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bolmin

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Everything posted by bolmin

  1. As of right now, it doesn't work like that. Basically the meter represents how wet the player is and the clothes are just the level of protection. So if you are wet in outfit x and change to outfit y your skin is technically still wet. Of course I would love to do it the way you said so that you can have spare clothes and such, but as of right now I have no idea how. edit: also thanks for the kind words!
  2. It is possible but as I mentioned there is already a hot and cold mechanic in game, this mod focuses on getting wet and snow doesn’t really make you all that wet (except the boots)
  3. Version 1.3.0

    4,203 downloads

    This mod makes rain/snow/water more dangerous by adding a new core!
  4. Thank you for the reply. I wanted to change the prices of items to the ones in online, but I have no clue how to override data files so I guess that has to be scraped.
  5. I was looking for a way to adjust prices for some items in the catalogue (stuff like weapons or tonics), but I don't know where to start. I was thinking it has something to do with itemdatabase namespace, but I have no other idea how they work.
  6. nevermind, I figured it out by using INTERIOR::IS_VALID_INTERIOR(INTERIOR::GET_INTERIOR_AT_COORDS(playerPos.x, playerPos.y, playerPos.z)), but still thanks for your help!
  7. thx for the reply, but I don't know how to check if the player is in an interior.
  8. I am looking for a way to check if the player is under a roof or atleast in a building. I didn't see any native that returns if a ped is under a roof, so I am asking is there some way to achieve that.
  9. Hi guys! I've been looking into ped components and I figured out how to enable them but I don't know how to disable them. Is there a native for that?
  10. Thank you for sharing the source it really helped me! Also thank you HughJanus for your help with the issue, much appreciated! edit: I am wondering, how did you get the correct hash for the campfire? I tried multiple tools and websites, but with the no effect as you can see.
  11. Thanks for reaching out to him. In the mod when you approach a campfire a prompt shows up to call the wagon
  12. Exactly, that is why I wonder how the creator of hunting wagon did it. I don't know if it is the correct one but I was looking through the objects list on this website and I tested it with all the campfire related stuff and it didn't work, then I used the object scanner from a trainer and used the hash from it instead .
  13. I noticed that when I put the group id for something that already has prompts attached to it (for example an interactable object in the shop, a tent or a horse hitching post) there is a scripthook errror and when I put it on something else it doesn't work
  14. the code that works is exactly the same but without GET_GROUP_ID and SET_GROUP. also sorry for late response.
  15. I created prompts with this method before and they worked fine, but I never used GET_GROUP_ID and SET_GROUP to get a prompt to show when you approach an object
  16. I didn't show it but later in the code both SET_ENABLED and SET_VISIBLE are set to 1. I don't know why in this example I disabled it at the end
  17. I replaced the hashes with the clear names, sorry for not doing this in the original post
  18. I tried many things but I can't make it work. I attached the code that I have written below. The prompt doesn't show up, I used the UIPROMPT_SET_ENABLE and SET_VISIBLE but still nothing. The hash I placed there was the player campfire according to the object scanner in the rampage trainer. What am I doing wrong?
  19. I have made some mods for rdr2, so I am familiar with the basics.However, I really want to know how to make a prompt "bound" to a certain object group. Like it was done in the Hunting Wagon mod (link below), by making the "Hunting Wagon" prompt appear when you approached a campfire. I know how to create prompts and how to place them on certain coordinates, but I have no idea how to make them appear when you get near a player created campfire.
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