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HughJanus

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Everything posted by HughJanus

  1. There is already a HorseHealth option in the ini. We are currently looking into core drain for horses, maybe we'll have something for the next release.
  2. It was once intentional because only then you really get to see the bruises you can inflict on NPCs. You can change it yourself in the ini, but I will take it into consideration and have a talk about it with fitfondue and some testers.
  3. @lexo1000 We fixed two more little bugs this weekend and will wrap up the latest build as soon as we are ready. It wont be long, hopefully this weekend 🙂
  4. Next beta version. We would appreciate any form of feedback 🙂 PedDamageOverhaul.ini PedDamageOverhaul.asi
  5. Did you activate the spine shot paralysis? This is the only setting allowing NPCs to go down before the thresholds are reached and those NPCs wont be able to move (and if the thresholds arent reached, they wont bleed out either). But this feature is disabled by default (exactly because of this behavior - which is logical, but often not wanted).
  6. @ChristianW. Thanks for the feedback. Addressing your points: Enemies are down and dont die: you turned on "AlwaysBleedoutLonger" - turn this off and check if it changes. Enemies dont takte much damage from leg or arm shots: this is intended, so you cant take NPCs down by a few hand or foot shots - you can change it via the ini. Enemies stopping after fleeing from the player: how often did this occur? Is there any way to properly reproduce the scenario? Screaming NPCs in combat: this is the panic chance - it can be configured at the bottom of the ini. Screaming NPCs in combat looping sound: is there any way to reproduce this issue? Does it happen for every scream or only occasionally?
  7. @ChristianW. No, the knockout threshold does not interfere with the bleeding and running. When Im talking about thresholds, its always the DyingMovementThreshold, DyingMovementThreshold2 and DyingThreshold. If you have UseAnimChance set to 100, the DyingMovement-Values are obsolete to you. The DyingMovement-Values are the ones used if the animations are not played -> NPCs are moved via force pushes (this was the usual way before we figured out how to use animations and it stayed in because some people liked it).
  8. Here is a new beta version for v1.54. Please test and provide some feedback, guys (ini is configured for tests - you might want to disable invincibility). PedDamageOverhaul.ini PedDamageOverhaul.asi
  9. @ChristianW. I would suggest playing with the following variables for the following effects: How much damage NPCs can take before going down: increase/decrease DyingMovementThreshold How quickly they bleed out: increase/decrease BleedingChanceDying1 and BleedingChanceDying2 How much damage you take: increase/decrease NPCWeaponModifier If you want NPCs to lose health after you have shot them once (even if they are not down) enable BleedWhenShot and configure BleedingChanceShot to control how quickly they lose health. Concerning the bleeding and fleeing, it is a bit complicated. Its like this: when NPCs are bleeding, they start doing certain tasks (the running around is a task, for example). We dont know all the tasks which are linked to the bleeding and running, only some of them. For those we know, we have already made exceptions in the code, so NPCs dont get forced to the ground, even if their health is below the thresholds. For those tasks we dont know, NPCs will only be able to run around bleeding as long as their health does not cross any of the thresholds. So there is really nothing much you can do at the moment. We tried to improve it in the new version (v1.54), but it still occurs.
  10. Thanks for the quick response. I will try your suggested solution.
  11. I know the native GET_LAST_DAMAGE_BONE, but this one also returns bones when NPCs fall down, for example. I would like to know if a bone has been damaged by an NPC or a weapon. Is there a way to figure this out?
  12. If this is possible, I dont need the search function. Thanks a lot!
  13. Artery shots seem like they occur by chance (depending on different factors like NPC health and point of impact) - I was never able to produce them on purpose. That said, we didnt change anything about neck damage, NPC health or anything that might impact the bleeding behavior (at least from what I understand).
  14. Thanks for looking into it! Edit: @Cyan Could you maybe make a csv export of the table holding the speech lines? I tried to look at them via OpenIV directly in the game files, but most of them are still hashed. Your DB is the completest source available :)
  15. You are right, I just checked the typedef of ABs script hook. Thanks for the quick response!
  16. I read that in GTA V player money was stored in some stat: https://gtaforums.com/topic/799146-c-cant-seem-to-set-ped-money/ How is it done in RDR2? What are the stats called for player_zero and player_three?
  17. In PDO we are currently storing values for peds in maps like this: //create map std::map<Ped, int> valuemap; //store info valuemap[ped123] = 123; //get info int info = valuemap[ped123]; Is it more performance-friendly if we add attributes to the Ped-Class and get it directly from the class?
  18. Hello dear Cyan, I wanted to search through the speech lines: https://www.mod-rdr.com/wiki/speechlines/?d=20 But currently I have not figured out a way to properly do so. Could you please add a search bar to this site, if thats possible 🙂 BR HJ
  19. I fear the forced ragdoll flinch causes them to do this. If thats ture, I dont think I can circumvent that without introducing other (formerly fixed) bugs concerning riders :/
  20. Bug report: I was in tall trees, getting attacked by skinner brothers. Took one of them and didnt find a horizontal branch, so I tried to just attach him to a tree (about 4 metres high, I aimed at the tree and the hanging option appeared). The player character approached the tree, the screen faded black, then the mod crashed and I got an infinite loading screen. I suppose it has something to do with the chosen spot being on a vertical surface.
  21. @vtap @salveta New version out - I hope I fixed the stuff you mentioned.
  22. @salveta Yes, please, that would be helpful. @Frizio I dont know. I know the task NPCs execute when getting knocked out by hand or rifle-butt, and even if its the same as when kicked on the ground, I dont know the state they enter afterwards, so I wouldnt know if I could get them out of it.
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