Jump to content

noab guy

Members
  • Joined

  • Last visited

Everything posted by noab guy

  1. the parameter NPCWeaponModifier is set to 230 by default. setting it to 100 would bring it back to the vanilla value
  2. is it giving you the ".ini not found" message when you press f9?
  3. Ped Damage Overhaul does that and a lot more. But be warned, I've never tried the playerhealth setting and according to the .ini it's a little buggy.
  4. thanks so much!! you're a lifesaver
  5. i dont think anything on this site is intended to be used online. if you have a private server i would look at the redm forums for support, but any mods claiming to work on rockstar servers are liable to get you banned
  6. Hi all, maybe a silly question because I don't see it asked anywhere else, but can any more experienced modders recommend a safe download site for OpenIV? I wanna experiment with file editing and stuff but the download link on GTA5-Mods.com is broken, and everything else looks kinda shady.
  7. it's definitely the SpineShotsParalyze feature doing it. when the feature activates, not only do they spasm as mentioned above, but they also don't bleed or go into dying states, despite those settings being enabled. even when an "artery shot" occurs before or after they go down, they will stop bleeding if "paralyzed." maybe this is all intentional? but the reason i didn't recognize that it was this feature causing the behavior was because i had the chance set to 100, which i assumed meant the behavior would activate every single time they were shot in the spine, but instead, when set to 100, it activates when shot anywhere in the torso. i set it to 99 and it activated almost every time they were shot in the torso, away from the spine.
  8. do you have EuphoriaModInstalled set to 1 in the .ini?
  9. PS - could we get a keybind option to toggle the health overlay? it's very useful for testing but kind of annoying to have to restart the game to turn it on/off, especially since it interferes with trainer menus
  10. i've noticed a bug with WHM's 1899 Firearms on Nexus where any guns that are duplicated variants of vanilla guns, like the Model 100, Winchester models 1873 and 1894, and all of the different versions of the double action, don't induce dying states. Whichever variant of each shows up in the weapon wheel first seems to work just fine, but every other doesn't. At first I thought the "duplicate" guns were just much weaker than the others but I confirmed from the PDO health overlay the dying states just aren't being used, and the guns seem to work just fine, performing about the same as the "base" guns, without PDO loaded. I've tried everything I can think of to fix this in the PDO .ini to no avail, and already have PDO loaded first and set to overwrite. Surely I can't be the only one experiencing this? I'm not totally sure which mod is causing the issue but I'm thinking maybe PDO doesn't recognize the "duplicate" guns as actual weapons and therefore thinks they shouldn't induce dying states? I know 1899 isn't your mod but if this something you can fix in PDO, or if there's anything I'm missing in the .ini that might do it, it would be much appreciated. Thanks for your hard work, as always 🙂
  11. they seem to do more damage at least
  12. noab guy commented on LMS's comment on a file in Red Dead Redemption 2 Tools
    i took a look and it appears they edit the same file, weapons.ymt, and therefore won't be compatible. try to load them individually and see if they work, and if so you can ask for a merge in the comments of either but until/unless someone makes it you'll have to choose one or the other unfortunately. also if you're new to modding you may want to download Rampage Trainer. sometimes with mods that edit weapons.ymt the changes won't appear until you remove the item from your inventory and get it again, and the trainer makes that much easier.
  13. noab guy commented on LMS's comment on a file in Red Dead Redemption 2 Tools
    try running it as administrator if you haven't already @TheOneShotKid
  14. what are playstyle are you going for? im using the default settings with 1899 Firearms from Nexus and it feels fairly realistic, peds usually go down in one or two body shots
  15. update, reset the ini to default and everything seems to be working fine. still not sure what was causing the weird animations, the health info overlay indicated that the npcs hadn't entered any dying states and their health was well above the dyingmovement and even knockback thresholds. ill do some more testing and report back if i find any specific feature or setting that's bugged
  16. Just a small QoL thing that would make switching between test saves and story playthroughs and such much easier, I would love to be able to just select a save from the main menu instead of having to wait the 4 or 5 mintues for the most recent save to load so i can load the other one and wait again. Would be really cool if someone could do something to integrate both into the ui, like still being able to load the default by tapping enter, but also being able to hold enter to bring up the save menu instead. But that's just an idea, of course anything would be appreciated 🙂
  17. Just a small QoL thing that would make switching between test saves and story playthroughs and such much easier, I would love to be able to just select a save from the main menu instead of having to wait the 4 or 5 mintues for the most recent save to load so i can load the other one and wait again. Would be really cool if someone could do something to integrate both into the ui, like still being able to load the default by tapping enter, but also being able to hold enter to bring up the save menu instead. But that's just an idea, of course anything would be appreciated 🙂
  18. also set useanimchance to 0 but the bugged animations are still playing every time
  19. dying state animations dont seem to be working correctly, have tried with+without euphoria mod to same result. peds just kinda spasm their whole body every second or so. tried to attach a video but dont know how to make it small enough lol
  20. is there anything essentially different about the ini file? i only ask because i've spent quite a while configuring those settings to my liking and would prefer to keep them if possible lol. and there's no need to apologize man, some people expect way too much out of people pouring time and effort into projects like these solely out of a genuine desire to improve the experience of their favorite games. you have one of the most impressive mods on this site, nothing else comes close to the detail and customization available here. we appreciate your hard work 🙂
  21. noab guy commented on Alsharad's comment on a file in Red Dead Redemption 2 Misc
    I agree, I love the darkest setting of this mod but wish there was a way to increase the effect area of just artificial lights. Street lights only seem to light a ~6 foot radius underneath them, barely covering any of the actual street, and leaving everywhere else pitch black. I wouldn't hold my breath though, with my limited game design knowledge I'd guess that lamp posts and other static light sources are probably baked into the map and would take a complete redesign to tweak in any way. Would also be nice to significantly decrease the accuracy of NPCs at night, if I can't see shit neither should they lmao. But at that point I'm just nitpicking. Neither of those issues are beyond suspension of disbelief for me, and it is definitely a huge improvement over vanilla. We can only expect so much out of such an awesome modding community for a 6 year old game.
  22. awesome thank you, that's good to know. just so im clear, are any .asi files in the rdr2 root folder safe as long as the asi loader is disabled, or should i remove those as well?
  23. noab guy commented on Alsharad's comment on a file in Red Dead Redemption 2 Misc
    try More Stars by Yojimbo, it's a modified version of this mod and is a bit brighter
  24. hey all, i wanna try using this instead of the rampage trainer for better (hopefully) better compatibility with LML, but it's been a long time since I've messed with the scripthook and stuff like that so I have a couple questions that I'm hoping someone more knowledgeable than I could answer. 1. I already use the Alexander Blade script loader, is that the same as the ASI loader linked here? And will dinput8.dll work instead of version.dll? I remember using those specifically because one of the first mods I downloaded (maybe PDO?) told me to, and I remember seeing people say the version file doesn't work for a lot of mods, while dinput8 has worked fine for everything I use so far. 2. Am I correct in remembering that you only need version.dll for mods that load multiplayer assets? And if so, is there maybe an older version of this trainer that doesn't? As of now I don't really need the multiplayer stuff, just want to be able to test out mod functionality and compatibility a little easier.
  25. I've only been playing single player since I got the game and have 5 or 6 mods installed for it. I have a friend who wants to play online and I just wanna make sure, will having those mods installed get me banned? I remember seeing somewhere that LML will automatically deactivate any mods when launching online, but for example the Rampage Trainer seems to still work even when I disable it in the mod manager. Should I uninstall it before launching online? I've already gotten a warning about unofficial game files detected while using the Rockstar launcher.