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HughJanus

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Everything posted by HughJanus

  1. 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).
  2. 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.
  3. @Adman Your suggestions were addressed here (page 14):
  4. @ChrisCrosssss this is already fixed in v1.47 (shooting NPCs off horses). @Adman I will address your points one by one: "[...] disarms can be a little annoying in story mode (and in my advice should be disabled for story mode to avoid quests bugging due to fleeing enemies), [...]" -> You can already disable the disarming in the ini. "[...] In regards to the issue with how bodies glitch when in slow mo menus, would it be possible to disable the time slow effect in menus? Like how it works in multiplayer in realtime? [...]" -> We have looked into it in the past, but havent found a solution back then. Its still on our list, but development has slowed down a little, since we dont have that much free time currently. "[...] A disarm % chance, a variable that randomises the success rate of a disarm. [...]" -> I put it on our todo list. "[...] An accuracy % chance, a variable that randomises each enemies accuracy. [...]" -> How would that work? Ranging from which to which accuracy percentage and how likely are high or low percentages? I wouldnt know which logic to put behind such a randomizer. "[...] Controls over Health/stamina/deadeye restore rate (not the cores, the outside ring). [...]" -> I wouldnt know how to properly influence the rate of the circle filling up without a lot of research (for which I currently dont have time). "[...] Controls over Health/stamina/deadeye core specific drain rates (instead of the one for all). [...]" -> I put it on our todo list. "[...] A variable that controls how often an enemy runs away or attacks with melee after disarmed. [...]" -> I put it on our todo list. "[...] Misfire chance; (for player too if possible) bullets not firing, guns jamming etc, could be based on weapon type/damage. Controls over stamina drain rates, options for drain while crouch walking/running, options for drain while aiming with all weapons, control over bow draw drain etc. Zombie mode; when enabled enemies get back up from the dead once after some delay (after death states). Controls over animal NPCs, like how common they spawn if possible, but also things like how fast they are, how sensitive to noise etc. [...]" -> I wouldnt know how to implement the first two points (without a lot of research). The last two points I dont really see to fit in the scope of this mod. "[...] With the disarms, would it be possible to have them go for the gun? or pull more guns out of nowhere? or make more npcs carry more guns? [...]" -> What we do when disarming is just snatch their weapon and drop it to the ground. Some pull their handguns, some go for melee - its vanilla behavior, we dont task them with anything specific. I suppose you could equip them with a gun, but I dont really find that to be realistic (pulling guns out of nowhere and such). To make them carry more guns (on their belt) we would have to alter the appearance or equipment of the ped models, which we have not done yet and were not planning on doing. "[...] And with the guns that NPCs drop, is it possible to have them deleted or not pick uppable? Also ammo? [...]" -> Not with the ways we tried (we already tried making them non-pickups). What we could do is just let the gun vanish instead of dropping it, but that would look weird, I suppose. Thanks for the suggestions - we are always happy to get some :)
  5. I'm sorry for the trouble, friends. Unfortunately we have no way of fixing it yet. As @Cuddlecreeper8 mentioned, there seems to be another way to handle NPC "parsing" via script hook. We put it on our list and check that, but I suppose there wont be any changes in v1.48. In v1.49 we might be able to adapt some things, if we find enough free time to spare until then^^
  6. @djap3 Have you tried loading an older savegame and checking if it also happens there? Maybe its really a R* bug.
  7. @djap3 I dont think its caused by PDO, because PDO never explicitly tells an NPC to attack the player. The disarming feature only tells NPCs to put their hands up, cower or flee explicitly. Based on chance, one of those things happens or the script will just let the NPC be as it is - its vanilla reaction then is to attack the player (because he has done damage to the NPC). Also PDO never tells any NPC to get up (only to stay down). So both causes of the above posted problem (getting up, attacking the player) cant be caused by PDO directly. But maybe in combination with another mod, it may - I have no idea. Maybe you have a mod which lets NPCs stay up until a certain amount of health is deducted and PDO gives the NPC more health - so the duelling script maybe puts the NPC down automatically, but since it has more health (thanks to PDO), your other mod tells it to get up. This is an example of how such things could occur, but since I dont know which other mods you have installed and how they work, I cant really tell. I also dont think that a script mod can mess your savegame up (unless it alters something permanent, like trophies you have to earn or so), but as long as they are just affecting minute to minute gameplay, I dont think they will influence your savegames.
  8. I will put it on our list and we will check it out.
  9. I am currently trying the method with the hash _0x8B3B71C80A29A4BB (it is close to the SET_FACIAL_IDLE_ANIM_OVERRIDE and has the correct number of paramters, so I am hoping its the PLAY_FACIAL_ANIM). I dont have the correct anim names from the "face_human@gen_male@base" dictionary, though. Does anyone know them?
  10. They are not friendlies, they are in writhe animation (forced via tasking NPCs to go into cover, then setting them to ragdoll -> they go into writhing mode but dont die in 1 shot). However, I can only lasso them if I force push them (during the push). When they are in animation, the reticle is greyed out like they are friendlies.
  11. @Cuddlecreeper8 The way we currently handle the NPCs is with the method "worldGetAllPeds(container for peds, ped count)". The ped count must be a constant though, because the container for peds has to be initialized with a fixed value and the ped count has to be the same value (so the container has enough space). I dont know how the gunshot wound guy handled it, but we the way we currently do it, we cant put the ped count in the ini to be set by the people themselves 😕
  12. Unfortunately, I wouldnt know what to change. The script just iterates through all the available NPCs and applies certain effects (like stumbling or giving them more health). There is no magic done - just simple commands.
  13. In some situations you cant lasso NPCs (the crosshair is not red but gray/disabled when aiming at them with a lasso). Does anyone know a function or trick to make NPCs lasso-able all the time?
  14. I suppose its doable with OpenIV but wouldnt know how to do it only by scripting.
  15. I wouldnt know how to do it without OpenIV. Maybe @LMS or @JulioNIB can add something to the discussion. I was already looking for a solution for this a while ago, but soon gave up after some research didnt lead to anything.
  16. HughJanus

