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LMS

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Everything posted by LMS

  1. It should be fairly simple by using ANIMPOSTFX_PLAY.
  2. The game is unfortunately hardcoded to reject certain horses, so this will currently not work.
  3. I haven't had the chance yet, no. I have not forgotten about it, though 🙂
  4. If you link me the Cheat Engine mod, I can probably quickly throw together an ASI for it.
  5. 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.
  6. 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
  7. Have you tried launching the game first, then RPH?
  8. You could try running it as admin and see if it helps.
  9. Try to launch the game first. Then tab out and launch RPH.
  10. 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).
  11. 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);
  12. If you can provide me with a screenshot and the location, I might have the hashes somewhere already.
  13. 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).
  14. Once spawned, you can use Outfit Changer to fully customize your appearance.
  15. 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.
  16. 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 😛
  17. 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.
  18. 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.
  19. 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.
  20. I'll see if I can push a trainer update this weekend to allow you to toggle the controls.
  21. Can you try with the version.dll from RDRFR just to be sure? Iirc that has the latest catalogue.
  22. It is not infected with anything, it is just heuristics catching it (not sure why it suddenly is being "detected" anyway).
  23. 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).
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