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bolmin

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Everything posted by bolmin

  1. Yeah, you can alter prices of items in the catalog_sp.ymt file.
  2. Unfortunatly, creating actual native menus is not possible as of right now. The one in the picture and in all other available mods are just various sprites mashed together to make it look convincing.
  3. I'm pretty sure this happens, because of version.dll (the asi loader), it has a bug which makes this mission glitch out. Just remove it for this mission and add it after you playthrough it.
  4. Version 0.2.5.1

    9,189 downloads

    Gunsmith Business 0.2.5 The update 0.2.5 is here! after long tests at my patreon, it is finally available for everyone! The update includes a complete UI revamp, new ambushes, more weapons and all of the suppliers unlocked! It adds stuff like upgrades and stock limits for even more managment action. As well as some much needed quality of life changes. I recommend re-reading the description page to learn about the new stuff I've been working on! The Gunsmith Business allows you to buy one of the gunsmiths in the world of RDR2 and enjoy everything that comes with owning your own place! Do supply runs, fight off bandits, watchout for your reputation, deside the prices and paychecks or just leave the place be and return to it to collect the revenue! All this and much more is possible in the Gunsmith Business! I started working on this mod somewhere around august, but because of some other projects I couldn't fully commit to it, until 2 months ago, but now I present to you the first public build of the Gunsmith Business! Here I am gonna do a breakdown of each function of the mod, obviously if you have any questions after reading be sure to leave them in the comments! Also as a disclaimer I recommend testing the mod at first, so feel no shame in adding some money with a trainer and experimenting with it! Introduction Okay, considering you installed the mod correctly, 3 gunsmiths are now available for purchase: Valentine Gunsmith ($2000), Annesburg Gunsmith ($1500) and Saint Denis Gunsmith ($5000). Once you save up the money go to your location of choice and buy the business out. Beware you can only have one business at a time! Now when you enter said gunsmith this is how your left upper corner will look like. The number at the top is your regular money as usual in that location. The money below that is your stores budget (money that it generated by your store and that is used to pay utility bills). lastly the bar represents your current stock (in this example the stock is empty, so to indicate that, it is red). Supplies Now to order the supplies you go into supplies->order supplies->lancaster (other suppliers are no implemented as of this patch) and order the supplies you like. This is how the interface looks as of 0.2.5 update Now check the map for the supply wagon icon (it is randomized, so it isn't always in the same location!), now go there and drive the wagon to your gunsmith. Watch out! Depending on your shops reputation there might be enemies on the road. Managment Now if everything went smoothly, your current stock should be somewhat filled up and you are ready to open your shop! To do this simply go to the "open shop" button and hold the prompt on screen. (the lock appears when you have zero supplies, since then you cannot open your shop). Now you can do some minor managment of your store, in the manage tab you can change prices and change staff paycheck (beware! these settings also impact your reputation and sell rate overtime!). The cashing-in/out options refer to your shop budget. Upgrades and Stock limits (v0.2.5) as of 0.2.5 there is a stock limit, which can be expanded by buying the corresponding upgrades in the upgrades section. There are a couple tiers of the storage, so that there is some long term goal. Other upgrades are not finished yet. Interface Now I'll break down the interface. This is your reputation, which works similarly to the honor system. If you have a high variety of goods, low prices and you treat your employees nicely, your reputation will rise and the opposite will happen if you neglect one of these aspects. This is the information panel it shows all of the information that can be managed. The expenses tells the daily fees your shop has to pay if it's open. Salaries and Prices are the indicators of what you set in the manage tab. Staff currently doesn't do anything as it is planned for a later update. This area is pretty much work in progress, essentialy everything besides your current stock is a placeholder! Stock Here are some variables that impact your stock sales and supplies: -your current reputation -your current staff paycheck -your prices -variety of your supplies INI file As of 0.2.5 the mod now includes a comprehensive ini file allowing for complete customization allowing you to change weapon