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October 29 2019 - April 2 2025
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April 2 2024 - April 2 2025
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March 2 2025 - April 2 2025
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March 26 2025 - April 2 2025
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April 2 2025
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Showing content with the highest reputation since 10/29/2019 in File Comments
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@ChristianW. Whats the name of the NPC or the model hash? Are you using the "vanilla" ini settings or your own, customized ones? @xuru @ChristianW.@Cullen Bohannon@bbastion@Crysii OK, now I added/switched to the following ini values: NPCHealthMin = 75 NPCHealthMax = 75 FriendlyStoryNPCHealthMin = 450 FriendlyStoryNPCHealthMax = 450 OtherStoryNPCHealthMin = 0 OtherStoryNPCHealthMax = 0 PoliceNPCHealthMin = 75 PoliceNPCHealthMax = 75 Setting NPCHealth Min and Max to 0 does not disable the feature, leaving all NPCs at their vanilla health (because I need some sort of anchor for the DyingStates). All other Min and Max can be set to 0 to leave those NPCs at their vanilla health. Please test! A lot! lol PedDamageOverhaul.asi PedDamageOverhaul.ini4 points
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Hello everyone! So this update took a bit longer, because ive implemented a new Euphoria message which is also used in RDR1 but works a bit different in RDR2. It took me a bit of time to adjust all the existing behaviours from 1.0.3 to deliver a result which is satisfying and also feels like it could be a normal part of RDR2. Rolling and falling is still untouched but i will work on this in future updates. The impulse rework and the adjustment of the existing behaviours are something that should be clearly noticable in general. Sniper and bow are not affected because imho they deliver a quite satisfying result allready and i dont know what to enhance there... Anyway, I hope you like this new version and it will give you some nice and satisfying shootouts in this great game! 🙂4 points
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@HughJanus Thanks, i will try to configure these values and test the result. @lexo1000 If you dont mean the vanilla "injured on ground" euphoria behavior, this could help you. Open the .ini file from PDO version 1.56 and go down to line 39 - 48. There should be the following values: Turn down the values from DyingMovementThreshold2 and DyingThreshold. That should bring the desired effect that downed npcs moving on the ground more agile. For example like this: If the NPCs health is 70 or less but over 5, the NPC will move on the ground.4 points
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How about a feature that allows you to change the reload speed for all weapons for both the player and NPC's. I don’t know why the reload animations have to be so ridicilously fast in this game to the point that it's immersion breaking. If all weapons had a more realistic (maybe about 75% slower) reload time then it would add more of a skillgap to the game cause it would make you think twice before wasting shots. This would also push players to wait for the right moment to shoot or to move up on an enemy and it would make melee weapons more viable options. Just some idea's. please tell me what you think.4 points
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@LMS Use this code on a loop for Infinite Ammo, Are you using the INFINITE_AMMO native that can be unstable, sometimes on console it can cause crashes never got to the bottom of the problem, it could be a certain weapon or something else in background that can cause a crash. To fix vehicles use this after spawning car or truck. Also put this on a loop and you can re enter the vehicle after leaving it.3 points
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Hear hear! Liking a mod is subjective. You should never listen to someone tell you one is better than another. Try every mod that you are interested in. It's the only way to know what works for YOU. I personally love both mods and it sucks having to choose between the two. Both mod authors have made a fantastic game that much better.3 points
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This mod is amazing, but will a version be released that does NOT require Lenny's Simple Trainer/Outfit Changer? Both mods have a serious negative impact on my FPS (others have this issue as well). Is there perhaps some workaround that only uses some of the .dlls from LST? I really would like to use the multiplayer items but LST really hits my FPS hard/causes stuttering.3 points
