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LMS

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Everything posted by LMS

  1. Perhaps you can check for an animation on either the NPC or the player to see at what stage the lasso-ing is.
  2. If you are looking for all models, please use this file:
  3. I suppose the difference is quite simple where one deals more/less damage and the other means the ped has more health to begin with which might delay hitting a threshold to trigger specific behavior.
  4. That is the name for V more or less (SET_PED_MOVEMENT_CLIPSET), so it probably got renamed/reworked a bit in RDR2. I don't know if such a native has been discovered already unfortunately.
  5. Trying to put it simple: Back in the days of GTA IV all names for native functions were included in in the game's exe file. Over the years and games this has changed quite a bit, with GTA V on console using hashed names instead of the "real" name. Since the hashing scheme on that version was known (it is the very common RAGE hashing scheme jenkins) it was possible to brute force a lot of the names. With GTA V on PC things changed again and R* went for a 64bit hashing scheme now for which the algorithm remains unknown. Furthermore hashes are most likely salted as they have changed between versions to make our lives a bit harder (the official reason being anti cheating more or less but everyone that has joined a public lobby in V knows how well this works). At this point for any new native, it was impossible to verify its original name, so people started guessing/estimating it based on the observed behavior and what other natives in the same code region were doing. These guessed names are often prefaced with a _. We don't know what exactly they do and what their name is, but usually the guesses are quite good. To document them you can try passing some values to them, decompile them, debug them, look at the game scripts etc. whatever works best for you
  6. I would assume it is easiest to override the movement clipset for the peds to achieve a limping effect (it worked reasonably well for V), but I am not sure what has been discovered in that area. As for writhe, perhaps try to use and then make them invincible? Not sure if that works or if the dying is hardcoded afterwards, but might be worth a shot.
  7. I would definitely consider it a mod, so feel free to upload it here too 🙂
  8. It should not matter as they all launch the Rockstar Launcher anyway.
  9. Without having looked at the files, I imagine all it really takes when file modding is available is either replacing singleplayer models with the MP ones or adding the MP horses as new addon horses. A lot of game scripts have hardcoded checks to blacklist MP horses so I think this is a bit cleaner than patching all the scripts.
  10. The latest RDR patch unfortunately broke it.
  11. Player honor can be changed using ped decorators, I think Alexander's trainer has an example for this. Perfect pelt cannot be achieved using natives or globals I think.
  12. Menus are usually drawn using natives such as https://www.mod-rdr.com/nativedb/index/graphics/draw_rect-r1353/ and https://www.mod-rdr.com/nativedb/index/hud/_draw_text-r1623/
  13. I have not messed with this myself, but since you say they are empty when you spawn them in, perhaps it is similar to V's extra system on vehicle.
  14. I recommend using the most recent version.dll file whenever there are multiple.
  15. It is used in the medium_update script, look for SET_PLAYER_MODEL references.
  16. Those are global offsets which can be found in the game scripts. I believe that for ptr2 you should now use getGlobalPtr(0x1D890E) + 2, but I did not test it.
  17. There is a MenuKey setting in the outfitchanger.ini file, but it only supports keyboard.
  18. You should be able to create new Blips using the Blip class. It supports an entity or position overload. If you want to change its sprite. you can use the native you already found and use blip.Handle for the first parameter.
  19. Most NPCs have their component (i.e. their head) associated to their model in a way that it cannot be easily used (if at all) on a different model unfortunately.
  20. There are some hardcoded checks to prevent you from stabling certain horses, this is probably what you are experiencing. I can disable them but upon game reload it will reset your horse so not much point in that unfortunately.
  21. Most game interactions, such as bonding or stabling blacklist certain horses such as the gang horses by their model name. I am able to bypass that for stabling too, but it will revert to the Tennessee Walker on reload so a bit pointless. Since they are different models, chances are their skin only works for that particular model and cannot be applied to others, but I am not entirely sure about that.
  22. They should be one of the variations for animals. Next update 🙂
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