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joebeefhash

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Everything posted by joebeefhash

  1. In PDO I set > ;FireSurvivalChance is the percentage chance of an NPC surviving a fire if burning (values: integers between 0 and 100) FireSurvivalChance = 100 ;FireHealth is the health value an NPC gets when it is burning, if it is NOT supposed to survive the fire (if this value is set too high, the NPC might still survive the fire) FireHealth = 750 They survived the fire. Just laid there charred. Also burned for a long time as well. 1.) Can't set back on fire to finish off. PED was left with 19 health even after 5 fire bottles were thrown. How about if you can get the fire from the fire bottle to burn longer. Longer fire time basically, nothing to do with damage. Has to be a rate because the fire starts and obviously has a stop value if it can be found. I don't see why it wouldn't be, every other damage seems accessible. To be honest, this was pretty satisfying though, semi realistic ya know? What exactly are you trying to achieve?
  2. That's what I figured. Not sure though. I might mess with it myself lol. I do know 1899 firearms and RDRoffline both have different values. <BleedOutTimeMultiplier value="0.0033" /> (1899 Firearms) <BleedOutTimeMultiplier value="1.00000000" /> (RDRoffline)
  3. 1. Does loot have to be in containers (seems like it does, things I spawn in can't be picked up unless in a container, but Rockstar's items in the world are fine) 2. Is there a way to place loot into destructible objects that would require the player to shoot it or explode it? I guess solving question 1 would solve this one as well. 3. Is it not possible to sell items on your wagon? Is it because there is no wagon inventory? I imagine the game flags things stowed on the horse or the player as inventory, to where as in the wagons case, objects are not flagged but just sitting there floating? So, impossible or not? I would like to create scenarios such as loot being hidden in the destructible things like boxes and barrels, etc. I've managed to do it using RAMPAGE trainer, but for some reason I can't pick the loot up unless it's in a lootable container. The moment it's out of the containers range, it can't be looted.
  4. I plan to leave the descriptions the same as they were originally, just modify the amount given so that it reflects the true value. So I'd also have to type those out, which wouldn't be that bad for ammo and things because there isn't a whole lot.
  5. So the price change was reflected, just a temporary price to see if it would work, so that's good, also a temporary description and it worked. But that bottom left hand prompt I can't figure out which is actually what I meant, but wrongly referred to it as the catalog. Also, when you hit read, it brings up the description that's on the catalogue. So apparently CATALOGUEDESC writes to the actual catalogue and a full screen popup. I'll attach pictures.
  6. Alright. So. Conundrum. I got the catalog description to work but turns out that wasn't what I was talking about it's like this little floating overlay message box? Like a popup that describes what you're buying. There is the catalogue, and then in the left bottom corner a little popup/overlay box that tells you what you're buying. I can not find any info on what that would be. To change what's on the actual catalogue paper it's _CATALOGUEDESC. I even see one that says _TIP I think that's like a toast notification in the upper left hand corner. But not one for that little popup in the bottom left corner.
  7. Alright. So. Conundrum. I got the catalog description to work but turns out that wasn't what I was talking about it's like this little floating overlay message box? Like a popup that describes what you're buying. There is the catalogue, and then in the left bottom corner a little popup/overlay box that tells you what you're buying. I can not find any info on what that would be. To change what's on the actual catalogue paper it's _CATALOGUEDESC. I even see one that says _TIP I think that's like a toast notification in the upper left hand corner. But not one for that little popup in the bottom left corner.
  8. I see values for things like <BleedOutTimeMultiplier value="1.00000000" /> So that would probably be the rate you were talking about would it not?
