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LMS

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Everything posted by LMS

  1. Since an ASI is just a DLL, I can run normal C++ code. For these two mods I modify specific functions in the game's code to disable certain behavior. Below is the code for no bullet trails, although I don't think it will help you much. We are looking for a specific pattern in memory (in this case the beginning of a function) and then making that function return immediately. auto pattern = Detour::FindPattern("48 89 5C 24 08 55 56 57 41 56 41 57 48 8B EC 48 83 EC 70 41 8B 81 ?? ?? 00 00"); if (pattern != nullptr) { Detour::PatchReturn(pattern); }
  2. Version 1.0.0

    42,476 downloads

    Now you can't see me!
  3. I've had a look and it seems that I can remove the tracer. I will post a mod soon.
  4. This seems to be an active mirror: https://github.com/stianhje/rdr3-decompiled-scripts.1232 Relationship groups usually manage how peds react to events by other peds, i.e. if you aim a weapon at a friendly they will not attack unlike an enemy. I am not sure if that relation is taken into account for honor, but it's not a bad idea to try that.
  5. A decor is essentially metadata attached to an entity which can then be read from scripts. So if you want to remember that ped X has been investigated by you, you could give it a decor to save that data. They are available in multiple flavors such as integer, boolean and float. If you look at game scripts and look for the string I gave you, you should be able to find references to decors.
  6. Honor is a scripted concept iirc and can be controlled via decors. If you look at decors such as "honor_override" you might be able to remove the honor penalty.
  7. I haven't looked into this specifically but if it is your first mod, I don't think it's the best way to start as I can imagine it being rather hard to remove as involve patching some code.
  8. Version 0.1.3 Build 8158

    119,016 downloads

    Shoot it out with bandits, hunt down outlaws and walk the streets with a star.
  9. You could try measuring the tick time and see if it perhaps skips a tick (maybe WAIT is not implemented correctly).
  10. It removes the "X" you see when you hit someone whilst shooting.
  11. Yes, all missions are script based. They will get the current game time, store it inside a (script) local variable and then compare to it. Now it could also be a global variable, but I assume for most missions it will be local. You will have a hard time changing those as they are not easily accessible.
  12. Glad to hear it's so much fun! It probably is stored in a local variable in the script that just stores the starting time.
  13. Glad to hear you enjoy it! That sounds a lot like memory scanning for an unknown initial value, then looking for a decreased value etc. This process will (usually) allow you to find the address in memory that stores the ammo count. From there on, by setting a breakpoint on it, you can find the code that modifies it and for instance NOP it so that it no longer does anything. Cheat Engine is a great tool for that and all you really need initially. A more powerful debugger would be x64dbg (which is free). For static analysis you could use Ghidra (free) or IDA Pro (very expensive), but I'd recommend starting out with just Cheat Engine initially. Once you know what to patch, you could just write a small C++ library that scans the game's memory for the location to patch and then applies the patch. I use Visual Studio for that. Game archives vary wildly and you usually have to rely on a third party tool (like OpenIV) or try to document it yourself, usually by using a Hex Editor and studying the code to parse the files. That's a different story, though. For the hitmarker no files are touched, but only game code (compiled code) is modified to skip a certain portion used to render the hitmarker (essentially removing an if-block).
  14. I have updated the mod and included an option to disable any reticle changes. Ideally you would work on a smaller game with less DRM as it can be quite frustrating. Maybe pick an older shooter game and see if you can find the code that changes your ammo or health. RDR2 uses DRM which might make it less accessible for beginners. If you want to skip all that and just write some code, you can use one of the available script hooks (such as the C++ ScriptHook by Alexander Blade or RAGE Plugin Hook by MulleDK19 and myself targeting .NET) to interact with the game's scripting engine. You can create a lot of cool stuff that way! We have some tutorials here: https://www.mod-rdr.com/wiki/tutorials/ And no, I am not affiliated with OpenIV.
  15. Sure, I'll add an ini option in the next version to allow you to toggle the "no change at all" behavior. The coding itself is very simple (can be reduced to a one liner of actual mod-specific code), but the research required to figure out what to patch and where, I wouldn't recommend for a beginner. It is a highly abstracted UI system that you need to delve through for quite a bit. There are many other things you can work on first instead if you just want to play around with memory patching.
  16. Preventing it from turning red is actually easier and was what I managed to do before I was able to just disable the hitmarker. There are a few internal states of the reticle (for valid targets, invalid targets, enemy targets etc.). I am not sure how easy it is to remove just the enemy bit but I could add an option to disable any reticle change altogether which is very simple. It will then no longer be grayed out for your personal horse for instance, though. If you want to try it yourself, you would need to be at least somewhat proficient with reverse engineering and x64 assembly as I am changing game code to prevent the hitmarker from rendering. I am happy to give you some pointers if that's what you are looking for.
  17. Version 1.0.0

    32,562 downloads

    Shoot bad guys without the intrusive hitmarker!
  18. I think I found the code that renders the hitmarker and will upload a test version to remove it later.
  19. Could you tell me where the file is located? Perhaps I can prevent it from loading.
  20. That behavior sounds more like you are reaching some internal task sequence/pool limit. Have you tried using this right after performing the sequence to free it?
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