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LMS

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RDR2 Native Database

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Everything posted by LMS

  1. The examples included with LML is all I have really.
  2. I'm afraid I have no idea.
  3. Chances are they just do not exist since no one has matched them yet. You can download a good selection of known names from the OIV repo and see if that helps.
  4. As far as bullet force is concerned, I played around with that a few months ago and I think each weapon has different force multipliers depending on the entity hit (ped, vehicle etc.) that you can modify in the respective ymt.
  5. Download the latest version of RDRFR which comes with an updated RPH.
  6. RAGE is the Rockstar Advanced Game Engine and not available for download. I was referring to understanding how the engine handles natives.
  7. If you have little C++ experience and no reverse engineering experience this will be a tough one. I would recommend familiarizing yourself with tools such IDA (or Ghidra), x64dbg and Cheat Engine. Also look into how natives work in RAGE. Then you can follow the native I mentioned above in game code and see where the actual screen effect code is located. Then work from there.
  8. Make sure that you point it to the root game path, not the LML folder inside the game folder. So remove "lml" from your path.
  9. As suspected, due to the nested path, the actual file is 0x305A78BA (hash of hud/reticle). That is your entry within the RPF.
  10. Can you send or attach a full verbose log with all this once the game has loaded in? I do not have the game installed on my current machine, but I can then probably quickly find the entry in the log.
  11. There should be no file type specific constraint on those, all addon files get loaded into their respective streaming module.
  12. Keep in mind that you need to hash the file path from the RPF, not just the file name since RPF8.
  13. If you set the log level to 0 you will get a lot more verbose output for files which should help you figure out what the game uses.
  14. I'll see if I remember it the next time I update it. But no promises.
  15. Sounds like an issue with the removed natives in 1436. See if downloading my latest ASI loader fixes it for you.
  16. It probably instructs the compiler somewhere in the config to create an exe, yeah. But I have no clue where that would be.
  17. You could try TASK_MELEE: ped, pedToHogtie, 892442958, 0, 1, 1f, 1, -1082130432
  18. I have never done C++ with VSC, but this should in theory all you need: C++ programming with Visual Studio Code. Compile to dll while including the proper SH headers and libs, rename to asi and you should be good to go.
  19. That is one way of browsing the site!
  20. Only permanent solution for you would be to move RDR onto a somewhat modern/fast disk. No matter the amount of caching and optimizations, if the disk is slow, it will cause problems.
  21. I think those are only attached/shown if the ped is not a mission ped, i.e. you need to set it as no longer needed first. If that is not desirable, maybe if you use SET_PED_CONFIG_FLAG with PCF_GiveAmbientDefaultTaskIfMissionPed it brings back those prompts, but that is a big guess on my end.
  22. I am not sure, but I have never seen this problem (nor does it make much sense) and the Turkish i-problem can lead to many very odd side effects. So would be great to rule that out first.
  23. Movie replacement works fine, you are probably using a bad path. Set log level to 0 and check the exact path it logs for the intro files.
  24. I would strongly advise to change system language to English and try again. Lots of weirdness with dynamic code and i-Problem.
  25. It means you are supposed to make it point at your game folder, not the LML folder as shown in the video.
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