021 Author Share Posted January 19, 2021 Anyone have any interest in this mod? Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted September 15, 2021 Author Share Posted September 15, 2021 On 1/20/2020 at 7:06 AM, LMS said: If you have some experience with C++ and reverse engineering, I'd suggest you look at the screen effect native and trace that back to the internal function. Set a breakpoint, die in the game and it should hit the function to apply the filter. That way you can probably find the "death effect" code and change the effect or remove it.  Hi @LMS, I'd like to be able to look into implementing this mod. I have no idea of where to begin though. I have some knowledge of how to code, but not much in C++. I'd like you had suggested but I do not know how to go about setting up the development environment to do so let alone set up a listener that allows me to step through the source code as you're suggesting. I was wondering if you would be willing to give me a few pointers on how to start out. Quote Link to comment Share on other sites More sharing options...
LMS 673 Posted September 16, 2021 Share Posted September 16, 2021 If you have little C++ experience and no reverse engineering experience this will be a tough one. I would recommend familiarizing yourself with tools such IDA (or Ghidra), x64dbg and Cheat Engine. Also look into how natives work in RAGE. Then you can follow the native I mentioned above in game code and see where the actual screen effect code is located. Then work from there. Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted September 17, 2021 Author Share Posted September 17, 2021 Gotcha, thanks! Speaking of RAGE, would you happen to have to know how to get an up-to-date version of it? From the main site it looks like it hasn't been updated since December of last year and doesn't work with the latest versions of the game. Quote Link to comment Share on other sites More sharing options...
LMS 673 Posted September 19, 2021 Share Posted September 19, 2021 RAGE is the Rockstar Advanced Game Engine and not available for download. I was referring to understanding how the engine handles natives. Quote Link to comment Share on other sites More sharing options...
enterthemeng 1 Posted September 20, 2021 Author Share Posted September 20, 2021 Sorry, brain fart. I meant RAGE Plugin Hook, not RAGE. Quote Link to comment Share on other sites More sharing options...
LMS 673 Posted September 21, 2021 Share Posted September 21, 2021 Download the latest version of RDRFR which comes with an updated RPH. Quote Link to comment Share on other sites More sharing options...
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