    SET_ENABLE_BOUND_ANKLES

    Unfortunately it didnt work with handcuffs enabled. I tried it like this: if (AI::GET_IS_TASK_ACTIVE(peds[i], 399)) //is ped hogtied? { AI::CLEAR_PED_TASKS_IMMEDIATELY(peds[i], false, false); //clear all tasks (make hogtie disappear) PED::SET_ENABLE_HANDCUFFS(peds[i], true, false); //bind hands PED::SET_ENABLE_BOUND_ANKLES(peds[i], true); //bind ankles } But only the hands were bound (but when the NPC attacks me, the hands still glitch into Arthurs face for a split second - so they can still fight handcuffed).
  17. Are we able to check if an NPC was hit in an artery (with the visual bleeding)? I would like to treat NPCs who has been hit by an artery shot differently, but dont know how to know if they have been hit.
  18. @JulioNIB@Knatus53 Can you guys give a hint on how to use those animations? I found this method: TASK_PLAY_ANIM But I dont know where to put what and how to properly use it. Edit: I am also looking for the animation which is played in writhe mode (ped on ground writhing in different manners). Do you guys know how it is called and what dictionary it belongs to?
  19. In GTA V there is a function "PLAY_FACIAL_ANIM". Was this found in RDR2? What is its hash, does anyone know? Also which dictionary do these animations belong to?
  20. The next big step we want to take is adding proper animations to the dying states (instead of the force pushes, which are our current workaround). But we will only be able to do this with the help of OpenIV. We need to know the animation names to be able to actually use them. Edit: the current version (v1.46) is not this "big step" - we just found a workaround for using these animations, but it is not the desired end result yet.
  21. I dont know what the mod manager does exactly, but I am using PDO, longer days and the native trainer that comes with AB's script hook (and the script hook itself, of course). I did a manual install for all of them (just putting the files in the RDR directory) and I never have to re-download anything after an update of the game.
  22. What mods are you using? I am only using script mods and a reshade - those can remain untouched after an update and still work normally.
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