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October 29 2019 - March 29 2025
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Popular Content
Showing content with the highest reputation since 10/29/2019 in all areas
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82 points
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Following closely in the footsteps of LSPDFR, the police mod for GTA V, today we're excited to share some screenshots and details about our latest project - RDRFR, the upcoming police mod for Red Dead Redemption 2. Putting the player in the shoes of a lawman, RDRFR will bring a whole new dimension to Red Dead. Not only will you be able to walk the streets and roam the plains with the full authority of the law on your side, but we're creating something that's quite different too. Indeed, perhaps the truest strength of RDR 2 is that it is different - it's not just GTA in the west - there's more to it than that. It's a vast open world, it has a level of detail in the characters, the setting, the environment that's unmatched by any other open world, free form game. With RDR we have the opportunity to create an experience that's far more intimate and refined than any previous mod, with a greater focus on interaction and investigation as opposed to LA style car chases. In the absence of modern CCTV surveillance, finding out the culprit in the weekly bar brawl calls for more 'traditional' means. Leveraging RDR's powerful system for contextual prompts gives rise to all new interactions with the people you encounter. Our focus at the moment is to finish developing an initial version of RDRFR as quickly as we can. There's no doubt that we've come a long way since RDR was first released on PC, but there's so much that's still unknown about how the game works, and what we can mod into it. With this in mind, instead of sitting on it for a couple of months as we try to get stuff 'perfect', we instead want to have the ball rolling within the space of some weeks, and let the mod grow and evolve naturally as we see how people play it, and what sort of things should be added and focused on. Some things haven't changed much, though... Like perps staring down the barrel of a pump action shotgun as you bring them in. Seeing Rockstar's latest open world epic from the eyes of the law is really fun. Being a lawman at the turn of the 20th century doesn't seem as cut and dry as being a police officer in a modern metropolis, and we're hopeful that this offers a ton of potential for what a police mod for this game can become. We can't wait to see what happens with RDRFR, and we're working day and night on getting the mod into your hands, so that you can put on a star and lay down the law. Be sure to closely follow our website and Discord server for the latest news as we develop RDRFR, which we hope to bring a 'beta' version of as quickly as possible. If you haven't already done so, you might also wish to consider becoming a Patron, not only to support our work which is completely free, but also for all the latest insider scoops and special behind-the-scenes access as a thank you for your support.48 points
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After a lot of trial and error, we've finally got some interesting examples of basic scripting working, and one of the coolest, most visible things that we're now able to do is spawn characters. It's interesting to note that from our observations thus far there's a couple of differences from GTA V with this, including that certain characters seem to be automatically given or assigned weapons which they hold when spawned. In the screenshot above, you can see three characters which have been spawned in front of the player. It might not seem like much, but we think that even getting this far on the first day is pretty cool. Moving on, the next thing we wanted to play around with was changing the player's model. I know that a lot of people are eagerly anticipating a police mod for RDR 2, and therefore obviously it'd be really neat if we could figure out a way to swap out Arthur and replace him with a sheriff. This took a lot of trial and error and presented a number of different complications that none of us had quite expected. What we've got just now isn't perfect - there's still a lot of work to be done - but we're good making progress and as you can see, we did manage to get it working to an extent, 'cause that sure ain't Arthur Morgan, that's Sheriff Harmon Thomas! Finally, putting it all together, here's a shot of @LMS standing in front of his deputies. Be sure to check back regularly as we continue our adventure into RDR modding, and also make sure to join our Discord server to keep up to date with the latest happenings. You can find the link to join here: https://www.mod-rdr.com/discord/ Finally it's important to note quickly the difficulty and challenge that comes with modding a new game like RDR 2. Earlier today, as we set about modding the game, we immediately ran into all sorts of hurdles. Issues related to the game, to graphics settings, to the launcher, and so on. There's a lot of frustration, and we all owe @LMS a significant degree of gratitude for his expertise and dedication. The poor guy hasn't even been able to progress the game out of the snowy bit yet!12 points
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Version 3.2.0
52,769 downloads
