Everything posted by Adman
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Better Player Humidity
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.
- 22 comments
- 1 review
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What Mods would you like to see?
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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Better Player Humidity
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 🙂
- 22 comments
- 1 review
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Better Player Humidity
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.
- 22 comments
- 1 review
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Better Player Humidity
- 22 comments
- 1 review
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Better Player Humidity
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.
- 22 comments
- 1 review
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Better Player Humidity
One immediate request would be control over the variables, like a separate .ini file. But all good if not, will be testing out asap 🙂
- 22 comments
- 1 review
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What are the natives responsible for item prices?
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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Better Player Humidity
Oh right, I thought you had meant your system replaces that, so they work side by side together? That's even better in concept. Good luck with any future changes and updates and stuff, this is an interesting way to do such a system, thanks for all the hard work.
- 22 comments
- 1 review
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Better Player Humidity
Really cool idea, can it identify if you are in cold areas? Not just if it is currently snowing? For example the snowy areas in the northern section of the map?
- 22 comments
- 1 review
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Lenny's Simple Trainer
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?
- 1,354 comments
- 25 reviews
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Animal controls
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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Aiming information (pelt quality at distance etc)
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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Ped Damage Overhaul
Aha, I guess they ran from others shooting in the area, possibly hitting them (was testing with lots of cops about). And thanks for clarifying again, I was thinking it worked completely differently so that helps a lot.
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
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.
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
Okie sooo; Noticable dropoff in FPS when mod range is set to the default 1024 compared to 1, immediately noticable in populated places, between 5-10 fps difference. As you scale up that builds up, but only up to about 150-200 , beyond that it stays about the same (at around 5-10 fps lost). For myself 50 is where it seems to start to kick in and you lose 1-2 fps, so around there is a pretty safe bet for most with issues I would suppose. (my specs are pretty average) Due to these numbers I presume it is to do with the maximum amount of npcs that are being effected at any one time, though I can't be sure if that would mean it is running the entire script on each or splitting up parts of it etc (splitting the "threads" of the script). But it is good to know the rough numbers there for myself, hope this info helps others. Also another question Hughjanus; if I reduce the player damage instead of increasing NPC health does that also reduce the damage I deal to animals? And if I reduce the torso/arm/head damage percentage does that also effect animals and the player taking damage? And another request if I could, I'm not sure if you know how but the health regeneration rate controls provided in the difficulty scaler mod would be perfect if available here too, it seems when working this and difficulty scaler can be run side by side, but his damage settings will override yours, and it isnt split into special and non special weapons like yours is (and applies that to all weapons). I know it is a bit of a personal ask, but I thought i'd put it in there just in case you can 🙂
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
Ooooooohhhh. Checking out update asap, sounds great. Also thanks for the explanation about knockdowns I wasn't sure there. I'll try to keep suggestions more concise in the future too, thanks again Hugh. edit Tested the mod range effect at 10 in godmode, and it is hard to tell how far (or to who) it applies at times, but it certainly makes a difference to framerate in saint denis, so thats really great! Nice one. So is it based on the number of NPCs the script is being applied to? Or is it a distance setting? Either way i will test it more. I put the disarm chance to 40 at the same time, and while I was able to shoot the rifles out of lawmens hands, i could never seem to disarm them of their revolver without killing them, I wonder if that was related to the mod effect range too? Loving all the new variables 😄 Thanks so much, lots of testing to do
- 1,267 comments
- 5 reviews
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Question about script folder mods
Thanks, I had presumed as much, I just wasn't sure and really have no idea how the programs function, a little more enlightened now, thanks all.
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Question about script folder mods
Hmm, the mods I am thinking of are difficulty scaler, no auto reload, ragdoll redemption and lasso of healing. None of them are .asi files, and all of them worked prior to the patch in the script folder with scripthook.net. So would they need to go in the c#plugins of RPH? Or are you saying they will also work just in the main folder? Or will I have to wait for scripthook.net to update?
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Question about script folder mods
There's no update I am missing here is there, we are still waiting on the update for scripthook extenders for script folder mods aren't we? Or does rage pluginhook do that task too? (in the sdk file?) So confused.
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Question about script folder mods
The latest updated scripthook has no script folder in it, will it load script folder mods if they are placed in anyway? And if not what is the other program specifically for them? Also I noticed when playing without mods after the patch, that the function of the noautoreload mod seems to be in singleplayer now, an I imagining things or did that mod get made redundant?
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Ped Damage Overhaul
Some questions about the knockback/knockdown mechanic; How does the functionality work in practice? Is it one "ragdoll" style effect that makes the enemy fall down, or is there a few variations to the function? How do I edit how long they stay down for, or potentially stay down for? Why is the default value for knockbackchance so low? Sorry if all the questions are too much, just very curious, I am sure I will have more too :d
- 1,267 comments
- 5 reviews
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Red Dead 2 PC optimal version for Modding
From experience steam has been good to me there, but as stated above, it will go through the rockstar launcher either way (though it is nice and easy to do offline mode through steam launch functions). Steam would be best if they had a workshop for RDR2 but it doesn't look like they want to take that path unfortunately, not yet at least.
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Downgrade Game Version to previous version.
Steam usually has options in the "beta mode options" section for this, but yes it has to be enabled by the devs first. I am not sure how rockstar would do it through the social club directly.
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What Mods would you like to see?
So many good suggestions in here that it would be great to see, aside from my pet peeves about the horse system and how weapons shift about on their own accord... The economy modifiers, the player values modifiers (and online character creation in SP), NPC human and animal modifiers (PDO is amazing, but doesn't control animals, or NPC spawn numbers etc) and environmental modifiers are all so much more important as mentioned above. To add to my own wants; Not sure if it can even be done, but expanding crafting would also be nice, like being able to craft basic arrows and tomahawks at campfires for example. Having to purchase them is a good money sink I suppose, but with things that can be reclaimed like that it is not so important, and it would be great to not have to go to stores when running out of ammo (always having a bow to fall back on so long as you have the time to set up a campfire and craft new arrows). Expanding the weapon damage system, to the point where guns become next to garbage without maintenance instead of seeming to get to a certain level of damage and stopping. That and control over enemy weapon and ammo drops directly. Different gun menus for different gun sellers (and similarly for doctors and fences etc too if doable), like how the clothing and general stores have different pages for outfits, having different stores with different items available, for example only shotguns, revolvers and repeaters available at valentine gun store, while saint denis (and blackwater?) carries the pistols, rifles and scoped weapons. Break up the position of things to make areas more unique. Alternatives for Deadeye meter usage; There is a wide array of potentials here, giving people a few choices would be great if possible, I and others aren't just big fans of the time slow mechanic the game provides (revealing organs is really cool, but makes me feel like I might be a vampire or somesuch lol). And lastly and most grimly; cannibalism as an option, with huge penalties if caught, and also perhaps some negative effects when eating that kind of meat (if not an option to skin human carcasses, then an option to cook them when slung over shoulder? Though I don't know how you could get caught then).