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HughJanus

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Everything posted by HughJanus

  1. Currently not (because the reaction depends on different factors behind the curtains). If you want, we could take a look at it for later releases.
  2. Hm, I guess 121 is the knockout task. I will see if I can do something when I have a little more time (I think it will break other scripted events and missions, so I cant include it in PDO - I would have to make a separate little mod for that).
  3. Is it always 153,121,605? (no matter which npc)
  4. This is vanilla behavior - I think its scripted and I dont know how it is activated. If you want, you can use the tools at the bottom of the ini and find out which task is triggered for the NPC. I could then try to abort this task when it is executed, but I dont know if this would then prevent other scripted knockouts 😕
  5. Great 🙂
  6. So after turning invincibility off, did you still feel NPCs take too many bullets? It should depend on the weapon and ammo used, how many bullets they take (though three shots to the chest should take any NPC down, no matter which condition your weapon is in or which ammo you use).
  7. Do you have a vfs.log in your installation directory? LMS wanted to see mine when the PDO extension wouldnt load. My problem was that I had to open the mod manager once and activate the mod (it wouldnt work without the mod manager). But since you posted the mod manager log, I suppose you have done that.
  8. What does the log say?
  9. Alexander Blades script hook provides a function which gets all (loaded?) npcs. You tell that function how many npcs you want to store - this number is the modeffectrange. Since there is no proper documentation for that function, we dont really know what its doing, but we suppose it takes the x npcs closest to the player. There were people testing with values of 10 and they couldnt spot a difference - I dont know how they tested, though. A proper test would be to set the npc health to some value (like 100) and let the rampage trainer show the health of each npc. then set the modeffectrange to something low, spawn a lot of npcs (or go to saint denis or so) and check if each one gets its health set.
  10. @SAC Thats good 😄 @lexo1000 No, this is just for "proper" euphoria mods (which implement their own stumbling and stuff).
  11. There are some new and some tweaked ones. You can use notepad++ and the plugin "Compare" to compare the two inis - should be a matter of minutes to get yours up to date 🙂 Also here is an optional LML-part of our mod. It makes artery shots a little more likely (when shooting at certain body parts) and enables longer reactions to dismemberment. The dismemberment reactions are done in the same file as euphoria mods use - so if you use a euphoria mod, dont install this. PDO v2.0 Extended Features.zip
  12. New beta, please test. No changelog since I dont want you actively noticing things. Please just play and provide feedback if everything feels good while playing. PedDamageOverhaul.asi PedDamageOverhaul.ini
  13. You can use it for your playthrough, but you might have to adjust the ini a little (invincibility, on screen tools if enabled, etc.).
  14. Are file extensions hidden for you? (do you see a file named ScriptHookRDR.dll in your installation directory or is it just named ScriptHookRDR?)
  15. Set the BleedingValue to 0 and set MaximumDyingStateTime to something high, like 1800000 (which equals 30min). But be advised that missions can be tedious, since you have to find every enemy you injured and kill them (if the mission script is waiting for all enemies to die in order for the mission to proceed).
  16. @Keenkrozzy Great 🙂 @SAC I suppose this is something hidden in the game files (either some kind of particle count or lifetime for stains and such). @ReelBump PlayerHealth equals the amount of health points the player is supposed to have. This setting can be buggy, though, so I suggest you use StoryNPCHealth (sets the health of story NPCs to the given value - both in and out of missions) and the NPCDamageModifiers.
  17. Yes, these are artery hits. You would have to modify the game files in order to make those hits occur more often (or you shoot NPCs in spots having a higher chance of triggering the bleedout). We are currently looking into it for v2.0 of PDO, can't promise anything though.
  18. HughJanus replied to Shtivi's post in a topic in RDR2 Mods Discussion
    Havent found out yet, but the problem with some things not working was solved another way. Thanks for you input, @crossed99!
  19. @SAC It is possible. You have to either wait until the crosshair turns red (it does when the NPC moves every now and then) or you run into the NPC slightly, then it should also move which makes the crosshair turn red.
  20. There are a few good GTA 5 modding tutorials on youtube. They apply to RDR2 as well. Here are some videos I started with almost two years ago: https://www.youtube.com/watch?v=Oc16GjTfztQ https://www.youtube.com/watch?v=pCIfZh0Lni4
  21. @SAC Here you go. New parameters for below dying state stumbling: DSStumbleChanceBothLegs DSStumbleChanceOneLeg DSRunningThresholdBothLegs DSRunningThresholdOneLeg Tweak them as you want and let us know which values work best, please. PedDamageOverhaul.asi PedDamageOverhaul.ini
  22. Here it is, I dont know what happened. The setting is enabled by default, though. So if the mod doesnt find it in the ini, it is automatically set to 1. PedDamageOverhaul.ini PedDamageOverhaul.asi
  23. @SAC I understand what you mean, but if you play with NPCHealth=75 you will see that this behavior does not happen and stumbling would conflict with the limping and coughing (vanilla reaction). So there IS a certain health threshold over which the NPCs will start standing around. I suppose this is because they are only tasked to go a certain distance and during walking this distance, if their health falls below 5 or 10, they fall to the ground and squirm for a few seconds. If they can walk the distance without their health getting this low, the falling will not trigger and the NPC will stand until its health reaches 0. Thus we need to know the threshold in order to tackle this problem properly. Edit: Just watched your video and I see you are not talking about the bleeding out animation. I introduced a new ini parameter "StumblingBelowDSThreshold" which, if enabled, makes NPCs prone to stumbling (like their legs were hurt) if their health is under the dying thresholds. PedDamageOverhaul.asi PedDamageOverhaul.ini
  24. HughJanus commented on LMS's comment on a file in Red Dead Redemption 2 Tools
    No, the actual mod manager (not the dlls). I also dont like having a separate program to manage mods (I like to do it by hand), but it didnt work for me any other way.
  25. HughJanus commented on LMS's comment on a file in Red Dead Redemption 2 Tools
    @WesternGamer installing the Mod Manager fixed it. I still have no vfs.log, but the Mod Manager created a mods.xml in the lml folder - now my mod is loading.