# RDR2-Tie-Your-Lasso - Hangman Edition 3.1.0 This mod allows you to hitch your lasso, along with the peds tied to it, to the surface your are standing on. ### Installation: - Download and install AB's ScripthookRDR2 - Make sure you have an asi loader, it usually comes along with Scripthook. - Remove previous versions of the mod, if you have any installed. - Copy TieYourLasso.asi to the game's main installation folder. ### How to use: - Use your lasso just as usual. - Press the key ("Look Back" key) when on foot to hitch the lasso to the ground. - After you hogtie a npc, get close to him and then you can attach him to the ground (without lassoing it). You're also able to give him a little push. - It's also possible to attach the ped you carry to the ground. - After attaching a ped to the ground, you can wind the rope by standing near it and pressing E or unwinding it by pressing R. - Hang peds by hogting them and stand under a bridge or a tree. Then press V. Try to keep the player's front area clear because there the rope will be hitched so you can control it. - Hang peds from gallows: pick up an hogtied ped and get under the gallows' beam. Use the Tie Noose prompt to noose the ped properly. Then approach the lever and pull it. Supported gallows: Valentine, Strawberry, Rhodes, Blackwater and Saint Denis.11 points -
Red Dead Redemption II will, just like GTA V, be powered by the Rockstar Advanced Game Engine (RAGE). As such, it can almost be said for certain that much of the technical aspects of the game will be similar to GTA V. Most importantly, it's expected that RDR 2 will share the same scripting system as GTA V (which is what the game's missions and most other things are controlled by). This is good news for us, as it means that we won't have to familiarize ourselves with a new scripting engine, and will allow us to apply some of our existing knowledge. Similarly, we also know that RDR 2 employs a similar file format to that found in other RAGE games, although likely with one key difference which could prove to be a bit of a headache. While we're unable to confirm that this is the case on the PC version due to an additional layer of protection on the pre-loaded files to prevent them being used before the game launches, it is very likely based on other analysis that RPF 8 files (RDR 2) employ a stronger method of encryption than RPF 7 files (GTA V), which in all likelihood will make modding, and even just reading them more difficult. Preparations Aside from freeing up masses of disk space, stockpiling pizzas and ensuring copious amounts of caffeinated beverages are at hand, we've also been making some more technical preparations for RDR 2 on PC, too. To better understand our current tooling and how we will need to adapt, we've spent some time recently revising an older Rockstar Games title, also powered by RAGE: Max Payne 3. Max Payne 3 is interesting for many reasons (and is also a phenomenal story-driven game that's well worth a try - especially when you can get it for free with a pre-purchase of RDR 2), but specifically is intriguing to us in the following ways: The RDR series isn't GTA, and neither is Max Payne 3. We expect there will be some significant differences between RDR and GTA, just as there are between Max Payne 3 and GTA. RDR and RDR 2 were developed by Rockstar San Diego, who also developed Max Payne 3. With a lot of help from MulleDK19, we were able to play around with Max Payne 3 and inject our own code at runtime, doing silly things like spawning otherwise unobtainable police cars and disarming all enemies. For your viewing pleasure, I've included a screenshot of our shenanigans below. You're not really meant to be a cop in Max Payne 3. Timeline Probably the thing that everyone's dying to know: how quickly can we expect mods for RDR 2 to come out. Unfortunately, there's no way to give a clear cut answer on this just yet - we'll have to wait to get our hands on the game first. With that being said, there's a couple of things that we do know: Memory modifications, which are necessary for us to inject code into the game (e.g. for things like LSPDFR, etc.) are ultimately inevitable in some shape or form. While there's a lot of methods that Rockstar can and have used in the past to prevent against such mods, it's highly unlikely that this kind of modding doesn't come to fruition. The key here is how easily the game's code can be analysed. As GTA V on PC progressed as a game, additional levels of protection called obfuscation were added to GTA V to make modding more difficult, we presume as part of an effort to combat online modding - which we don't support or condone. If high levels of obfuscation are used, it'll be much harder (or even close to impossible) to analyse the game's code, and this will have a big impact on how quickly script mods (like LSPDFR) could be released. Ideally, other methods to prevent online modding might be employed which don't affect our ability to mod the single player game. In this case, script mods (especially simpler ones) could appear within a couple of days. File modifications, which as the name suggests, change the game files, are a different can of worms altogether. As explained above, these are largely dependent on the protections and encryption employed within the RPF 8 format (which is new to RDR 2 and has not been seen on PC before). It's fairly safe to assume that these sorts of modifications, which can include things like custom vehicle models, won't be seen for a little while until after the game is released. Note that we originally shared a preview of this insight to our Community Insiders on Patreon. If you'd like to be the first to know about what's going on, please consider supporting our work - which we do for free - by becoming a Patron: https://www.patreon.com/lcpdfr11 points
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Version 1.0.5
