bolmin 33 Posted December 30, 2020 Share Posted December 30, 2020 In the rampage trainer there is a whole section where you can change player walk styles. What is the native for changing the walking style? And is the list available somewhere? I have no idea for the name of the native and I searched the modrdr wikis and alloc8or's rdr3 documentation for the list, yet I didn't find anything. Quote Link to comment Share on other sites More sharing options...
bolmin 33 Posted December 30, 2020 Author Share Posted December 30, 2020 Okay, I wrote to the developer and he shared these two natives, still looking for the list though PED::_0x923583741DC87BCE(GlobalPlayerPed, "DEFAULT"); PED::_0x89F5E7ADECCCB49C(GlobalPlayerPed, WalkStyle.gameName); 3 Quote Link to comment Share on other sites More sharing options...
Lambda 23 Posted December 31, 2020 Share Posted December 31, 2020 char* BaseStanceInfo[]{ "default", "gold_panner", "lone_prisoner", "lost_Man", "rally", "default_female", "murfree", "angry_female", "primate", "old_female", "algie", "waiter", "lilly_millet", "casual", "john_marston", "guard_lantern", "free_slave_01", "free_slave_02", "war_veteran", "arthur_healthy" }; // WalkStyles char* WalkstyleInfo[]{ "depressed", "spool", "stealth", "panic", "intimidate", "brace", "angry", "normal_basic_idle", "default", "action", "nervous", "injured_left_leg" "injured_general", "injured_right_leg", "directional_nervous" "scared", "very_drunk", "default_brave", "injured_left_arm", "injured_right_arm", "default_nervous", "agitated", "normal", "chain_gang_legs", "sad", "cry", "injured_torso", "lost_man_normal", "cautious", "piss_pot_b", "piss_pot_a", "combat", "rally_sad", "intimidated_on_feet", "intimidated_on_feet_reaction", "shocked", "searching_high_energy_indirect", "searching_low_energy_indirect", "cower_known", "slightly drunk", "chain_gang_catchup", "chain_gang_normal", "dehydrated_unarmed", "bucking_high", "carry_pitchfork", "moderate_drunk", "normal_town", "incombat_low_intensity_longarm", "incombat_zero_intensity", "marston_cautious", "snow" }; 2 Quote Link to comment Share on other sites More sharing options...
HughJanus 244 Posted January 1, 2021 Share Posted January 1, 2021 Does this affect the running animation as well? Quote Link to comment Share on other sites More sharing options...
Lambda 23 Posted January 1, 2021 Share Posted January 1, 2021 Have only played with it really briefly on npc's so no idea how much it affects the running, alot of the styles are very hard to even notice. Quote Link to comment Share on other sites More sharing options...
bolmin 33 Posted January 1, 2021 Author Share Posted January 1, 2021 First of all thanks for the list! Now, I did extensive research with the rampage trainer, especially in terms of the injured walk styles and drunk walk styles. I noticed the following: The Idle animation is different, walking animation is different, running is a bit slower but looks the same. Getting on your horse, vaulting, climbing, jumping looks normally. In some cases there is a problem with crouching. 1 Quote Link to comment Share on other sites More sharing options...
crossed99 43 Posted June 20, 2021 Share Posted June 20, 2021 Hello! I can't seem to make any of the walk styles work so I guess I ask, maybe someone can help me.. Is something like this supposed to work? PED::_0x89F5E7ADECCCB49C(playerPed, "very_drunk"); Quote Link to comment Share on other sites More sharing options...
crossed99 43 Posted June 27, 2021 Share Posted June 27, 2021 In case anyone else having trouble with this and finds this thread: The walkstyles don't seem to work with the "arthur_healthy" stance that you use by default while playing as Arthur. You have to switch the stance for example to "default" first, then use the second native to switch walkstyles. Using other stances can result in somewhat defferent looking walkstyles. 1 Quote Link to comment Share on other sites More sharing options...
HughJanus 244 Posted December 31, 2021 Share Posted December 31, 2021 Does anyone know which walking style is used when NPCs are bleeding from an artery? Because if I force them to use a certain walking style, the arterial bleeding walking bugs out (seems like its a loop of overwriting the walking style: bleeding - my forced one - bleeding - my forced one - ...). Quote Link to comment Share on other sites More sharing options...