prices, multipliers and such. Installation Extract the Gunsmith with winrar and drag Gunsmith.asi, (as of 0.2.5) Gunsmith.ini, Gunsmith.dat and ScripthookRDR2 (not included) into the game files. Also if you are missing the images for the Navy revolver or the Elephant rifle, you need Red Dead Offline and in particular the cmpndm_weapons_tu.ytd file. you can download Red Dead Offline here: If you have any ideas or just feedback in general, be sure to leave in the comments! This mod wouldn't be possible without the support of my patreons! Special thanks to: -MarkQuinn2k4 -Joe Giggler -AndreyRodionov and everyone else that supports me on my patreon! Also I'd like to thank: Bob Ross for allowing me to use his compendium photos of the Navy Revolver and the Elephant Rifle Lilaaloo for the great thumbnail photo! Tomasz Wieliński for testing the mod and helping me with it's design DO YOU LIKE MY MODS? Consider supporting me on patreon! You will gain access to new updates or early build of my new mods! I just released the Companion System there check it out https://www.patreon.com/bolmin
  5. You don't have to install the entire Lenny's Simple Trainer/Outfit Changer, you only need the version.dll file from them. the burled grips are a known issue, mentioned in the description.
  6. You can check out my injuries overhaul I guess. It's not the same thing you described, but kinda similar in concept.
  7. In the rampage trainer there is a never wanted cheat, and if that's not enough you can also use the everyone ignore player option, which is also available in that trainer
  8. I guess I can try, it would take me like 20 minutes at most
  9. Sorry, but the mod doesn't work in new austin, it only works in the area that's available when you play as Arthur
  10. Hi everyone, I am looking for a way to somehow make the scenario work both for the player and the object. So for example if you pick up the pitchfork on johns ranch, john plays the animation of picking up the pitchfork and the pitchfork is picked up. I know that you can play the animation of picking it up, but I am wondering how to make the pitchfork respond with being attached to john or something like that. It is really hard to explain for me, but I hope you understand what I mean.
  11. I am afraid that you have to wait for openIV 4.1, which will allow to edit files like these.
  12. You see the problem is that this prompt group is not naturally there. I don't know if it exists in the game at some point, but it seems to be added for the mod. I am asking if it is possible to create a new prompt group with a new name. Also while we are talking about prompts, I am don't know how to check if the player is focusing on a ped so that the dialogue options appear. I know that there is a native that returns the entity player is free aiming at and the target entity, but both of these do not return anything when just locking on a ped.
  13. Hi everyone, it is me yet again In rdrfr I saw that there are custom made prompt groups and I want to ask the developers how they achieved that, since I don't know any native to create a prompt group. I suppose that in RPH there is a function that does that, so I'm still looking for that. In case you don't understand what I mean, I attached a screenshot where the prompt group is called "Sheriff's Desk".
  14. Ohhh I see it now. I am not gonna lie, this code was an example I found somewhere, I simply pasted it and since it worked I didn't tweak with it. Thank you so much!!! I have no idea how I didn't pay attention that the TEXTURE_DICT_LOADED reffered to sprite, but in the NO_LONGER_NEEDED there was category.
  15. It really does work for you! Could you tell me how the function in your map editor is written? I have literally no idea what else to do.
  16. Changed Gender to Male Changed Ethnicity to White Changed Age to Middle Aged
  17. Hi, I was wondering if there is a native that returns whether the player is covering his face with a mask or bandana.
  18. I used this and here are the results: So the texture doesn't load and I removed the lines about unloading the textures. What am I doing wrong?
  19. Thanks for the reply! I'll surely test this out in your map editor. I didn't use it since I wasn't exactly interested in, well, map editing, but it seems there is much more to it!
  20. Hi, I was wandering is it possible to load multiplayer textures? I attached how I load singleplayer textures, which works fine most of the time. The problem is that some singleplayer textures just do not work, this includes mostly everything outside of ui_textures.rpf so for example stuff from uI_hud.rpf doesn't work. The other thing is that ui_textures_mp.rpf doesn't work either, so I am curious is it the same thing as with the online weapons, that they can't be loaded without memory manipulation.
  21. the rampage trainer has that functionality if I am not mistaken.
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