Adman
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Wow nice! Thanks for the assist Hugh, yay teamwork! 😄 Gonna have to some more testing. Edit; First question, can settings like "CORE_REGEN = 1" be set to "CORE_REGEN = 0.1"? I notice at the top it does say from 1-100 but I wasn't sure if fractions would also apply, or if that was specific to the top settings.
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Expanding on the idea of weapon damage/maintenance, and considering how easy it is to get guns (from bodies etc), it would be great to see alternate effects from low condition weapons (misfires, dud shots, "clip" loss, weapon break), but more importantly; If there could be a secondary meter on each gun, that represents it eventually breaking (weapon deleted), that can't be repaired, meaning in effect all guns will need to be replaced eventually, and with non new guns picked up off bodies, already being "damaged" to some degree already. I think it would make a decent ongoing money sink system, and I don't mind unique weapons breaking too personally. Either way, some way for player weapons to break would be great, it doesn't have to apply to NPCs so much, just a way to keep the player spending money on guns, and further micro managing which guns he/she wants to carry and store.
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A thought... Could you attach a restorative effect to any items? Like If booze "warmed" you up a little etc. Also if there was a button to "warm self up" when standing still, where you would be expending energy to warm up, and get water off you, which regenerates the bar, but not fast enough that you could do it in the rain and stay warm. They aren't quite as logical as the clothing change removing wetness, but they can be balanced a bit easier. Also personally I wouldn't mind if the time it takes to "dry out" was longer in general, hopefully some editable variables will be doable for us finicky types 🙂
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While the clothing change makes sense and would be cool if doable, I feel like it actually might work against the idea, as getting to your horse (to switch out clothes) is very easy, and the wet clothes would also likely come out dry immediately etc, unless that also could be done. Also there's a clothes horse joke in there somewhere, i'm just too tired.
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A little bit of testing, and it seems to be working fine. I tested first by heading to a river and dousing myself, and jumping in and out while the sun was shining, and all seemed functioning well, then it started raining, so my meter got stuck at 0 during that period (working as intended), I found a cave, and while in there it seemed like the outside ring was "healing" up because it recognised me as "inside"/out of the rain, but I was still showing as "cold". Didn't get long to see how that functioned exactly as I got killed while doing so lol. The penalties are very harsh once you run out of "warmth" or become too wet, but it is a good balancing system. I wonder if the "damage" that gets dealt to your cores could be lessened if the sun is out and shining while you are getting wet etc. Being in a lake or river in the sunlight in a non snowy area for example seems like a different kind of penalty to being in a river at night while it is snowing etc. That would add an extra layer of functionality there, but im not sure if it is possible. Either way, thanks for this, it is really great. I notice the symbol floats in the position of the minimap mode, but I play in compass mode, so it is floating in a weird place visually but that is also fine, maybe if you could make a version for compass/no map (where the symbol goes along the bottom with the others), but no real biggie, thanks again.
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What are the natives responsible for item prices?
Adman replied to bolmin's topic in RDR2 Mods Discussion
That'd be amazing if doable. I wonder if all the upgrades and the like would be doable too. I would assume it wouldn't show the real price in the catalogue etc, but if it works even without the visual edits that would be amazing. Like putting a price on the items you normally can get for free with ultimate edition alone would be something I would love to see. -
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Hi, I just had questions about the ability to save while using the trainer, is it only when changing the player model? And does that include using a multiplayer custom model? Or is it best just to never save when using this kind of trainer? Can we teleport to Guarma using this? And save after safely?
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What are the chances of getting a mod focused on controlling some aspects of how animals act in game. For example Animals moving faster (a speed scale for animals) Animals being more sensitive to smell Animals going into sprint panic mode more often and for longer Injured/dying animals travelling further Chances they will run away when called Controls over the items they give when skinned (or chances for items not to spawn) Some are probably more doable than others, but any would be great. Apologies again, this time, just in general if my posts are annoying, tell me to shush, I can take it.
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I am not sure how far people have investigated this one, and I am wondering how it might be achievable if at all. Personally i do like the idea of being able to watch and identify animals, but I dislike how you are automatically shown the type and pelt quality after you identify one of an animal type. If there could be a way to just force it to always show "bird" instead of the type and pelt when aiming for example. I had thought if possible some way remove the identifying effect after skinning and picking up animals might be one roundabout way (leaving the only way to identify them to study them), another similar thought would be to somehow remove whatever flag gets set when an animal group is identified (whichever one makes all animals of that type that you aim at automatically identified). Other than that would there be a way to have a script identify if the player is aiming at an animal from a distance, and removing that identifying effect perhaps? Or somehow making the pelt quality UI (in the bottom right when aiming at a distance) invisible at least? Apologies if it has already been discussed, still pretty new here.
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Oh cool, that's good to know on both counts. I am a little confused as to how a couple of the new mechanics work, does the "euphoria" stumble when weak function work like the leg injury stumbling? Or is that different? I noticed in the patch notes you mentioned a stumble when hit chance, is that related to euphoria also, or is that part of the animchance stuff? Apologies for all the staggered questions, and thanks again for being so considerate of feedback and questions. I really love that you were able to add the chances for what enemies do after disarmed, it is so dang good, I personally like them to attack, but have set the other chances to 5% each because it is still hilarious to see them doing such different things at times. For everyone; it seems like whether they put their hands up or cower, they do seem to run away eventually in either case there, so if you like disarms and are still playing the story mode main quests it would be best to set the flee, cower and surrender options to 0 (and attack to 100) to ensure missions won't bug out from enemies that are supposed to die, instead running away.