15,890 downloads
RDR2-Contracts This mod adds new, auto generated, contract missions for you to play. Over 19 different mission scenarios with hundreds of possbile variations, difficuly levels and locations! Make the best of your weapons and skills and earn money by accepting contracts and assassinating targets around the game's world. Features Over 19 different mission scenarios with different difficuly levels. Dozens of different locations each mission can take place in the game's world. UI for reviewing and managing your contracts. Bonuses for hanging your targets using TieYourLasso mod! (minimum version 3.2.0) Bonuses for harder and far away missions. Some targets are wealthier than others, some are outlaws. Keep and eye for opportunities to make extra profit! Game's missions are always in priority - you don't have to worry about conflicts with the mod's added missions. Some contract targets will affect your honor. Installation: Download and install AB's ScripthookRDR2: http://www.dev-c.com/rdr2/scripthookrdr2/ Make sure you have an asi loader, it usually comes along with Scripthook. Remove previous versions of the mod, if you have any installed. Copy Contracts.asi and Contracts.dat to the game's main installation folder. If you're interested in TieYourLasso bonuses, download and install it as well. How to play: Head towards the nearest major town (Valentine, St Denis, Strawberry, Blackwater, Annesburg, Tumbleweed and so on). Keep an eye for peds offering you contracts. Interact with the ped to accept it. Head over to the mission's location and track down your target. Assassinate it. Escape the area if you're wanted. Go to a post office and collect your payment! If you don't like a mission, want to review your active missions, you are able manage your accepted contracts with the GUI: set up a camp or simply rest in place to open up the mod's menu. Note: you can only have one active mission per town at a time. Notes: If you found a bug and want to report it, please attach your Contracts.dat and Contracts.log files. Missions will be locked if their start location is too close to your's when you accept them, or if the game was loaded in their area. Special thanks to: LMS and Konstantinos96b - for all the help with researching!10 points -
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I'm sure I speak for most all of us when I say, we absolutely adore your hard work! This looks all too good to be true. Seriously, anybody who can spare it should donate to your Patreon. Best of luck men! You've got this, & you've got our support.10 points
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After many years of people's requests and petitions, its finally here. A small mod that begun as a model swapping test for Lambda's new file streaming method, became an ambitious project to fully restore John Marston back to his prime. This mod restores John Marston's beta assets, such as his beta head models, clothes, hair and more. Some of the features included are: ALL of the assets above are included as Add On clothes, they don't replace any asset ingame. To buy them, you need to go to the fence, as seen here: Unique hairstyles for John were also added, with the correct dark brown hair color and without affecting Arthur Morgan's hair. Btw, John's classic right parted hair does not clip through the hat. John's npc pants were also included: There are many more features in the mod but then it is too much for this post! Requires the latest build of Lenny's Mod Loader. To install the mod, simply put the folder "LML" in your Red Dead Redemption 2 directory. DOWNLOAD LINK: Made by AfroBandit, GuiCORLEONEx794 and Eki.9 points
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Version 1.0.0
52,562 downloads
All of RDR2's vanilla gun metals look dull so I decided to rework the material properties and tweak the color tones for all gun metals. Engravings included. This is a .ymt file so you need the LATEST Lenny's Mod Loader. INSTALL: Delete any previous version first! Extract and drop the 'Shiny Guns' folder into RDR2/lml directory It should be Red Dead Redemption 2\lml\Gun_Metal_Rework\(ymt and xml files)8 points -
Version 1.0.0
29,219 downloads
RDR2-Duels A simple mod lets duel you everyone with a gun in the game. Features Much inspired by the real duels in the game. Adds an option to duel any npc. Customizable settings. Cinematic duels, converstaions and sound effects. Controller friendly. Installation: Download and install AB's ScripthookRDR2: http://www.dev-c.com/rdr2/scripthookrdr2/ Make sure you have an asi loader, it usually comes along with Scripthook. Remove previous versions of the mod, if you have any installed. Copy Duels.asi and Duels.ini to the game's main installation folder. How to use: Approach a ped and lock on it. You'll notice a new prompt, letting you to challenge the ped for a duel. Once challenged, get to the blip marked on your radar. Draw your sidearm by holding the attack control. Kill your opponent! You may walk from the duel at any time, but your opponent might attack you for bailing. Playing a dirty move like attacking your opponent while it's getting into position will cause him to attack you. Settings and customization Add the Duels.ini file to the game's main installation folder. Follow the instructions in the file and make sure you make the right changes. Notes: If you'd like to report an issue, please attach your Duels.log file. Donate: https://www.paypal.com/donate?business=X4H3B5F6JD8AG8 points -