  9. Hey I found something that seems like it relates to all the stats for a molotov. In weapons file in weapons folder of RDRoffline. Seems like you can modify a great deal of stuff. <Item type="CAmmoThrownInfo"> <Properties /> <Name>AMMO_MOLOTOV</Name> <Model /> <SwapClipSetHash /> <GripClipSetHash /> <GripClipHash /> <Audio>0x13092F6D</Audio> <Slot /> <AmmoFlags>Fuse FixedAfterExplosion 0x43D91F2A</AmmoFlags> <WeaponType /> <RewardHash>REWARD_AMMO_MOLOTOV</RewardHash> <NmTuningSet /> <ImpulseMultiplier value="1.00000000" /> <SkinPenetration value="0.00000000" /> <BleedOutTimeMultiplier value="1.00000000" /> <DeadeyeDrainModifier value="0.00000000" /> <UNK_MEMBER_0x08FAE4B6 value="20.00000000" /> <NumDamageRegionsThatCanBeBypassed value="0" /> <StatName>AMMO_MOLOTOV</StatName> <DismembermentRanges /> <NumPedImpacts value="1" /> <BulletsInBatch value="1" /> <Vfx> <VfxAmmoBloodInfoHashName /> <VfxAmmoWeaponImpactInfoHashName /> <VfxAmmoTracerInfoHashName /> <VfxAmmoMuzzleFlashInfoHashName /> <VfxAmmoShellInfoHashName /> </Vfx> <SkinPenetrationForAttaching value="0.00000000" /> <ObjectPenetrationForAttachment value="0.00000000" /> <LifeTime value="-1.00000000" /> <UNK_MEMBER_0xE4758E97 value="0.00000000" /> <FromVehicleLifeTime value="-1.00000000" /> <UNK_MEMBER_0x32E3F7FF value="0.00000000" /> <LifeTimeAfterBounceOffCloseRange value="-1.00000000" /> <LifeTimeAfterBounceOffFarRange value="-1.00000000" /> <LifeTimeAfterFiring value="-1.00000000" /> <MinLifeTimeAfterPlacement value="0.00000000" /> <LaunchSpeed value="25.00000000" /> <SeparationTime value="0.00000000" /> <TimeToReachTarget value="2.00000000" /> <Damping value="0.00000000" /> <GravityFactor value="1.00000000" /> <RicochetTolerance value="0.00000000" /> <PedRicochetTolerance value="0.00000000" /> <VehicleRicochetTolerance value="0.00000000" /> <FrictionMultiplier value="1.00000000" /> <UNK_MEMBER_0x179F6672 value="0.10000000" /> <UNK_MEMBER_0x1A14D03A value="10.00000000" /> <UNK_MEMBER_0x588528C9 value="30.00000000" /> <PickupHash /> <MPPickupHash /> <Explosion> <Default>EXP_TAG_MOLOTOV</Default> <HitCar>EXP_TAG_DONTCARE</HitCar> <HitTruck>EXP_TAG_DONTCARE</HitTruck> <HitBike>EXP_TAG_DONTCARE</HitBike> <HitBoat>EXP_TAG_DONTCARE</HitBoat> <HitPlane>EXP_TAG_DONTCARE</HitPlane> </Explosion> <VfxProjectile> <VfxProjectileFuseInfoHashName>0x2688816A</VfxProjectileFuseInfoHashName> <VfxProjectileTrailInfoHashName>0xDBB3D854</VfxProjectileTrailInfoHashName> <VfxProjectileGroundDisturbInfoHashName /> </VfxProjectile> <LightOnlyActiveWhenStuck value="false" /> <LightFlickers value="true" /> <LightSpeedsUp value="false" /> <LightBone>ID_SKEL_ROOT</LightBone> <LightColour x="1.00000000" y="0.41500000" z="0.02300000" /> <LightIntensity value="7.00000000" /> <LightRange value="0.50000000" /> <LightFalloffExp value="12.00000000" /> <LightFrequency value="0.00000000" /> <LightPower value="10.00000000" /> <CoronaSize value="0.00000000" /> <CoronaIntensity value="0.00000000" /> <CoronaZBias value="0.00000000" /> <FlightBoneXAxis x="0.00000000" y="1.00000000" z="0.00000000" /> <FlightBoneYAxis x="-1.00000000" y="0.00000000" z="0.00000000" /> <FlightBonePositionOffset x="0.00000000" y="0.00000000" z="0.00000000" /> <SpinAngularVelocity value="-300.00000000" /> <UNK_MEMBER_0x31C9C83E x="0.00000000" y="0.00000000" z="0.00000000" /> <StickRotation value="0.00000000" /> <UNK_MEMBER_0x97735FE5 value="false" /> <ProjectileFlags>ProcessImpacts NoPullPin CanBeDestroyedByDamage 0xAC61E9E6 0xEEE9D8EA 0x12CB0C4E</ProjectileFlags> <ProjectileSeekingTune> <EnableSeekingHorsebackMP value="false" /> <EnableSeekingOnFootMP value="false" /> <EnableSeekingHorsebackSP value="true" /> <EnableSeekingOnFootSP value="true" /> <MaxSeekingAngleDeltaMP value="30.00000000" /> <MaxSeekingSpeedDeltaMP value="10.00000000" /> <MaxSeekingLifeTimeAngleDeltaMP value="60.00000000" /> <MaxSeekingAngleDeltaSP value="120.00000000" /> <MaxSeekingSpeedDeltaSP value="10.00000000" /> <MaxSeekingLifeTimeAngleDeltaSP value="200.00000000" /> <SeekTargetNearInterpDistance