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HughJanus

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Everything posted by HughJanus

  1. @xuru You are fast, my friend. Thank you. This version should fix both bugs (Malloy is now counted among the "Other Story NPCs" --> ini value ExcludeOtherStoryNPCs). PedDamageOverhaul.asi
  2. @foxy9911@xuru Thats because the sheriff is not in the list of story characters, yet (thus his health gets set to 75, which is apparently less than his vanilla health, thus the wounded animation). Could one of you guys please set ShowNPCModel to 1 (at the bottom of the ini), then aim and shoot at the sheriff. You should get his model hash drawn on the screen. If you can pass me this, I can exclude him from the mods effects. @MattyReady Our nexus uploader created a config which has nothing enabled but the longer burning feature. Just configure NPCHealth, DyingMovementThreshold, DyingMovementThreshold2, DyingThreshold and set EuphoriaModInstalled to 1, then you should be good (I hope I didnt forget anything).
  3. @xuru No and as we currently cannot determine if an NPC has been hit in an artery (we could not tie any task to the behavior). I wanted to check the movement animations (for determining if an NPC is bleeding out) but could not find a native function for it. @ChristianW. Here you go, added an ini parameter and the asi-logic. PedDamageOverhaul.asi PedDamageOverhaul.ini
  4. Ill implement an ini option for friendly and one for other story npcs (instead of the merged one that exists now).
  5. @foxy9911 Doesnt happen for me. Please try my ini and check (and then check the differences between our inis). @xuru Thats weird. Could you please enable "ShowNPCModel" at the bottom of the ini and tell me which model hash shows when you shoot at the gunslinger? The ones I noted are the following: Emmet Granger: 4196879928 Billy Midnight: 3736835937 Flaco Hernandez: 1347320453 Attached you can find a new asi (in this one I even separate friendly story npcs (like gang members) from other story npcs (like the gunslingers)). The story npc health set in the ini only counts for the friendly ones now (so gunslingers are completely ignored). PedDamageOverhaul.ini PedDamageOverhaul.asi
  6. Here is another version. I think we managed to increase the performance a bit more. PedDamageOverhaul.asi
  7. I now exluded the NPCs from the mod (the gunslingers). Please check. PedDamageOverhaul.asi
  8. @ChristianW.@Cullen Bohannon@bbastion@Crysii I took a look at the health thing (turning off the health setting for NPCs in PDO) but I could not find a proper solution as of now. The health setting plays a part in so many functions (it helps check if an NPC was affected by the mod and also allows to track the "healthiness" of an NPC or how weak he is / should act - if the base health is not known, these functions will have to be re-thought and re-written to fit all kinds of health values). The easier thing for me would be to exclude the NPCs you want excluded. Are those NPCs from certain mods or do you guys want all NPCs to have different health values? Because if theyre from a mod, the mod author could flag them with a decorator and I could exclude all NPCs with this decorator from PDOs effects.
  9. @xuru Please check if its fixed for you (I could kill Fiaco with one headshot). PedDamageOverhaul.asi
  10. The savegame works, thank you. I have not had the time yet to make the ride from valentine to fialco, but I now have the tools to debug the mentioned behavior. Thanks.
  11. @xuru We have gotten reports of bugged duels from nexus as well, so you are correct, it seems. Do you know if a mission with a duel can be replayed via menu? (in order for us to debug this)
  12. New beta solving the bugs related to hostage situations (in some of those situations NPCs holding other NPCs hostage were unkillable). Please use with the ini of the current release version (2.0 beta). PedDamageOverhaul.asi
  13. @k1ng.j3w I am not that savvy in modifying game files. You could ask AnymYo, he is quite the magician when it comes to ymt-editing. @Ryman Our nexus uploader mentioned something similar about duels which was reported to him. He tested it with the duels mod and there everything worked, so I have to figure out what exactly seems to be the problem (since the scripted task does not seem to be the issue - maybe it has something to do with the missions). This is to be done, so no fix as of now 😕
  14. You have to choose at least one key to use, then you can set all the toggle keys to this one and just never use it.
  15. @Xlie I dont understand your first question. The optional files are one for longer dismemberment reactions and one for increased bleeding chance on neck shots (and a little increased on gut shots).
  16. @Stefacar2 How does ModEffectRange 10 work for you? @Alleg3dLee Nice, thanks for letting us know 🙂
  17. @Stefacar2 Please use ModEffectRange=10 in the meantime. Although I have to point out that I dont know if we are capable of making the mod a lot more performant at this time.
  18. @Alleg3dLee What are simplehook, easyhook and easyload? Maybe those interfere with the script hook? @Stefacar2 What are your hardware specs, graphics settings and what are your fps with and without PDO? Lowering ModEffectRange is always an option. Just set it to 10 and check if that works for you.
  19. Could you please try one of the default configs (from the 2.0 beta release), just to be sure?
  20. @Maro The new asi should fix the hands up problem (so you can keep it at 100). I cant fix the bleeding and running, since I cant distinguish bleeding npcs from non-bleeding npc (as mentioned before). I dont think you can prolong the audio, but to be sure you could ask @AnymYo.
  21. @Maro To implement a setting, we would first need to be able to know which NPCs are currently bleeding out. In the past we have tried to search for a task ID, but it seems that the behavior is not tied to a certain task. At the moment we are not able to properly determine wheter an NPC is bleeding out (visually) or not. Could you check the attached version (you can use your current ini)? (if the knockout handsup still happens) @ChristianW. In the first versions of PDO the NPCHealth was set between 120 and 140 (and the thresholds started at 80 or so I believe). Back then NPCs used to run around bleeding for hundreds of meters. I suppose the trick is not setting the health too high (and the thresholds of course as well). I have never played around with it, since it frustrated me that I could not programatically tell if an NPC was bleeding out or not. PedDamageOverhaul.asi
  22. This has not been reported, thank you. Its probably the hands up logic. If you set the hands up chance (on disarming) to 0, it should not happen. Longer dismemberment can be tweaked in the physicstasks file (under <Item type="CTaskNMInjuredOnGround__Tunables">). Thanks to @AnymYo for teaching me this stuff. The running you cant adjust as of yet, unfortunately. What you can do is increase the NPC health, so they have a longer time (before their health drops into the dying states) for running around. This will make them spongier to bullets, though.
  23. Here you go. Just replace the gameconfig.xml in the GAMECONFIG folder. RDR2_new_gameconfig.zip
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