Hi everyone, Welcome to the new RDR2Mods.com design. We've been working for a while on our new design, as well as a whole host of behind-the-scenes changes and upgrades. I'm excited to tell you about them. First I should mention, the new RDR2Mods.com design is now dark by default. This probably isn't the preference of everybody, and if you prefer a lighter design, just click the light-bulb at the top of the website to switch between light and dark mode at any time. We work on and maintain both, so apart from the light/dark switch, you shouldn't see any non-colour differences between both modes. We've listened to a lot of feedback about discovering files and navigating the site, and we've made some important changes around finding and discovering content. You might notice at the very top of the site you can now very quickly get to each category of game mod. This probably isn't too useful for a lot of you that already know the way around the site, but features as a really quick way of finding the mods that you want if you've just landed on the site and are finding it a little tricky to navigate. We've also added the download button for modifications right to the top of the page, so it's far more obvious how to download content. Some issues with our search has been fixed, although we are still working on improving this further. A new 'Trending' system has been introduced, this comes from our brother site LCPDFR.com. The idea of our Trending system is to highlight new and updated files that are getting traction. We still need to make some adjustments to this, and it's still in the early stages, but we're hoping this will further highlight new content. Getting file updates is no longer a long drawn out process; just hit 'Send me version updates' and you'll get sent a notification whenever the file is updated. When you download a file, the files are grouped by 'Main files', 'Old version', 'Extra'. Old versions are at the very bottom of the list. Creators can also add a short description saying what each individual file does. Creators can now add a bug report link to their files, that will cause a 'Report a bug' button below the 'Download this file' button to show. To enhance the peace of mind for visitors downloading files, we're also running a more detailed suite of security checks against files. You'll be able to see the result of VirusTotal virus scans right on the RDR2Mods.com file page for a modification. Please note that for some script modifications, the chances of a false positive are quite high. We'll hide these false positives when they are obvious to us. We haven't yet started on this, but, Creators, if you think your file is incorrectly labelled, please let us know and we can give it a check. For creators, updating your file no longer causes it to become hidden, even if it needs approval. Instead, the changes are queued for approval and your old file is live until the changes are approved. Files should not require approval as much due to our automated scanning system. As well as our work, we also inherit a lot of changes and fixes from the base software we use on the site, Invision Community. You should see a faster and more bug-free experience from the core of the site. However, this won't be an entirely bug-free and seamless experience. Although we've tried our best to make sure this rollout is as bug-free as possible, it would be only normal for some to appear. Please expand the spoiler for some known bugs. Feel free to reply to this topic or leave a comment on Discord in the website channel if you want to report something we may have missed. A more complete changelog is viewable in the spoiler below. Please let us know if you have any questions, bugs to report, general feedback or anything else. Best, Cyan8 points
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also I would definitely enjoy Animations like they in gta menus. for example smoke a cigarette/cigar for as long as you want instead of taking one puff and throwing it in the dirt, drinking a beer/whiskey for as long as you want instead of somehow finishing the bottle in under five seconds, and even just leaning on the wall or sitting would be good for pictures.8 points
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I am really looking forward to a law enforcement mod! Being able to patrol Saint Denis and interact with pedestrians as you can in LCPDFR/LSPDFR. Imagine the amount of call-outs possible!8 points
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Version 0.2.5.1
9,905 downloads
Gunsmith Business 0.2.5 The update 0.2.5 is here! after long tests at my patreon, it is finally available for everyone! The update includes a complete UI revamp, new ambushes, more weapons and all of the suppliers unlocked! It adds stuff like upgrades and stock limits for even more managment action. As well as some much needed quality of life changes. I recommend re-reading the description page to learn about the new stuff I've been working on! The Gunsmith Business allows you to buy one of the gunsmiths in the world of RDR2 and enjoy everything that comes with owning your own place! Do supply runs, fight off bandits, watchout for your reputation, deside the prices and paychecks or just leave the place be and return to it to collect the revenue! All this and much more is possible in the Gunsmith Business! I started working on this mod somewhere around august, but because of some other projects I couldn't fully commit to it, until 2 months ago, but now I present to you the first public build of the Gunsmith Business! Here I am gonna do a breakdown of each function of the mod, obviously if you have any questions after reading be sure to leave them in the comments! Also as a disclaimer I recommend testing the mod at first, so feel