value="0.00000000" /> <SeekTargetFarInterpDistance value="40.00000000" /> <SeekTargetTransverseNearInterpSpeedMP value="15.00000000" /> <SeekTargetTransverseFarInterpSpeedMP value="7.00000000" /> <SeekTargetLongitudinalNearInterpSpeedMP value="25.00000000" /> <SeekTargetLongitudinalFarInterpSpeedMP value="15.00000000" /> <SeekTargetTransverseNearInterpSpeedSP value="15.00000000" /> <SeekTargetTransverseFarInterpSpeedSP value="7.00000000" /> <SeekTargetLongitudinalNearInterpSpeedSP value="25.00000000" /> <SeekTargetLongitudinalFarInterpSpeedSP value="15.00000000" /> </ProjectileSeekingTune> <ProjectileStickingTune> <MinTemporaryStickingTime value="0.00000000" /> <MaxTemporaryStickingTime value="1.00000000" /> </ProjectileStickingTune> <ProjectilePhysicsTune> <DefaultFriction value="0.87500000" /> <FrictionAfterNonGroundHit value="0.87500000" /> <FrictionAfterGroundHitParallel value="3.00000000" /> <FrictionAfterGroundHitPerpendicular value="3.00000000" /> <ElasticityAfterNonGroundHit value="0.20000000" /> <ElasticityAfterGroundHitParallel value="0.20000000" /> <ElasticityAfterGroundHitPerpendicular value="0.20000000" /> <MaxGroundBounceOffSpeed value="2.00000000" /> <MaxWallBounceOffSpeed value="2.00000000" /> </ProjectilePhysicsTune> <UntriggeredProximityLightColour x="0.00000000" y="0.00000000" z="0.00000000" /> <VertData /> <RangeMultiplier value="1.00000000" /> <UNK_MEMBER_0x4E898026 /> <ThrownForce value="0.00000000" /> <ThrownForceFromVehicle value="5.00000000" /> </Item>
  10. Okay I think I've found a list of available hash codes on github. RDR3 Discoveries. https://github.com/femga/rdr3_discoveries https://github.com/femga/rdr3_discoveries/blob/master/weapons/ammo_types.lua ^ I'm gonna try with one type of ammo and see what happens lol. I'll report back with results. Moderator turned me on the RDR3 Discoveries website, been a huge help!
  11. I think I actually have WhyEm's DLC already downloaded just not installed. Oh yep I do. Okay, so I'm seeing how the catalog works. What is the best way to find hashes? I have used RAMPAGE for certain hashes but that would be a nightmare to acquire all the hashes from RAMPAGE. I'd have to go around pointing a debug gun at stuff or something lol. Then you can't even log or copy to clipboard so I'd have to manually type the hash out to a notepad. Tedious as hell lol. I seen on here there is a hash converter, but I haven't the faintest idea how to even go about using it. I'll check for a tutorial on it, I know there has to be one on here. I'm loving this format though on the strings.gxt2 lol. Literally Insert Hash Value = Description. So that is awesome in comparison to the catalog file. But the finding each hash for each item will be the thing that would take the most time. But I would definitely like to pursue it because little details such as the catalog description not reflecting what's actually going on would bug the hell out of me lol.
  12. So I just looked to see if I had any string files and I did have one from RDRoffline mod. There is literally only one description but it reads like this WEAPON_THROWN_BOLAS_DESC = A thrown weapon used to entangle the legs. So I imagine I can't just throw in my own lines into the RDRoffline file? Or even 1899 or WhyEm's correct? I could only modify what is already there? Or am I misunderstanding?
  13. Uninstalling the bounties mod that is, not the actual game.
  14. I bet it was the bounties mod. Sucks you deleted everything first now we'll never know. I fixed my game by uninstalling it. Reinstalled and it worked fine.
  15. Oh wow, I hadn't noticed the honor loss thing, but I for sure will now lol. I feel like you're right because PDO would of probably included fire damage and rate of damage more than likely. They have a good many options. Spine shot paralyze, why not. Well, maybe someone will come along and find it. Hopefully it isn't hardcoded. You think they would hardcode it just so people didn't mod it and create gruesome deaths or something?
