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LMS

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Everything posted by LMS

  1. I don't think Any works for the rest of the types, as that will be too big. I would suggest using the types I provided initially, but you already tried that, so not sure. This is actually interesting me as to why it does not work, so I might try to get it to work in C++ myself this weekend. I don't think including C will do anything for you (and C# is not possible).
  2. Once spawned, you can use Outfit Changer to fully customize your appearance.
  3. Good to see you are back and sad to see it is still not working.. When the decompiler puts "Var0 = sParam1;" that just means that the first field (at offset 0) is being assigned. You hence should move that to be the first field in your definition. If ScriptHook still throws errors, try casting your "CSpeechStruct* x" to UINT_PTR before passing it. Maybe that makes it accept it.
  4. That might be caused by an older version of my trainer, it interferes with model changes and when the game finally (rightfully) decides to change the model, things go south a bit. It's odd that it persists though, guess you are "lucky" with your savegame 😛
  5. It was indeed a different feature that was ported first (the reload fix). The core fix I still haven't ported, but I haven't forgotten about it 🙂 I don't quite recall the online editor, but if it is similar to GTA V then I think there is a separate way that faces are done. Outfit Changer only supports the component system. Perhaps you enter a territory that is hard-coded to kill you by the game? Try super god mode.
  6. I noticed similar issues when testing last night with being pushed out of buildings/interiors, which was quite strange. Nice job working out the root cause. It could be that at the time of the model switch, these "walls/barriers" are enabled and then never removed when changing movement styles as the model did not change. Maybe I am lucky enough to find the code for that, will let you know here.
  7. I've updated the trainer with the new animal control fix and added an ini option to specify a key 🙂 Let me know if it all works fine for you.
  8. I'll see if I can push a trainer update this weekend to allow you to toggle the controls.
  9. Can you try with the version.dll from RDRFR just to be sure? Iirc that has the latest catalogue.
  10. It is not infected with anything, it is just heuristics catching it (not sure why it suddenly is being "detected" anyway).
  11. While that works, please keep in mind that it will mean certain game assets (mostly multiplayer ones) will not work correctly as they are loaded by newer versions of version.dll (no pun).
  12. Interesting findings! I noticed that the internal animal control task had changed, resulting in the changes in control scheme you mentioned with the horse controls now working for animals. This is actually more a fix by Rockstar since they are now assigning the correct control scheme for animals when playing as such. Beforehand you had the normal on foot player control scheme which is why many more actions such as attacking or crouching were available. It also means birds lost the ability to fly. Luckily all of this can be fixed easily, but it remains interesting to see what R* has in store.
  13. It should work also without that being set. Are you sure you are on the latest version?
  14. Yes, MP models work again (use my trainer to change to them, for instance). You can then use the Outfit Changer to give you MP clothing.
  15. The gypsy cobs definitely work, I tested it myself. Try one of these models: A_C_HORSE_GYPSYCOB_PALOMINOBLAGDON, A_C_HORSE_GYPSYCOB_PIEBALD, A_C_HORSE_GYPSYCOB_SKEWBALD, A_C_HORSE_GYPSYCOB_SPLASHEDBAY, A_C_HORSE_GYPSYCOB_SPLASHEDPIEBALD, A_C_HORSE_GYPSYCOB_WHITEBLAGDON Also make sure you are on the latest OutfitChanger version in order for them to show!
  16. That happens for every model switch in RDR2, unfortunately. I have fixed this for good in RDRFR and gave all models proper stamina and dead eye cores, but haven't ported the fix back to my trainer yet as it is a bit elaborate.
  17. I suppose it really depends on how it is done. It could be that R* manually sets up the scene or that there are some scenarios to switch. You could try finding the associated mission script and seeing if you can figure out if everything is done manually (which should be fairly obvious).
  18. The MP components are designed for the MP models, not for Arthur. Hence they will oftentimes look funny.
  19. Horses, Animals and models should work just fine. Just items and weapons will need my MP weapons fix which, as stated above, can glitch out your game.
  20. Can you please verify that you are using the version.dll that ships with RDRFR and not the one from one of our trainers? I was quite sure I had fixed that..
  21. Please try version 0.4, I hope I have got them all now.
  22. You would need to pass the reference, so &s, but you tried that before too iirc, so probably also not going to work. And no problem.
  23. Good catch, I had renamed the variables from Unknown to what I think they are for the sake of this post, but forgot to change the assignment name below. In the actual code it is using the fourth parameter, though. I have fixed the snippet to reflect the code executed. Why it still does not work for you is beyond me, though.
  24. I am genuinely confused as to why it is not working for you - it all looks good to me. I am doing it in C# so the syntax will be different, but this is my code to test (normally I'd just use Game.LocalPlayer.Character.PlayAmbientSpeech obviously): [StructLayout(LayoutKind.Explicit, Pack = 1, Size = 96)] internal unsafe struct CSpeechStruct { [FieldOffset(0)] public sbyte* SpeechName; [FieldOffset(8)] public sbyte* VoiceName; [FieldOffset(16)] public uint UnknownUInt1; [FieldOffset(24)] public uint SpeechModifier; [FieldOffset(32)] public uint UnknownUInt2; [FieldOffset(40)] public bool UnknownBool1; [FieldOffset(48)] public int UnknownBool2; [FieldOffset(56)] public uint UnknownUInt3; } [ConsoleCommand] private static unsafe void Command_PlaySpeech() { CSpeechStruct s = new CSpeechStruct(); IntPtr speechNameAddress = Marshal.StringToHGlobalAnsi("GENERIC_THANKS"); s.SpeechName = (sbyte*)speechNameAddress; s.SpeechModifier = 0xE7176FB2; Game.CallNative<uint>(0x8E04FEDD28D42462, Game.LocalPlayer.Character, (IntPtr)(&s)); Marshal.FreeHGlobal(speechNameAddress); }
  25. All the other parameters I left untouched, i.e. their default values (0 and false). The hash is some speech modifier, try it with that one.
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