no shame in adding some money with a trainer and experimenting with it! Introduction Okay, considering you installed the mod correctly, 3 gunsmiths are now available for purchase: Valentine Gunsmith ($2000), Annesburg Gunsmith ($1500) and Saint Denis Gunsmith ($5000). Once you save up the money go to your location of choice and buy the business out. Beware you can only have one business at a time! Now when you enter said gunsmith this is how your left upper corner will look like. The number at the top is your regular money as usual in that location. The money below that is your stores budget (money that it generated by your store and that is used to pay utility bills). lastly the bar represents your current stock (in this example the stock is empty, so to indicate that, it is red). Supplies Now to order the supplies you go into supplies->order supplies->lancaster (other suppliers are no implemented as of this patch) and order the supplies you like. This is how the interface looks as of 0.2.5 update Now check the map for the supply wagon icon (it is randomized, so it isn't always in the same location!), now go there and drive the wagon to your gunsmith. Watch out! Depending on your shops reputation there might be enemies on the road. Managment Now if everything went smoothly, your current stock should be somewhat filled up and you are ready to open your shop! To do this simply go to the "open shop" button and hold the prompt on screen. (the lock appears when you have zero supplies, since then you cannot open your shop). Now you can do some minor managment of your store, in the manage tab you can change prices and change staff paycheck (beware! these settings also impact your reputation and sell rate overtime!). The cashing-in/out options refer to your shop budget. Upgrades and Stock limits (v0.2.5) as of 0.2.5 there is a stock limit, which can be expanded by buying the corresponding upgrades in the upgrades section. There are a couple tiers of the storage, so that there is some long term goal. Other upgrades are not finished yet. Interface Now I'll break down the interface. This is your reputation, which works similarly to the honor system. If you have a high variety of goods, low prices and you treat your employees nicely, your reputation will rise and the opposite will happen if you neglect one of these aspects. This is the information panel it shows all of the information that can be managed. The expenses tells the daily fees your shop has to pay if it's open. Salaries and Prices are the indicators of what you set in the manage tab. Staff currently doesn't do anything as it is planned for a later update. This area is pretty much work in progress, essentialy everything besides your current stock is a placeholder! Stock Here are some variables that impact your stock sales and supplies: -your current reputation -your current staff paycheck -your prices -variety of your supplies INI file As of 0.2.5 the mod now includes a comprehensive ini file allowing for complete customization allowing you to change weapon prices, multipliers and such. Installation Extract the Gunsmith with winrar and drag Gunsmith.asi, (as of 0.2.5) Gunsmith.ini, Gunsmith.dat and ScripthookRDR2 (not included) into the game files. Also if you are missing the images for the Navy revolver or the Elephant rifle, you need Red Dead Offline and in particular the cmpndm_weapons_tu.ytd file. you can download Red Dead Offline here: If you have any ideas or just feedback in general, be sure to leave in the comments! This mod wouldn't be possible without the support of my patreons! Special thanks to: -MarkQuinn2k4 -Joe Giggler -AndreyRodionov and everyone else that supports me on my patreon! Also I'd like to thank: Bob Ross for allowing me to use his compendium photos of the Navy Revolver and the Elephant Rifle Lilaaloo for the great thumbnail photo! Tomasz Wieliński for testing the mod and helping me with it's design DO YOU LIKE MY MODS? Consider supporting me on patreon! You will gain access to new updates or early build of my new mods! I just released the Companion System there check it out https://www.patreon.com/bolmin7 points -
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I know that everyone has been waiting for a long time, but I am just developing this myself so it takes a while to get in a shape that makes it enjoyable for most people. One of the main challenges is that we need to work around a lot of general problems with the game, such as not being able to reload or use your cores as a different model, which unfortunately takes away a lot of time actually developing the mod itself. Most of those issues have been resolved now, however, and we have started improving our API to make more callouts available on release, such as the ones by @SneakySteve and @Will (huge thanks for your work!).7 points
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Testing is currently underway by our Staff Team and Community Insiders and depending on how well everything goes, we should have a public release shortly.7 points
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Give it 2 months before Arthur is flying about in a Delorean while shooting Dynamite from dual gatling guns.7 points
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Well firstly, I want a flying horse where the legs all independently swing around like helicopter blades so it can fly, I also wouldn't mind seeing something like an investigation/bounty hunter game mode, where you can track people down via clues and speaking to the civilians, hopefully the mechanics that the game already has will make this a possibility.7 points