  16. I would like to try it. How do I use ScriptHook?
  17. I grew up on Max Payne, I don't need to experience it again. Maybe you should turn off killcam.
  18. This is exactly what I was looking for. Awesome. Man I looked and looked I guess I just didn't know what to call it. It was bringing up Red Dead Flags like actual flags that you'd have on a flagpole. Thanks man! I'm gonna throw some of these at RAMPAGE later and see what comes of it. I see some cool flags I wonder if they will work with spawned PEDS such as making an arrest and other stuff.
  19. Yeah I know what you mean. I've experienced some of those mods where it was like ehhhh....I'll just do without it lol. I was just thinking it'd be cool to jump through a window and shoot someone in slow motion. Rockstar games always have that weird jump and movement thing because they try to make it realistic, which is cool. It just sucks sometimes in certain scenarios. Sluggin' about.
  20. I wonder if PED damage overhaul might can help with it? Do you need it specifically for the fire bottle? I know PED Damage overhaul has some fire options. I have the ini pulled up > ;FireSurvivalChance is the percentage chance of an NPC surviving a fire if burning (values: integers between 0 and 100) FireSurvivalChance = 35 ;FireHealth is the health value an NPC gets when it is burning, if it is NOT supposed to survive the fire (if this value is set too high, the NPC might still survive the fire) FireHealth = 320
  21. Oh I see now, I just hit ctrl+f on groups you listed and I see it brings things up very nicely by group. Superb!
  22. Basically I would like to set certain flags to certain people that I have spawned in, to do, or fulfill certain requirements. In the heist scenario, I've pulled out my gun and even shot, not killing anyone, and the PEDS react pretty dumb. They didn't even whip their guns out. So I'm thinking if I can flag them to act as law enforcement that would be great. I'm not trying to script, I'm just trying to get PED's to act accordingly. So I come in a place, whip my gun out or dynamite, I would like them to act as law enforcement. Or say I put my mask on or come in with a mask. I would like for them to tell me to take it off and pull their guns out if I don't etc, leading to a fire fight, etc. You get the idea? lol
  23. Awh heck yeah man thank you. I was learning the WEAPON_(INSERT TYPE OF WEAPON HERE) through trial and error. WEAPON_RIFLE or WEAPON_SHOTGUN when I was changing prices for weapons, and just recently did some ammo changes and learned AMMO_INSERT TYPE HERE. All are working really well. But this list is exactly what I was going to be needing, thanks friend. So, I changed ammo successfully, I was just toying with the quantity and the quantity works, but the catalog doesn't reflect the quantity change because it's the catalogue description. So, ammo quantity is set to > 30. It does indeed give me > 30. But the catalogue description says 60. For obvious reasons because I never altered that file as I don't know where catalog descriptions are? Do you know where those are? As for PED Flags, it's like a flag for peds I guess that allows them to fulfill different conditions. Example. Spawn in a PED using RAMPAGE trainer, or multiple PEDS, and it has an option to enter a flag for the PED. I'm thinking flags such as ways to set them as GUARDS, cowards who flee, hell maybe even a flag to make them BLIND? There is a blind guy in the game after all. Haven't tried killing him to see how he would react. See if he stumbles about like a blind man or if they didn't bother lol. Maybe a flag to set someone as a marshal. Or flags that don't allow them to die, flags that make them deaf so they can't hear noise made by player. Stuff like that? Anyways, I created a separate topic for that because I didn't realize I was creating two different topics. I just called it PED FLAGS or something like that. My apologies mate! Just wanted to explain what I meant by flags because I confused you. I may be off base anyways lol. It might be something totally different. Rampage is buggy anyways. I can not get PEDS to save with weapons. Even if I manually edit XML file and manually add weapon hashes to them, so I give up on that.
  24. Would a jump and shoot mod be possible? Seems like it could be really cool in slow motion or with dead eye. I'm thinking impossible because no one has did it and it's probably another thing to be blamed on Rockstar. But surely people have thought of something as simple as jumping and shooting, or am I the only one?
  25. Does anyone know where I can get information on PED Flags? or PLAYER Flags. I see in RAMPAGE it has option for flags for PED's and I think PLAYER also. I would like to tinker with some of these but can not find the first bit of info on FLAGS. If anyone can point me in the direction of information or help, it will be greatly appreciated. In the least if I can find a file with several flags that I can reference and test for myself that would be okay as well. I imagine some flags wouldn't be so easy to tell what they are doing through trial and error and some would be really obvious. Seems like a headache but I'm willing to try.