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SteveOhByte

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Everything posted by SteveOhByte

  1. Update: After installing this latest update RPH is loading properly again, not sure what exactly was going wrong but everything works fine again.
  2. I just redownloaded RDRFR and overwrote all the files then launched with rph again, still no access to console in game, and the log file still generates that same message. I notice it also has a version.dll, could this be a conflict with the asi loader?
  3. I'm using this version of script hook and just put that in my game directory. I didn't change out any other files so the version and dinput are old version files. And I have the game through steam, which launches via rockstar launcher.
  4. Really? Rampage is working fine for me, as are all my other non-rph mods. I've got both version and dinput8 dlls.
  5. Both LML and the ASI loader work fine on my end, not sure about RedDeadOffline as I've never personally used it.
  6. UPDATE: After updating script hook using this mod https://www.nexusmods.com/reddeadredemption2/mods/1472 the game will load. Issue is now only RagePluginHook, which drops a rather cryptic looking error log when launching (but does not prevent game launch)
  7. This tends to happen with every update to a rockstar game. Will need to wait for the makers of things like RagePluginHook and ScriptHookRDR2 to update their mods. Most individual mods don't often need updating every time, just the hooks that allow them to run, but we will have to wait and see.
  8. Giving a player weapons can be accomplished like this: Ped ped = new Ped("PED_MODEL_HERE"), new Vector3(100f, 100f, 100f), 100f); ped.TempEnsureWeapon(WeaponHash.RevolverDoubleAction, -1, true); For items, I think you should look through the NativeDB on this site searching for the "item" keyword. This one looks promising, but there really isn't all that much documentation for red dead natives yet, so it will require trial and error to find exactly which native you want.
  9. Hello, I have recently been polishing and completing a few script mods and I realized that I've made the mistake of putting off actual player input to the very end. Throughout development, the script has either been running on game load or on a function key press, and I would like to more seamlessly integrate into the game. I was for example wondering how context menu actions could be made, that is when you hold right-click on a ped or an animal there is a context menu. Is there a way to add custom actions to this? Another option I considered was something like NativeUI modding in GTA5, where you open a simple menu interface in the corner of the screen for navigation and interaction. But I can't seem to find any info on this approach either when it comes to Red Dead. Does anyone have ideas of how to accomplish these two systems? Is there any way?
  10. Thanks for the help, yeah the more I play around with these and other natives the more I realise how much work is going to be involved in creating a system to get a proper point, especially since there are mountain paths that are sometimes considered nodes to look out for. Thanks again though.
  11. In GTA5 RagePluginHook we could use World.GetRandomPositionOnStreet(), and I was wondering if anyone new of a way to do this in RDR2. I thought about using native methods, such as the "GET_CLOSEST_ROAD" native, to cobble-together a solution, but I was met with a rage crash and the log file telling me that it attempts to read or write protected memory, and therefore throws an access violation. I'm trying to create a basic script to spawn someone in a carriage some distance away, and have them drive to the player. Currently I have them, the carriage, and the horses spawning correctly, they all hitch up and get in the driver's seat, but they continuously get spawned into a tree or rock or some such and are unable to follow through on the driver's task to "DriveToPosition" Has anyone tried to do something similar to this that could offer some insight?
  12. It used to be that you could use Game.WasKeyJustPressed() and insert a System.Windows.Forms.Keys key as a parameter, however in the latest version of RagePluginHook2's sdk.dll this method seems to have been removed, does anyone know of another way to detect key presses?
  13. EDIT: Site has apparently resurfaced. Hello RDRFR team, I finally found the time to get back into developing mods and was wondering if any of you knew where I could find the latest version of RagePluginHook2.dll being used for RDRFR callout pack development. The website appears to be down, and I seem to have deleted my copy of it. Thanks!
  14. Yes I know it's incredibly bugged, I haven't had a chance to do any work on it since the last update, but with school coming to an end soon I'll be back to update all the current callouts for full functionality and hopefully to add new content aswell.
  15. For all questions regarding RDRFR you should look to this forum: https://www.mod-rdr.com/forums/forum/9-rdrfr-open-discussion/ I'm just making callouts, and am not a part of the developing the actual mod 🙂
  16. For all questions regarding RDRFR you should look to this forum: https://www.mod-rdr.com/forums/forum/9-rdrfr-open-discussion/ I'm just making callouts, and am not a part of the developing the actual mod 🙂
  17. It's out in Early Access for LSPDFR insiders, I'll clarify that in the description 🙂
  18. Version 1.0.1

    11,989 downloads

    A callouts pack for RDRFR
  19. I'd like to see the option for teleportation to the waypoint 🙂
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