Everything posted by HughJanus
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How kill "non-killable" NPCs?
No, havent tried this one yet. I hoped to achieve that only the player can harm certain NPCs and change no other relationships. I dont know what it would do if I e.g. put the player in a different group or the gang in a different group. I suppose that would cause a high risk for behavioral bugs. How do you know the names REL_PLAYER and REL_COP and where do you put them? They dont count as group hashes, I suppose? Do you have any other group names?
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SET_RELATIONSHIP_BETWEEN_GROUPS
Those are the GTA V relationship integers, which seem to have stayed the same: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians
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IMAP Hashes (Spoilers) [solved]
Nice to see youre starting to script stuff too!
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Making NPCs speak..? [SOLVED]
I was wondering if anybody knew how to make NPCs talk. I have been searching the game files with OpenIV and have found some speech samples I would like to use, but have no idea how. Under "x64\audio\sfx" there are multiple PED_XX.rpf files which hold awc files (for each NPC type like "white townfolk", there is a file) which again hold a lot of speech files. Those speech files have the same hashes/names throughout the different NPC types, so there must be a generic option of calling them (like the PLAY_PAIN - which automatically plays the pain sound fitting the NPC). Does anybody know which natives to use and how to use them to get NPCs to speak (like saying "Piss off!" or some other generic lines)?
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How kill "non-killable" NPCs?
@LMS But how? I have tried these already: if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) == 0) PED::SET_RELATIONSHIP_BETWEEN_GROUPS(255, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) == 0) { PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(0, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(255, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); } if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) == 0) { PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(0, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(255, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(peds[i], true, PED::GET_RELATIONSHIP_BETWEEN_PEDS(peds[i], playerPed)); } I have done testing on what the relationships are. They seem to have stayed the same as in the GTA 5 documentation: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians None of my above solutions allowed me to hurt gang members.
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How kill "non-killable" NPCs?
Thats what I tried with ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(ped, true, PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, ped)); How is it supposed to be done?
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Ped Damage Overhaul mod problem with FPS
@Barnaby Glad to hear 🙂
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Ped Damage Overhaul
@Adman The stumbling when shot thing is describing the behavior when the health of an NPC is under the dying movement threshold, but it is still standing. If the chance for euphoria stumbling is 0, they will just more or less drop (within one or two steps) - if euphoria stumbling is at 100, they will receive a slight push every millisecond, so they stumble for a longer time (doing more steps), but that stumbling is based on the euphoria behavior when pushed (they will grab their wound and stumble around). The leg injury stumbling is a totally different mechanic. The cower and hands up reactions remain until their health has been decreased by some points (= they get shot) - then they will flee. If you dont hurt them in cowering or hands up, they should stay that way.
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Ped Damage Overhaul
@Adman Thanks for sharing your findings! The mod does not affect animals at all (no matter what you set) - there is a check if you are currently aiming at an animal and if you do, all damage settings are temporarily undone. Also the body part specific damage only applies to NPCs. As for the regeneration rate - I will take a look into it.
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Ped Damage Overhaul
Please share your findings. I would guess its the number of NPCs affected, but thats only a guess. There is no proper documentation, so I dont know :/
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Ped Damage Overhaul
I really dont know. Since I dont have performance problems, I cant say what works. I would start with a low number like 10 or so, then check if it even brings any fps. If it does, work your way up until you get the fps you are willing to sacrifice. And please share your findings. Since none of our testers have performance problems, we couldnt really test this parameter.
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Ped Damage Overhaul mod problem with FPS
@joshmcdanie1s I would set it to 10 or so. Since there is no proper documentation for these methods, one can only guess what they do. I would guess, since I have to pass a container and an integer to the method, that the integer is the number of NPCs the method puts into the container. So the "ModEffectRange" would be the number of affected NPCs by the mod.
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How kill "non-killable" NPCs?
I already tried this: ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(ped, true, PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, ped)); But it didnt work. Do you know which int to put as the last parameter?
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Ped Damage Overhaul mod problem with FPS
@Barnaby@joshmcdanie1s Attached you can find a testing build with the parameter "ModEffectRange" in the ini. Could you try lowering this and check if it helps? Could be that its still buggy, though. Havent had much time to test it. PDO_v1.48b17.zip
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How kill "non-killable" NPCs?
Thanks, but I would like to know how to do it in code, so I dont have to rely on other mods.
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How kill "non-killable" NPCs?
Some NPCs cant be targetted (e.g. the kids in saint denis, gang members, etc.) - is there a way do circumvent that?
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Question about script folder mods
I checked the "lasso of healing" mod and it says that it needs scripthook .net. So the problem is pretty obvious - you need scripthook .net and not script hook or rph. As far as I can see, the .net has not been updated.
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Question about script folder mods
I never had a scripts folder for ScriptHook. I know it from GTA 5, but that was ScriptHook .NET.
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Downgrade Game Version to previous version.
Too bad, thats what I feared.
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Ped Damage Overhaul
This mod is dependant on ScriptHook - as soon as you update ScriptHook, this mod will work as well. Edit: That means as soon as a new ScriptHook version is available, of course 🙂
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- 5 reviews
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Downgrade Game Version to previous version.
You can? Wasnt aware of that. Cool.
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Ped Damage Overhaul
Generally if you want enemies to be tougher, I would rather decrease the damage modifiers than play with the health values. Concerning knockdowns, we felt they were overpowering the player too much, so we made them really rare. In RDR2 when you shoot an NPC (depending on your weapon, ammo type and how often you hit it), there is a chance of them ragdolling for a short amount of time. What the knockdown feature does, is prolong that ragdoll state (so the NPC not only staggers for a second, but goes down to the ground). The chance you set for knockdowns is computed every millisecond, so if an NPC is in ragdoll, every millisecond there is this chance of prolonging the ragdoll state - if the chance is really high, they might stay down forever^^ Please edit your post instead of posting new ones next time - I can never cite a post of yours, because what you are saying or asking is split into so many different posts, friend.
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Downgrade Game Version to previous version.
I dont think its possible since they forced the R* launcher on us. In GTA 4 it was easy with the disc version, since you had to install updates manually. With the steam version you had to disable the auto updates and then downgrade, but Im not sure if thats even possible on steam anymore (dont have steam installed anymore, only GOG Galaxy and R* launcher).
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Ped Damage Overhaul
As of v1.47 the NPC should go into ragdoll as soon as its health crosses the DyingMovementThreshold - no matter if on horseback or not. It was tested quite thoroughly, so it should work. As for your accuracy suggestion, I will add that to the "to be discussed" list :) The disappearing weapons with switches for on and off and all this little stuff would currently take to much time, we just dont have (we are already removing planned features from v1.48, because we just dont have enough time for testing and polishing). I will keep it on my personal list, though.
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- 5 reviews