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HughJanus

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Everything posted by HughJanus

  1. @ni0g0a There is an ini setting called StoryNPCHealth, you can increase this value to make your friendlies eat more bullets. New beta - should improve performance (and tweaked the ini a bit to make the mod more compatible with other mods - also this is a testing ini, so stuff like invincibility is enabled). Please provide feedback, if possible. PedDamageOverhaul.asi PedDamageOverhaul.ini
  2. @turnpiker No plans, as of now (due to the lack of time I have). Hey I just wanted to boot up the game (after downloading the latest patch) and realized I have not updated my script hook. Can any of you guys download Alexander Blades Script Hook? I get forwarded to his blog when I click the download button...wtf?
  3. Haha just watched the video xD I will have to take a closer look at this, but cant promise when I will find the time. There is no way of donating, we are doing this for the community.
  4. @turnpiker I am not aware of this config - I will have to take a look at it. Your video is not available for me yet (youtube says its being processed atm).
  5. @SideniuS One of our testers brought this to my attention a while ago. I didnt give much thought to it, since it was not intentionally implemented and didnt mess with any game scripts or functions. I think its not working as soon as NPCs are playing animations - since you can configure the dying states yourself, you can make it so only the last state is really entered (by narrowing down the delta between the first two thresholds) and thus being able to grab them at all times.
  6. @SideniuS Weird, since I am using the native function I suppose the trainer also uses. But Im glad you found a solution :)
  7. @SamHill Thanks for clarifying. @SideniuS Maybe the game does not allow the modifier to be higher than a certain number? Have you tried something lower like 200 or 300?
  8. Could you try shooting them in both legs and check if they go down? Sounds like the mod is running fine, though. Do you maybe have RPH installed? (this one is not compatible with ABs script hook, afaik, and may cause problems)
  9. Depends on what weapon you are using and where you shoot them. Thats if you left the ini untouched. If you changed something (thresholds, etc.) the behavior might be different.
  10. The squirming is an animation, not a force. As you have RDO installed, I suppose you use RPH along with ABs script hook? As far as I know, RPH and ABs script hook dont work together well (for some people PDO wasnt working properly if RPH was installed). Other than that, I have not played with WERO yet, so this might also be the cause.
  11. Hm, thats weird. The only pushes occuring are the ones to get them to stumble (and those are extremely light). After the NPCs have fallen down, no pushes are applied at all. Do you have any other mods installed?
  12. Force pushes for downed NPCs have been disabled for some releases now. I suppose you messed with the ini?
  13. @Aztec2012 Thanks for reporting. I dont know if we will spend the time tinkering around with the friendly fire function, since most of the users dont seem to activate it. I will put your points on our list, though. @Gintero Not intentionally. Maybe there is something we overlooked in the code. I will check it out for v1.58. Since there have been no more bug report with v1.57 beta, we will prepare this version for release within the next 10 days. Big thanks to all of you who take the time to give us feedback here. And apologies to those, whose complaints dont get implemented - we have very little free time on our hands and try to address the problems most players are having. Your complaints are on our list and will be addressed sometime - we just cant put a finger on the date 😕
  14. I would not know how to implement an NPC to NPC modifier without tanking the FPS even more. As or the modifiers, they just co-exist. The weapon modifiers alter the damage a weapon does, the body part modifiers divide or multiply that damage (depending on if the modifier is below or above 100%). Example: The cattleman revolver usually does 10 damage - the weaponmodifier is set to 200%, so it does 20 damage. The leg damage modifier is set to 50% and you shoot an NPCs leg, the revolver does 10 damage (50% of 20).