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@HughJanus @foxy9911 I tried anything but could not deactivate the shock state. I can reduce the shock time but at the end, the vanilla euphoria sequence will break, the npc will walk slower and slower until hes standing for a second and than collapse... Especialy with the lemat revolver the shock state is nearly to 100% happening. I also noticed, that the shock state is using the configured advance stumbling values (line 319 to 328 [or 336]) even when DSEuphoriaStumbleChance, DSMaxStumbleTime, DSDelay and DSMaxEuphTime set to 0. Is this working properly so or is it a bug? DSEuphoriaStumbleChance is a nice feature but IMHO sometimes it looks a little bit strange if the npcs walking every time in a circle and dont react to bullets like a few seconds before... this could be related to the differend "ragdoll and balance" behavior which will applied on the NPC if this mechanic kicks in (it is the same behavior that is used for the shock state i guess). This behavior makes the npc more lifeless (no bullet wounds touching, no reaction to body shots, no bullet force, only balancing if a force push will be applied) and breaks the immersion a little bit. If i understand correctly, the shock state behavior kicks in, when the NPCs health is under the value from DyingMovementThreshold (standart 70). If this happens while the npc is ragdolling, the vanilla euphoria breaks and the shock state behavior kicks in. So the only way to prevent this is disabling the Dying movement (which kills almost the complete mod kommt also absolut nicht in Frage 😄 ) Currently: 1. You shoot a NPC (Health is 100, threshold is 70) 2. The NPC is pushed away from the bullet force (sadly this is like RDR2 and also GTA5 works cause no NaturalMotion developers are involved in R* game production anymore sience shitty Zynga baught NaturalMotion) 3. While the NPC is stunbling in vanilla euphoria ragdoll (but not on the ground) the NPC health crosses the threshold of 70 and the shock state kicks in. <- here is the (more or less) problem 4. The NPC dont react to bullets anymore and falls to the ground using the "Knockback" sequence or (if you continue shooting) is going to fly because suddenly bullets are insanely powerfull. The problem might be to find a way to get the NPCs in a dynamic way to the ground (in case that the threshold is crossed but the NPC wont fall down after stumbling) which wont breake the current motion sequence and let the NPC still reacting to the environment and bullets. Maybe by calling the vanilla "writhed in pain euphoria" sequence (I mean the movement of the last 1 second which a NPC is performing right after you killed him on the ground finaly). In GTA 5 this physics task should be called "CTaskNMInjuredOnGround". The taskname should be the same in RDR2. This could force a standing NPC in a "dynamic vanilla euphoria like" way to the ground and prevents the use of a force (X,Y,Z) which would push the NPC in a specific (everytime the same) direction repetitive again and again like the DSEuphoriaStumbleChance feature. The new mechanic should always match the situation. Some friendly suggestions for future releases: - A (additional) mechanic which activates the dying mode (shock state) only if the NPC lays on the ground (maybe by checking the position of specific bones) with a time delay option to prevent the "vanilla euphoria sequence breaking" (in case of a NPC is going down but the force causes the NPC to roll on the ground for 1 or 2 meters but the NPC health is under DyingMovementThreshold, the delay option would prevent the break of the current motion sequence and would activate the "shock state on ground" mode after a certain amount of time later). - An option to configure the bullet impact force which is applied on NPCs. Some weapons sends NPCs flying. Beste Mod die es bisher gibt, weiter so!3 points
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@HughJanus Ive tried to configure a mix between vanilla euphoria npc behavior (more cineastic npc movement when shot) and the dying movement on the ground. My intention was to configure a clean motion pass over from vanilla stumbling and movement (until the npc is on the ground) to the dying movement mode of the mod. I wanted to prevent the knock back (KnockbackChance) and the euphoria ballancer of the mod (DSEuphoriaStumbleChance) which let the npc walk in a random direction or causing a simple fall to the ground. With my current .ini configuration i did a good progress and sometimes it is working well but often there are some problems which i dont know how to solve... Problem: When i shoot a npc, the vanilla euphoria kicks in and the npc starts to stumble and behave (touching bullet holes and so on)... after a few more shots, the vanilla bullet force is suddenly gone and the npc starts to stand still (while getting shot)... if i stop shooting, the npc will collapse after 1 - 2 seconds, if i continue shooting, no force will applied to the npcs body but after 1 or 2 seconds, the bullet force is insane and sends the npc flying... Desired behavior: In this case, everything works fine! The npc is in dying mode after vanilla euphoria ragdoll behavior brings the npc to the ground... This is the desired behavior without Knockback or DSEuphoriaStumble! Issues: This is the case, where the vanilla bullet force is getting lower and lower until its completely gone and the npc is standing still: In this cases the last bullet sends the npc flying: Questions: It seems like the vanilla euphoria sequence break when the NPCs health crosses the dying mode threshold and causes these strange behaviors (with still standing and so on...) What do i have to configure to bring the NPC in dying mode right AFTER he allready feld to the ground after vanilla euphoria is done? (like in