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HughJanus

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Everything posted by HughJanus

  1. @fitfondue Thanks for making me aware, mate! You were totally right. I had a status check spelled incorrectly (C++ syntax). The new version is up for download already. I hope I reach hinti21 from Nexus soon, so the version there can be updated as well.
  2. I would like to slow down certain animations but cant get this native to work: SET_ANIM_RATE Has anyone tinkered with it yet and knows how to use it?
  3. Hey all, concerning all the new suggestions, I will have to check the natives for them (reload speed, decomposing) but they do make sense to me also, so I guess I'll do some research. @fitfondue: You can set the thresholds for knocking down and disabled state, as well as the knockdown chance and stumble chance in the ini (it all works for me, you can test it by e.g. setting the knockdown threshold to 10 and the dying threshold to 499, so NPCs when under 499 health (which should be done by hitting them once) shouldnt be able to get up when you downed them). The "unpolished" stumbling is more or less a workaround until OpenIV gets updated >> as of now, I dont have the option to change the NPCs movement clipset to "limping" or something similar, because we dont know the clipsets yet. So what I did is apply a force to the NPC randomly (based on the ini chance) when any leg was hit and simultaneously set it to ragdoll for a short time, this creates the stumbling behavior. As for more variety in artery shots >> since we dont know the movement clipsets, there is nothing I can do at this moment, unfortunately. Concerning the hand shot >> while testing, I removed the weapon from the NPC when he got shot in the hand (which didnt work 100% of the time, because we dont know the name of all hand and finger bones yet), but this let the weapon disappear completely (not drop to the ground). I found no other option in the natives, so I cut that feature out. But yes, I would like such a feature too. For myself, I have a version where the lasso lets all NPC weapons of the NPC who got caught by the lasso, disappear. If you want, I can upload it for you. Thanks for all the feedback and ideas! I really appreciate you having fun with this mod 🙂 Edit: did a quick search and found nothing concerning the decomposing or bodies being removed. I didnt find a native for reloading speed, but we can check if someone is reloading. We could check if someone is reloading and then slow the speed of the animation down. I have tried slowing the running animation down in the past, but had no luck. Does anyone here know how to use SET_ANIM_RATE?
  4. Thank you for the appreciation. I will try some more stuff on the weekend and hopefully get a new version out (with configurable ini - at least with the most important variables).
  5. Yes, I will adjust the weapon damage modifier according to the weapon the player is currently using.
  6. Yes, I will look into it on the weekend. Edit: found time today. I set the health to 900 just to try. Please take a look and report back. If it doesnt work now, I will have to try something else completely. SetPlayerHealth_v2.asi
  7. Dismemberment only occurs on the death blow. Since I have upped the health of NPCs, the shotgun is no longer strong enough to take out an NPC with one body or limb shot - the killing blow should still dismember though. I have not yet found a command to force dismemberment, but I would like to do that (unfortunately it doesnt seem possible yet). In the next version I will lower the chance of NPCs surviving fires (which should also lower the chance of the flailing bug occuring). I will also use special damage modifiers for certain weapons (like dynamite arrows or tomahawks) to make things more realistic - as it looks now, I will also include shotguns in this special handling.
  8. I will give it another try on the weekend. I used the playerped, so the model shouldnt be a showstopper I think. Maybe the health was to low? I set it to 100.
  9. I have looked into one ini sample code before I started with the mod, but it was so complicated to set up (with own classes and such) that I omitted it. Do you have any simple sample code by any chance? (like not having to parse the text file but actually get the attributes by command)
  10. Does anyone know the weapon name for dynamite arrows?
  11. I am already working on an update. A minute after I published the mod here, a guy wrote me and asked for permission to put the file on nexusmods, I agreed. Getting a lot of feedback there (less health for NPCs, lower rate of NPCs surviving fire, etc.). The thing with weapons like tomahawks and dynamite arrows, etc. is that I have to address those special weapons separately in the code (which I havent done yet, because it takes some work, but I want to do it). You have to download the Script Hook by Alexander Blade (http://www.dev-c.com/rdr2/scripthookrdr2/) and put the dll into your RDR 2 root folder, then you put this mod into your root folder.
  12. Version 1.0.0

    238 downloads

    Shows the ID of last damaged bone on the screen.
  13. You can activate the mod by pressing F9.
  14. Version 1.0.0

    303 downloads

    Silences the games' protagonist.
  15. Done. Thank you for providing this platform!
  16. Version 2.0 BETA 7

    171,478 downloads

    Script mod which adds and alters "NPC behaviors"
  17. Find the mod download page here: And the source code of v1.48 here (I tried to comment most of the code understandably - please be kind, I know the code isnt the most sophisticated or efficient): v1.48_src.txt
  18. What health value do you need? Attached you find one with "100". Use F7 to activate. SetPlayerHealth.asi
  19. I dont know, but I suppose unless we have a working version of OpenIV its not possible :/
  20. Youre very welcome :) Can you interact with NPCs while the mod is enabled? How does it work in cutscenes? Does Arthur still talk?
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