Jump to content

LMS

Administrators
  • Posts

    904
  • Joined

  • Last visited

  • Days Won

    296

 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 LMS

  1. No idea, the list I posted above is all I have currently. Try the method I explained though to log tasks and see if you can narrow it down. While I am not entirely sure what CTaskPersistentCharacter is, it seems to be used for "scenario/stationary" peds for the most part, such as the sheriff in town.
  2. I don't think that is on you, that is usually the MP loading gone wrong in older versions of my trainer. Newer versions should not have the issue, but perhaps it can still occur sometimes. Not entirely sure why the MP animations being loaded cause this issue, but I have definitely seen it happening.
  3. Not really, but I have to divide my free time between my mods here, RDRFR and my GTA 5 stuff. As a sole dev I can only do so much 🙂
  4. What happens if you pass the bytes I posted above to the native? Does it render the text correctly? I am thinking your text conversion is the issue.
  5. The game definitely supports it via natives, I just tested it. I fed it the following string: Test Лорем ипсум It resulted in these bytes being passed to the actual game function: 54 65 73 74 20 D0 9B D0 BE D1 80 D0 B5 D0 BC 20 D0 B8 D0 BF D1 81 D1 83 D0 BC Make sure you are converting your string to the proper UTF8 representation when passing it to the game.
  6. Looks good at first glance, try killing or doing something else very visible to the entity to know whether it picks it up currently. Also free aim I think is limited to aiming with a firearm, not just targeting them.
  7. Not sure if any trainer has support for that, I was talking about the native function to use to apply these effects.
  8. Find the ped handle by looking for peds close the location where you expect it to spawn, then check for the model. Once you got the ped, you can get the ped's prompt group and add prompts to it. Should still auto-merge.
  9. Under Models, enable the old animal controls.
  10. Prompts are merged by default iirc, so all you need to do is add them to the ped and if they have a different key, they will show up. If they use a key already bound, you might have to set the priority.
  11. Make sure that your folder (and/or the outfit ini) are not read-only.
  12. It should be fairly simple by using ANIMPOSTFX_PLAY.
  13. The game is unfortunately hardcoded to reject certain horses, so this will currently not work.
  14. I haven't had the chance yet, no. I have not forgotten about it, though 🙂
  15. If you link me the Cheat Engine mod, I can probably quickly throw together an ASI for it.
  16. Perhaps what is now 399 is also related to being hogtied and hence it still works. I know for RDRFR I had to change the ID as it did not quite do what we needed anymore. If you guess a few, it'd be great if you could post them here. I am always looking for more.
  17. It will be much harder to gather the IDs in RDR2 unfortunately, as the tasks no longer have their RTTI names available. The way I did it so far was match them to natives or have a loop with all task IDs, printing out the active ones, and then guessing which one is which based on what the ped is doing. Also note that 399 is now 400, quoting myself from a conversation with @DoctorBones: This is what I have: 7 - CTaskPersistentCharacter 76 - CTaskSwapWeapon 152 - CTaskScriptMelee 154 - Ped being dragged down? 223 - Horse task, whether they are part of a wagon 341 - Ped being tackled on the ground 400 - Is hogtied 451 - CTaskCarriable
  18. Have you tried launching the game first, then RPH?
  19. You could try running it as admin and see if it helps.
  20. Try to launch the game first. Then tab out and launch RPH.
  21. That is a setting to assign a key to toggle the old and new animal controls. Old controls will allow you to fly again as a bird and attack as other animals, whereas the new ones have a more refined movement scheme (horse like).
  22. I tested it as well, and it seems that many of the ammo natives do not work correctly on the player (or at all). For instance, SET_PED_AMMO_BY_TYPE has support to remove ammo and calculates the amount to remove properly, only for the actual call to CPedInventory::RemoveAmmo to ignore the request due to a (wrong?) hardcoded parameter. What has worked for me though was 0xB6CFEC32E3742779 aka _REMOVE_AMMO_FROM_PED_BY_TYPE. Calling it like this to remove one ammo from your revolver (RPH syntax): Game.CallNative(0xB6CFEC32E3742779, Game.LocalPlayer.Character, Game.GetHashKey("AMMO_REVOLVER"), 1, 0x2188E0A3);
  23. If you can provide me with a screenshot and the location, I might have the hashes somewhere already.
×
×
  • Create New...