Jump to content

bolmin

Insiders
  • Posts

    87
  • Joined

  • Last visited

  • Days Won

    10

 Content Type 

Profiles

Forums

Gallery

Downloads

News Articles

Modding Wiki

RDR2 Native Database

RDR2 Native Parameters

RDR2 Player Clothes Database

RDR2 Ped Voices Database

RDR2 Ped Speech Lines

RDR2 Modding Tutorials

RDR2 Ped Model Database

RDR2 Animations Database

RDRFR Changelog

RDRFR Installation Guide

RDRFR Features

RDRFR Settings

LML User Contributions

Everything posted by bolmin

  1. First of all thanks for the list! Now, I did extensive research with the rampage trainer, especially in terms of the injured walk styles and drunk walk styles. I noticed the following: The Idle animation is different, walking animation is different, running is a bit slower but looks the same. Getting on your horse, vaulting, climbing, jumping looks normally. In some cases there is a problem with crouching.
  2. Okay, I wrote to the developer and he shared these two natives, still looking for the list though PED::_0x923583741DC87BCE(GlobalPlayerPed, "DEFAULT"); PED::_0x89F5E7ADECCCB49C(GlobalPlayerPed, WalkStyle.gameName);
  3. In the rampage trainer there is a whole section where you can change player walk styles. What is the native for changing the walking style? And is the list available somewhere? I have no idea for the name of the native and I searched the modrdr wikis and alloc8or's rdr3 documentation for the list, yet I didn't find anything.
  4. thanks for the response, I done extensive testing and I came up with enabling the mouse cursor for this frame, which allowed you to move the mouse and the crosshair would stay in the center. Then you could track the position of the mouse or something. In the end, it turned out I didn't need any of this, but I just didn't want to leave this thread without an answer🙂
  5. Hi, What I'm trying to do, is to make the crosshair moveable with the mouse, but without the camera tracking it. I am still tinkering with the cam namespace, but I don't have anything solid.
  6. So I was playing the game normally and after some time in the epilogue I wanted to set up a camp, however in the inventory wheel I didnt have an option for both setting up a camp or crafting. Is that normal? I mean I played through the game once and I don't remember John not having these options. I tried to add them manually like weapons via a trainer, but I can't find the hashes for them, so I am asking for help. Nvm, I just downloaded a new save file.
  7. I never used it with outfit changer mod so I have no idea if it is compatible or not
  8. You put it along with Alexander Blade scripthook rdr2 into the root folder.
  9. Thank you so much! I was looking for exactly something like this!
  10. Hi, I am currently looking for a way to change the font when drawing text. I know there is a library for that in the downloads section on this site, but in doesn't work for some reason. I was looking for a native or something like HUD::SET_TEXT_FONT but there is nothing like that, so I am curious how to do it with natives.
  11. I tried to initialize it as const wchar_t but then it isn't displayed at all. I attached the code that I am using for testing.
  12. I was trying to display cyrlic characters on screen either via the display_text native or by prompts but they come out as set of question marks. I also tried initalizing the char values like that: L"cyrlic characters" because from what I remember it had something to do with using the unicode simbols, but it made the characters to be random stuff like: "@#%$%^!(*". Any ideas how to do that?
  13. I did some tweaking and It worked, thank You!
  14. okay so I tried using Entity EntityTarget; if (PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(PLAYER::PLAYER_ID(), &EntityTarget)) { if (ENTITY::IS_ENTITY_A_PED(EntityTarget)) { //output EntityTarget but I am not sure if I am doing the correct thing
  15. Version 1.0.0

    4,608 downloads

    This mod lets you earn money for being on duty!
    I have been putting this mod away because I had problems with rage plugin hook. Recently, however I managed to get it to work and I have one thing to say - wow... this mod is amazing. It is essential for everyone to at least give it a try. I haven't encountered any major bugs for my 4 hours of playing, except a wrong disarm animation. The new interactions with peds, the callouts, recruiting other officers - it just works and it actually works perfectly.
  16. I know how prompts work but I have no idea how to find the hash for the valentine gunsmith ped, then find the group where his prompts are assigned to and finally how to add a prompt to him. Still, thanks for the reply
  17. Hi, I was wondering is it possible to add a prompt to an exisiting ped like the valentine gunsmith. Do you use the set prompt group native or something else? I uploaded an image of what I mean by prompts attached to peds.
  18. I think core values are integers so they have to be whole numbers.
  19. It worked! the new version with INI file is here!
  20. Wow thank you for that! I had a problem with locating the file. Because the GetPrivateProfileInt always returned the default values for me. I read somewhere that you either have to give the full path or it will always look for it in the windows directory. The thing that you did that I didn't, was adding the .\\ before the file name (it worked without it for ofstream/ifstream so I didn't know that you have to add it so it looks in the same directory). I'm gonna give it a try, thanks!
  21. Are you still looking for someone with scripting experience? If so, could you tell me what are you planning?
  22. The restorative items I have no idea how to do so as of right now I won't be touching that. Next up, I don't understand why you would need a warm self up when standing still, since when it isn't raining the wetness bar regenerates itself slowly and when you want to speed it up for some reason you have to setup a campa and use the prompt to dry clothes, there will be fade out and the bar is at maximum. As for the .INI file, it is in the works, I have done initialization files with c# but I need to learn it again with c++ so you need to wait a bit.
  23. Wow! Thanks for this comprehensive feedback! So, I am actually surprised that it worked with the cave. I am a using a native that recognizes "valid interiors" so I thought it only works for houses etc, but it seems to work with more then that! The symbol not changing was intentional though, because it displays the current weather outside and how your current outfit is prepared for it, so that while you are in a building you can say "okay, I have a red snowflake so it is cold outside and and my current outfit is not enough". The thing that you mentioned about getting in water in different weather conditions is being currently implemented so don't worry about that ;-). And lastly about the minimap modes, currently I am trying to find a native that returns whether map is changed or not so I don't have to release couple versions of the mod, however if I don't come up with anything I will just release a seperate version for regular, for compass and for extended minimap.
  24. I think it is possible to load a save file without the ultimate edition bonuses
×
×
  • Create New...