  15. This is how we did it (only for Van Der Linde gang): if (friendlyfirebool) { if (PED::GET_RELATIONSHIP_BETWEEN_GROUPS(GAMEPLAY::GET_HASH_KEY("PLAYER"), GAMEPLAY::GET_HASH_KEY("REL_GANG_DUTCHS")) == 2) { PED::SET_RELATIONSHIP_BETWEEN_GROUPS(0, GAMEPLAY::GET_HASH_KEY("PLAYER"), GAMEPLAY::GET_HASH_KEY("REL_GANG_DUTCHS")); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(0, GAMEPLAY::GET_HASH_KEY("REL_GANG_DUTCHS"), GAMEPLAY::GET_HASH_KEY("PLAYER")); } } else if (!ffchangeexecuted) { if (PED::GET_RELATIONSHIP_BETWEEN_GROUPS(GAMEPLAY::GET_HASH_KEY("PLAYER"), GAMEPLAY::GET_HASH_KEY("REL_GANG_DUTCHS")) != 2) { PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, GAMEPLAY::GET_HASH_KEY("PLAYER"), GAMEPLAY::GET_HASH_KEY("REL_GANG_DUTCHS")); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, GAMEPLAY::GET_HASH_KEY("REL_GANG_DUTCHS"), GAMEPLAY::GET_HASH_KEY("PLAYER")); } ffchangeexecuted = true; } friendlyfirebool is the bool for indicating the features activation. Since we have a toggle key for the feature, the key press affects a bool called ffchangeexecuted, so if friendly fire is disabled, you only set the setting back to standard once (and not each script iteration).
  16. @Gintero The weapon is already in the weapons list. I just checked by spawning it and shooting a few police men. It works as it should. They go down by 1-2 shots to the torso and enter dying states after 2-4 to the legs. Do you have any trainers active or other hooks installed? @GiveAlexAUsername I lowered the audio chance and made it configurable in the ini (see attached) --> SpineParalysisAudioChance @ChristianW. I have tried changing the stumbling a bit (making the push more random). Please check if it worked (see attached). The value which governs the amount of stumble time as well as the occurence of stiffness, it seems, is DSMaxStumbleTime. PedDamageOverhaul.ini PedDamageOverhaul.asi
  17. @Gintero Hm, maybe we forgot this weapon in our weapons list. I will have to check. Thanks for making me aware. @GiveAlexAUsername Spine Paralysis enabled?
  18. @Gintero The weapons are not affected by the modifier when aiming at animals. I have not encountered NPCs dying by one shoot in the foot. If you have this problem because you changed something in the ini and you dont want to use the default values, I suppose you increased the player damage. This will of course affect the overall damage done (no matter which limb is hit). If you want e.g. the torso to be more vulnerable, I suggest using TorsoDamageModifier (and other modifiers for limbs). Keep in mind, that the limb damage modifiers work by giving back or decreasing health after being hit (depending on the value of the modifier). So if a shot kills an NPC, the modifiers wont help for this shot. @ChristianW. The delta value specifies a radius around the NPCs head. If the NPCs head does not leave that radius for the amount of milliseconds specified in the time value, the NPC gets forced to the ground. The ragdolling speed works as long as the NPC is standing and not in the dying states, the DS ragdolling works as soon as an NPC is in dying states. The thing with bleeding and running will always be a problem as long as we dont know exactly which tasks are tied to the bleeding behavior. @StimPrim Thanks for reporting back. @GiveAlexAUsername Just be sure to let us know if this still happens, when you encounter it again. Since I (and none of the testing team, afaik) play with spine shot paralysis enabled, we wouldnt know.
  19. @StimPrim@GiveAlexAUsername I tried to fix both your problems. Please try and report back. PedDamageOverhaul.ini PedDamageOverhaul.asi
  20. Tweaked the ini, so the euphoria behavior works better with all the new euphoria mods. Would be great if we could get some feedback on how it works for you (with and without euphoria mods). PedDamageOverhaul.ini
  21. Latest beta. Release candidate v2. TieYourLasso features expanded, some bug fixes and some small enhancements behind the curtains. PedDamageOverhaul.ini PedDamageOverhaul.asi
  22. I just found this https://docs.fivem.net/natives/?_0x131D401334815E94 And a value of 2 seems to work.
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