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turnpiker

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turnpiker last won the day on August 14 2021

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  1. Do you know if there's any way I can directly edit enemy accuracy myself in the game files? Or more broadly - which files are you targeting/editing with the NPC Accuracy lines in this mod? Also, do you have more detailed notes about the changes in the new Beta? Thanks!
  2. @HughJanus working fine for me but here you go ScriptHookRDR2_1.0.1436.25.zip
  3. You're an angel @HughJanus. One more question - what are the odds of releasing a standalone mod(s) for things like enemy accuracy or disarms? Just so we could have access to those functionalities without affecting other aspects of the game. Just an idea, thanks again for all the work you've done here.
  4. @HughJanus Thanks for the quick response, please let me know where I can donate! Attaching the config here. According to hinti21 on Nexus, this should zero everything out so features can enabled one-by-one. However, it still interrupts animations (as seen in the video, which should be working now). Notice that the NPC still reacts to Arthur's presence, turning away from him as he moves. Happy to help do any testing to improve this mod, I think it's amazing what you've done here. AllZeroes_PedDamageOverhaul.ini
  5. Hello! Thanks for the awesome mod. I'm having an interesting conflict issue. I use this mod for a few specific things: mainly increasing enemy gun damage, decreasing enemy accuracy, longer burning, and disarms. I recently downloaded the "All Shots Cause Bleedouts" mod, because I love that bleeding animation/reaction. However, with this mod installed, once the bleedout starts, over half the time the "get up, take a few steps, stumble and fall" animation for the bleedout gets interrupted, and the NPC just stands there, visibly bleeding, then falls down after 5-10 seconds. I've tested this by using the "vanilla" ini file provided on Nexus that zeroes everything out, and without changing any settings it still interferes with these bleedout animations. Removing the mod allows the animations to function normally. Is it possible that the "vanilla" ini is still somehow affecting NPC animations? Thanks for any help you can provide! Here's a video to illustrate the behavior:
  6. does this mod stay active during activities/minigames, like poker? i'd love to play a few hands without several in-game days passing.
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