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HughJanus

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Everything posted by HughJanus

  1. In this version I corrected a bug concerning the status function for npcs (shown on screen). Could you try lower health values and tell me when this stops happening? Then I can bind the stumbling to higher health values so it doesnt conflict with anything else. @ChristianW. You could test it by making yourself invincible (via the ini) and the gaining a high wanted level. Riders will spawn. Could you please enable ShowNPCHealth in the ini while testing - and if it happens, screenshot the values for the rider shooting the machine gun, please. @Alleg3dLee Thanks for the feedback!
  2. @SAC Hm, maybe the health is too high for the games function to work? Could you enable "ShowNPCHealth" in the ini and report back if the NPC loses health when bleeding? If not, try enabling BleedWhenShot and check if it helps. I guess the falling down and squirming only happens when health is low (like 5 or 10) and due to the NPC never getting this low health, it never triggers properly. PedDamageOverhaul.asi PedDamageOverhaul.ini
  3. @WesternGamer Script Hook works as it should. All the asis (except for vfs.asi) are loaded according to its log. What I dont have is the vfs.log (telling me which mods LML is loading) and according to your post it is loaded by dinput.dll (which is not part of Script Hook) - why do you suggest reinstalling Script Hook? I am a bit lost here. Edit: Saw that dinput.dll IS a part of script hook and reinstalled. Unfortunately it didnt change anything. Do I maybe have to use the Mod Manager that comes with the loader? I didnt install that one.
  4. @WesternGamer Where do I find the log file? Its not in my game dir.
  5. Some new ini values, some fixes. PedDamageOverhaul.asi PedDamageOverhaul.ini
  6. Seems my vfs.asi is not loaded by script hook (although all other asis are loaded), thus I have no log. What could prevent script hook from loading the file?
  7. @SAC I cant do anything about the volume, unfortunately. Concerning the bleeding and standing - could you use the tools at the bottom of the ini and check at which health NPCs are standing and bleeding?
  8. Does anybody know the task id of the "hands up" task? I figured its 532 out of some tests fitfondue did and recorded, but I am not sure.
  9. New beta. Please just play with it (ini can be adjusted as you want) and give feedback if the gameplay feels fluid and believeable. PedDamageOverhaul.ini PedDamageOverhaul.asi
  10. @New Denim Could you check your ini to see if its enabled? And if not, provide us a list of other mods and hooks you are using?
  11. @New Denim Entreped is correct, if you have the DyingStatesForMelee and/or MeleeDyingStatesKnockout enabled, those are the culprits (I dont know if the parameters are named exactly like that, but its somewhere close - just search for "melee" in the ini and disable both). Those were requested by a guy making videos - he wanted to knock NPCs "the f*ck out". These functions serve no other purpose^^ As for the wagon pushing - there is nothing we can do, unfortunately. Friendly fire works by setting the relationship between Arthur and the gang to "not gang" - thus he will be pushing others off vehicles.
  12. Could you please provide a mission name, so we can check it out?
  13. @samawry If you already have the gun lying on the ground equipped, you cant pick it up. You should be able to pick up any weapon you dont have equipped.
  14. @samawry The falling time is set to an impossible value, since the NPCHealth has been lowered (thus falls work as intended and the workaround is not needed). TorsoShotBleedingOverwrite if active, renders the MaximumDyingStateTime useless - we will adjust the description. If you have EuphoriaModInstalled activated, the DyingForcePushX is not applied anymore. I have not played with WERO, so I dont know which errors it might cause. If you happen to test the melee stuff without WERO, I would really appreciate the feedback (if it still happens or not). I will put melee fights to the test again, either way.
  15. @ChristianW. in the testing ini OnlyBleedOnTorsoShot is enabled, I think. Turn it off, if you want NPCs to always bleed.
  16. @LMS Hey LMS, I just wanted to make a little euphoria adjustment and tried using LML. I created an install.xml as shown in the examples, but it is not working. It works perfectly using the "replace" folder, but not using the install.xml. Would you be able to help out? PDO v2.0 Dismemberment Reactions.zip
  17. @Entreped Only the mods core drain can be controlled by the ini. The vanilla core drain or any others (of mods) are not touched. New beta. Just did some tweaking and some small fixes. PedDamageOverhaul.ini PedDamageOverhaul.asi
  18. I know that the launcher cannot connect to the rockstar servers, but I cant even play offline. Infinite loading screen is what I get when Im trying to play story mode. Has anyone managed to get the game running?
  19. What does this do exactly? Can it show ped model names for NPCs aimed at?
  20. In theory, yes. But practically it does not always work that way - what it really does is make NPCs harder to kill with leg or arm shots (and thats what we were going for).
  21. New beta. Tweaked falling/stumbling behavior. Tweaked limb damage. Carriage drivers shouldnt be overpowered now. Added a few ini values. Fixed a seemingly old bug with the damage modifiers. Added springfield and bolt action rifles to special weapons modifier. PedDamageOverhaul.asi PedDamageOverhaul.ini
  22. @SAC I have tested a few builds since then, so I cant say for sure. You could compare the two files with notepad++ (highly recommended).
  23. New build. Still not finished reworking the code. @SAC BleedWhenShot should work now. Bleeding stopping at DyingMovementThreshold should be fixed now. NPCs getting up in Dying States almost all the time should be fixed now. MuteNoosedNPCs - I dont know what else I could do to prevent noise. Maybe force them to play some silent speech? I dont know. ModEffectRange - since the function I am using does not really have a proper documentation, I cant say for sure, but I am pretty convinced its the NPCs around the player (or loaded in the current grid) which are effected (the first X NPCs the script finds). You could disable it by setting it to 0, I suppose. PedDamageOverhaul.asi PedDamageOverhaul.ini
  24. @ChristianW. at the bottom of the ini you can find multiple task ids. Could you try setting them all to 0 and check if you still get NPCs with 3 health left, please?
  25. I am now through with the first iteration of cleaning up. Here are the changes I made while untangling everything: Removed all the dying state force pushing stuff (from the ini and from the code). Removed the current "bring an NPC down to the ground" logic. Built a new "bring an NPC down to the ground" logic, the ini values are as follows: DSEuphoriaStumbleChance (the percentage of NPCs which will be stumbling instead of just going down) DSEuphoriaStumbleMin (minimum time in milliseconds and NPC will stumble) DSEuphoriaStumbleMax (maximum time in milliseconds an NPC will stumble) If the force of the bullet does not bring an NPC out of balance (e.g. if you shoot someone in the chest using an old cattleman revolver), the stumbling will still not happen often times. But instead of freezing, the NPCs should now grab their wound and stand (for the random time between DSEuphoriaStumbleMin and DSEuphoriaStumbleMax), then fall more or less theatrically. I quite like how it is now, but if all of you strongly dislike the new going down mechanic, I am open to suggestions. Please try it out and provide some feedback. If I have the time, I will work it into the code while restructuring it further. Also please dont use your old ini files (if you want to keep your custom changes, please edit the new file (notepad++ using the comparison plugin is handy for that)). PedDamageOverhaul.ini PedDamageOverhaul.asi
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