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xuru

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xuru last won the day on April 10 2022

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About xuru

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  1. The devs say this is not on their end either. I'm not sure if this makes sense, but could adding the player character to the script's exclusion list fix this issue?
  2. My apologies, you are correct. I've been doing a deeper investigation into this and it seems this is an incompatibility issue between PDO and the development builds of Extended John Marston Animations and John Marston Restored and Enhanced. Currently notifying the developers of this issue.
  3. Hi, been a while since I've posted here. While using this, I'm getting a pretty serious game breaking bug. During the "Jim Milton Rides, Again?" mission, in Epilogue 1, John will act like an NPC during the shootout, doing that weird injured animation. You also lose complete control of the character, the inputs become unresponsive and he will sprint forwards indefinitely until the mission fails. Uninstalling PDO fixes this.
  4. I think I found a small mistake with the .ini. The description for OtherStoryNPCHealth and PoliceNPCHealth seem to be inverted. Definitely not a big deal, but wanted to let you know for the next release
  5. Both of them appear in story cutscenes, but I'm not sure if you can consider them story NPCs. Unless you know another method of fixing the limping bug, I'd leave them the way they are
  6. Just massacred Blackwater for the 12th time, and everything seems to work perfectly. Is there anything specific you want me to test?
  7. Yes, I meant the ones that can be dismembered. For some reason, when I try blowing off an NPCs leg while they're still alive it will not work. However, I can easily do it after they're dead. Shame it can't be tweaked. I don't think you understood. The only reason they were added to the exclusion list is because of their limping bug, but this has now been solved by the new "Other Story NPC Health" setting. Can't they now be removed from the exclusion list, so the other features of the mod apply to them?
  8. Sorry, only got the opportunity to test this now, but I still can't seem to disarm Dunbar and Malloy. Did you remove them from the exclusion list after adding the OtherStoryNPCHealth option? Also, would it be possible to add an option that makes dismembering NPCs easier? In the vanilla game you can shoot someone's leg with a shotgun from close range several times and their limb will not be severed
  9. Working perfectly! Just a shame Malloy and Dunbar can't be disarmed anymore... Is it not possible to simply tweak their health values instead of completely removing them from the mod? I tested it with the ini option disabled and the blip didn't show up, however this bug is hard to trigger. I believe you need to cause an NPC to enter a dying state (so their blip will appear), then quickly kill yourself before the NPC dies and the blip disappears. This will cause the random blip to show up near Horseshoe. And no, there isn't a single NPC where the gray dot is shown
  10. I believe I've found a couple more issues: Police chief Dunbar will be limping similarly to sherriff Malloy. Included in the screenshot is his model hash. I'm actually not really sure how to reproduce this one, but sometimes when the player dies, this gray dot will appear in the map and in the minimap next to Horseshoe Overlook. It's like there is an NPC in the middle of a dying state over there
  11. Charles (1407031519) Mr. Devon (2828949318) Not sure if this one matters, but Mr. Wayne (2695284288)
  12. I'm playing "The Tool Box" mission, which is part of Epilogue Part 2, and Charles and the hired guns keep dying within a single gunshot to the Skinners. I'm not 100% sure if this is caused by this mod, so could someone test it?
  13. Also, I believe I found another duel issue. This is the same surrender bug that happened with Flaco, but during a random event in Valentine. Normally Arthur and the NPC would exchange dialogue after disarming him, but with the mod he'll just get stuck in a surrender animation and remains as a red dot on the minimap Untitled.mp4
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