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LMS

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Everything posted by LMS

  1. Odd, perhaps something else messes up the return value or the way it is passed. But that is definitely the function to use.
  2. Casting it to string probably corrupts the return value of _CREATE_VAR_STRING as it is not a .NET string. Try using long or ulong as the return value instead.
  3. We use a mixed approach in RDRFR. We get the group id as just Lambda has shown you, but also set the desk's group to be the active ambient prompt group if the player is close via 0x315C81D760609108 / _UIPROMPT_SET_AMBIENT_GROUP_THIS_FRAME. This is also where we feed the key (not the actual string!) to our custom name.
  4. You are doing everything correctly, but the model change is detected by a game script and reverted. I think it is medium_update, but not entirely sure. A common way to solve this is to set the global that holds the model the player is supposed to have to your new model, so that the game does not detect any change. Below you can find an example from Alexander Blade's trainer. Please note that the global is outdated, however, and I doubt it works on the current version. You would find a more up to date script with the current version of look through the decompiled medium_update source yourself to locate the new global address. DWORD model = GAMEPLAY::GET_HASH_KEY(const_cast<char *>(m_model.c_str())); if (STREAMING::IS_MODEL_IN_CDIMAGE(model) && STREAMING::IS_MODEL_VALID(model)) { UINT64 *ptr1 = getGlobalPtr(0x28) + 0x27; UINT64 *ptr2 = getGlobalPtr(((DWORD)7 << 18) | 0x1890C) + 2; UINT64 bcp1 = *ptr1; UINT64 bcp2 = *ptr2; *ptr1 = *ptr2 = model; WaitAndDraw(1000); Ped playerPed = PLAYER::PLAYER_PED_ID(); PED::SET_PED_VISIBLE(playerPed, TRUE); if (ENTITY::GET_ENTITY_MODEL(playerPed) != model) { *ptr1 = bcp1; *ptr2 = bcp2; } }
  5. Expanding the native game support to support more horses is quite tough I think, so your best bet might be to save your horse outfits with Pimp My Horse and then spawn the different horses in, when you want them. It is a bit hacky, but for now probably the best way.
  6. I think that would be rather tough as it is probably deeply wired into the core game code. It might be easier to draw your own crosshair on screen instead (if that is useful for your case).
  7. You could hook game functions that resolve text to translations and then feed your own text, yes. But I think the OpenIV team is working on language editing support, so perhaps just wait for that.
  8. We had considered making a ScriptHook earlier this year when the game was supposed to launch, but the plans were abandoned with the multiple delays due to time constraints on our end during release time. I also personally have to say I only played it for like 30 minutes since it kept crashing, so I am not too interested in it.
  9. I have no idea about individual outfits or what the update actually contains, I just put in the current list of components. Do you know of any other new components so that we could verify some at least exist?
  10. It should be updated, please check it out. And thank you for your support 🙂
  11. I'll see if I can update it this week with the new components.
  12. Potentially, not sure what that option does. What you want to make sure is that it loads my version.dll instead of the system one. In Windows this works by just having the DLL in the folder where the EXE is located, it then prefers the folder one over the system directory one.
  13. The problem is you are using an unsupported platform that neither I nor you know much about, so it is tough for us to work through this together. I have no idea of running RDR 2 or my trainer on Linux, I just know how they are supposed to work and what indicates whether they are working or not. How you can verify these things in your environment, I cannot tell you. On Windows you could use a debugger such as x64dbg or even CE to inspect the loaded modules.
  14. Well I don't think it is too much to ask to at least check if the DLLs load fine since you are using it in a not supported environment. Note that version.dll itself is linked statically, so you would not need any dependencies for that.
  15. This is most likely related to an outdated version of my trainer (version.dll).
  16. Do you have any way to verify if the DLL gets loaded at all or an error log form the OS somewhere?
  17. I have never used it on Linux, but I assume if the game runs fine, so would do most mods. Then again they make heavy use of memory editing APIs so those might not be supported 100%.
  18. I think I have a feature to disable the New Austin sniper, not sure if the others are affected. It has been updated many times over the course of the year, just see the changelogs for more information. The rest I cannot answer definitely as I never really played the game, but never wanted might work.
  19. Most likely since that name does not represent a valid model in the game, nothing to do with the hashing. It is either mapped using a different name or just not a valid model.
  20. No beeping sounds is definitely a bad sign. I am not sure how Wine handles DLL proxies, but if you can somehow verify that my version.dll gets loaded that would be great. That is the loader for my trainer.
  21. The hash tool will work just fine. For instance for model "PLAYER_ZERO" it would return 0xD7114C9 which is the hash of the Arthur model. What kind of models are you struggling with?
  22. It could be that the artery shot behavior is part of a "parent" task and has no individual task. Hence you cannot find it.
  23. My trainer does quite a bit of .NET hackery which not be supported that well on Linux, but No Hitmarker Mod should probably work fine. Performance from what I have read is quite good on Linux, especially on AMD.
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