the first video) Is it possible to only activate the dying mode SPECIFIC when the npc is laying on the ground? Maybe by checking coordinates of specific bones? If not, is it possible to activate a kind of "delay" (of the dyning mode) which kicks in when the NPCs health is under the dyning mode threshold to prevent the breaking of the vanilla euphoria ragdoll? Here the values which i changed in the ini: KnockbackThreshold = 0 KnockbackChance = 0 DSEuphoriaStumbleChance = 0 DSMaxStumbleTime = 0 DSMaxEuphTime = 3000 ;stumbling BothLegsStumbleForcePushX = 0 BothLegsStumbleForcePushY = 0 BothLegsStumbleForcePushZ = 0 OneLegStumbleForcePushX = 0 OneLegStumbleForcePushY = 0 OneLegStumbleForcePushZ = 0 IsDirectionRelativeOneLeg = 0 IsForceRelativeOneLeg = 1 IsDirectionRelativeBothLegs = 0 IsForceRelativeBothLegs = 1 DyingPushChance = 0 DyingForcePushX = 0 DyingForcePushY = 0 DyingForcePushZ = 0 HeadVecMaxTime = 0 (intention: to mimize the "still standing time" of the npc) Thanks for your help and keep up the good work of that great mod!3 points
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I would love to see this as well. I've been posting about this on cheat happens, fearless, nexus, several mod pages on nexus for native trainers. No one seems interested in even responding. O_o... To recap what I've posted before. level 1 - Unlocks dead-eye and automatically selects targets when aiming over them. (Unlocked at Chapter 1: Old Friends) level 2 - Manually select target points. (Unlocked at Chapter 2: Pouring Forth Oil) level 3 - Continuously shoot without breaking dead-eye. (Unlocked at Chapter 4: Banking, the Old American Art) level 4 - Highlight hearts and heads while in dead-eye and aiming over an enemy. (Unlocked at Chapter 5: Fleeting Joy) level 5 - Highlight stomach, groin, lunges and other vital areas. (Best for hunting legendary animals that are hard to kill) (Unlocks at Chapter 6: Goodbye, Dear Friend)3 points
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Idk why i haven't posted on here before but, im always on the Nexus, i use this mod all the time and more specifically the random bandit encounters, and persistent bandit hideouts. But if anyone is interested to see what these look like ingame check out my Utube channel for RDR2 using this mod Gunter Severloh RDR2 crossed99 knows me from Nexus, thanks for the best mod crossed99! Guys send him a donation he deserves it, i've sent him a couple in the past year! Cheers!2 points
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I may have found a problem with the mod. With the mission where you find the brother of your x girlfriend at the turtle cult camp "We Loved Once and True-II". Once you chase him down and you stop him from shooting himself by shooting his gun out off his hand, instead of him getting on your horse, he just runs off. Can't seem to lasso him either. Probably have to redo the mission checkpoint with the mod disabled, I'm thinking. I'm using the realistic hotfix 1.3 version. Thanks for your valuable time and fine service on the mod btw!!! Looking forward to what the modding community can do with this game! This website the best place to provide more direct feedback, other than Nexus? EDIT 1: I disabled the mod, went in other direction till the mission failed, restarted checkpoint and he got on my horse, and then enabled the mod. Same as what I did for the Struss missions that required the fist fights, Not a big deal.2 points
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I did a very quick implementation of the pushing in dying state. You can now set a value in the ini to either use the normal pushing (force is applied to the center mass of the NPC) or the advanced pushing (you can choose a bone which is receiving the push). All based on chance (when is the push being dealt, which axis (x, y or z) is receiving the push), as usual. Here is the code snippet for that part: int rand = 0 + (std::rand() % (999 - 0 + 1)); if (rand < ini_dyingpushchance) { int randxyz = 0 + (std::rand() % (99 - 0 + 1)); if (ini_useadvanceddyingpush == 1) { if (randxyz < 33) ENTITY::APPLY_FORCE_TO_ENTITY(peds[i], 1, ini_dforcepushx, 0, 0, ini_dforceoffx, ini_dforceoffy, ini_dforceoffz, ini_dforcebone, 1, ini_ignoreupvec, 0, 0, 0); else if (randxyz < 66) ENTITY::APPLY_FORCE_TO_ENTITY(peds[i], 1, 0, ini_dforcepushy, 0, ini_dforceoffx, ini_dforceoffy, ini_dforceoffz, ini_dforcebone, 1, ini_ignoreupvec, 0, 0, 0); else ENTITY::APPLY_FORCE_TO_ENTITY(peds[i], 1, 0, 0, ini_dforcepushx, ini_dforceoffx, ini_dforceoffy, ini_dforceoffz, ini_dforcebone, 1, ini_ignoreupvec, 0, 0, 0); } else { if (randxyz < 33) ENTITY::APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(peds[i], 1, ini_dforcepushx, 0, 0, false, true, false, false); else if (randxyz < 66) ENTITY::APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(peds[i], 1, 0, ini_dforcepushy, 0, false, true, false, false); else ENTITY::APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(peds[i], 1, 0, 0, ini_dforcepushz, false, true, false, false); } } In the ini you can find some more information. Have only tested it one minute to see if the different pushings (advanced and normal) are working. Will be back tonight. PedDamOv_1.3a.zip2 points
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