SAC 28 Posted December 31, 2021 Share Posted December 31, 2021 Do (any of) these work on NPCs? I am interested in casting them to NPCs, not PC. Quote My Fallout 4 and Skyrim mods: SAC - LoversLab Link to comment Share on other sites More sharing options...
SAC 28 Posted January 1, 2022 Share Posted January 1, 2022 (edited) // Seems to set the ped's loco type. // Values used in the scripts: // algie // angry_female // arthur_healthy // cowboy // cowboy_f // default // default_female // free_slave_01 // free_slave_02 // gold_panner // guard_lantern // injured_general // john_marston // lilly_millet // lone_prisoner // lost_man // mp_ova_hunter // mp_ova_hunter_female // murfree // old_female // primate // rally // waiter // war_veteran NATIVE_DECL void _SET_PED_DESIRED_LOCO_FOR_MODEL(Ped ped, const char* locomotionArchetype) { invoke<Void>(0x923583741DC87BCE, ped, locomotionArchetype); } // 0x923583741DC87BCE b1207 // Clears locomotion archetype NATIVE_DECL void _CLEAR_PED_DESIRED_LOCO_FOR_MODEL(Ped ped) { invoke<Void>(0x4FD80C3DD84B817B, ped); } // 0x4FD80C3DD84B817B b1207 // Sets peds motion type NATIVE_DECL void _SET_PED_DESIRED_LOCO_MOTION_TYPE(Ped ped, const char* locoMotionType) { invoke<Void>(0x89F5E7ADECCCB49C, ped, locoMotionType); } // 0x89F5E7ADECCCB49C b1207 NATIVE_DECL void _CLEAR_PED_DESIRED_LOCO_MOTION_TYPE(Ped ped) { invoke<Void>(0x58F7DB5BD8FA2288, ped); } // 0x58F7DB5BD8FA2288 b1207 Just tested this in game and it works: PED::_CLEAR_PED_DESIRED_LOCO_FOR_MODEL(entity1); PED::_CLEAR_PED_DESIRED_LOCO_MOTION_TYPE(entity1); PED::_SET_PED_DESIRED_LOCO_FOR_MODEL(entity1, "default_female"); PED::_SET_PED_DESIRED_LOCO_MOTION_TYPE(entity1, "chain_gang_legs"); Edited January 1, 2022 by SAC Quote My Fallout 4 and Skyrim mods: SAC - LoversLab Link to comment Share on other sites More sharing options...
Cello5647 0 Posted January 9, 2023 Share Posted January 9, 2023 On 12/31/2020 at 10:48 PM, Lambda said: char* BaseStanceInfo[]{ "default", "gold_panner", "lone_prisoner", "lost_Man", "rally", "default_female", "murfree", "angry_female", "primate", "old_female", "algie", "waiter", "lilly_millet", "casual", "john_marston", "guard_lantern", "free_slave_01", "free_slave_02", "war_veteran", "arthur_healthy" }; // WalkStyles char* WalkstyleInfo[]{ "depressed", "spool", "stealth", "panic", "intimidate", "brace", "angry", "normal_basic_idle", "default", "action", "nervous", "injured_left_leg" "injured_general", "injured_right_leg", "directional_nervous" "scared", "very_drunk", "default_brave", "injured_left_arm", "injured_right_arm", "default_nervous", "agitated", "normal", "chain_gang_legs", "sad", "cry", "injured_torso", "lost_man_normal", "cautious", "piss_pot_b", "piss_pot_a", "combat", "rally_sad", "intimidated_on_feet", "intimidated_on_feet_reaction", "shocked", "searching_high_energy_indirect", "searching_low_energy_indirect", "cower_known", "slightly drunk", "chain_gang_catchup", "chain_gang_normal", "dehydrated_unarmed", "bucking_high", "carry_pitchfork", "moderate_drunk", "normal_town", "incombat_low_intensity_longarm", "incombat_zero_intensity", "marston_cautious", "snow" }; Hi, I know it's been a while, but I'm trying to work with walkstyles now and I was wondering if you could tell us where you got this list from? Or if you know where I could find/look for more, that'd work for me too. Would be much appreciated! Quote Link to comment Share on other sites More sharing options...
AlexLifeson2112 7 Posted March 1, 2023 Share Posted March 1, 2023 Oh wow - i need to figure out how to manually input walkstyle bc none of trainers have : primate .... Just imagine the beatdowns oddfellowspinhead could be doing as my bodyguard with that swagger 1 Quote Link to comment Share on other sites More sharing options...
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