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Files posted by crossed99
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AM&JM Transport
Buy your own customizable wagon, stagecoach or boat and transport people or goods all over the west to make an honest living (AND MORE).
Main features in short:
- Buy your own customizable wagon, stagecoach or boat. (Hot air balloon and "portable" Maxim Gun is also available to buy)
- Earn money by taking jobs at general stores, hotels or saloons, and transport goods or people all over the map, including every town and 46 minor locations.
- Find gang hideouts and retrieve stolen cargo or wagons from them. (the hideouts are added by the mod, not the vanilla ones)
- Protect your goods or passengers from random bandit attacks during jobs (with optional random bandit attacks outside of jobs).
- Work as a bounty hunter, capture criminals dead or alive.
- Hire people to work for you, drive your wagon or provide protection against the dangers of the road.
- Work on your ranch at Beecher's Hope and transport your goods to Blackwater, Armadillo or Tumbleweed to sell them for a handsome profit.
- Deliver special hunting / fishing requests for butchers.
- Zombies, because everything is better with zombies... (disabled by default)
Buy your own customizable wagon, stagecoach or boat:
Go to the general store in any town, approach and target the owner for the "Jobs / Wagons / Boats" prompt to come up.
The menu should come up where you can chose from several wagons, stagecoaches or boats. After choosing one, leave the store and find the wagon or boat outside to customize it. There you can confirm your purchase or go back to the store to chose another one.
Once you own a wagon or boat you can change it's customization options or store it any time at the store.
If your boat or wagon is not nearby or missing it's horses you can repair and recover it for a fee at general stores. Recovering your wagon during a job will fail the job.
However, if you wreck it, it'll be gone for good and you need to buy a new one.
Wagon / boat menu: Press the hotkey while you're sitting in your wagon or boat, or hold the key for a second while standing near them to bring up the menu.
- You can open your weapon locker from the wagon menu.
- You can switch between your saved custom outfits, so you can change your clothes or weapons without your horse being nearby.
- It lets you make some changes to your wagon on the fly, like adding / removing lights.
- You can store / unpack your maxim gun if you own one.
Steam boats have a 'get on board' option that'll make your hired guns get on board.
The hotkey is not bind by default, find the "WAGON_MENU_KEY" option in the ini to set it.
When you buy a wagon it spawns in somewhat of a remote location to avoid spawning on top of something else, a yellow wagon wheel icon shows it's location on your world map if you're not sure where to find it.
Boats:
There are some teleport zones near a few bridges that'll put you from one side of the bridge to the other, so you can traverse some rivers with boats you couldn't otherwise.
You can sail to Guarma if you own a boat by traveling north up river. The "Sail to Guarma" prompt should come up shortly after you passed Annesburg. (I only tested it in the epilogue, I don't know if it causes any issues if you travel there earlier in the story)
There's an "auto forward" function for boats so you don't have to keep pressing the forward key the whole time. It's disabled by default. You have to set BOAT_FORWARD_KEY in the ini to whatever key you use as forward for boats. After that, a forward prompt should appear when you're in a boat.
It's a script that just presses a key on your keyboard, and it'll be pressed even if you alt+tab out of the game, so make sure to stop your boat before you alt+tab or close the game...
Delivery jobs:
You can also find delivery jobs at general stores.
There are two types:
- "Supply delivery jobs" where you need to use your own wagon to transport things.
- "Wagon driver jobs" where you get a job wagon that you need to take. (you can't use your own wagon for this type)
Both types has "deliver" and "fetch" versions.
"Deliver" means you load your wagon where you started the assignment and deliver it to a destination.
"Fetch" means you go to a different place, load your wagon there and bring the supplies back to where you started the job.
How a delivery job is done:
When you accept a job you'll see a blip on your map marking the place where you have to load the supplies into your wagon. You'll also see a wagon wheel icon for your job wagon if it's that type of job. Park your wagon nearby and the prompt to load your wagon should come up.
After that, a new blip should mark the place you're supposed to deliver the goods. Drive your wagon there and use the prompt to unload you wagon. The job is completed at this point, you can talk to the store owner at your destination to pick up your payment, or pick it up later at a train station / post office. (you get a few bucks more if you pick it up in person)
Passenger transport jobs:
You can find these jobs in hotels / saloons (same as above, approach and target the owner / barkeep).
There are also two types:
- "Passenger transport jobs" where you have to use your own stagecoach.
- "Stagecoach driver jobs" where you use a borrowed stagecoach for the job. (can't use your own)
You might have to stop at minor locations to drop off or pick up passengers on your way to your destination. You can customize how many stops you want in the ini.
How a stagecoach job is done:
Once you accepted the job find your passengers (they're usually upstairs, check your map for blips). They should follow you to your stagecoach and get in with you.
A blip on your map should mark your destination. If the job has multiple stops the blip will mark the first stop. Once you're there, the prompt to confirm the destination should show up. If there are more stops a blip on your map will show the next stop. It goes like this until you're at the final destination.
At each stop some passengers will get off, and there might be new ones to pick up. You can take your payment from every passenger one by one at their destination (stand close and target them for the prompt). They'll only hang around for a short time, if you don't take their payment you'll be able to pick it up later at a post office / train station in any town. (They give you a few extra bucks if you take it from them in person)
Recover stolen cargo / stolen wagon jobs:
You can find these type of jobs in general stores.
Just like the other job, there is two type:
- Recover cargo using your own wagon.
- Recover stolen wagon (no need to own a wagon)
How a recovery job is done:
Go to the hideout marked on your map. Once you engaged the bandits in combat, getting too far from the objective will fail the job - they'll get away with the goods (but also for technical reasons).
After you dealt with the bandits, park your wagon near the spot and use the prompt to load the cargo. If you're recovering a stolen wagon you still have to load it, too.
As optional side objectives you might find hostages to rescue or wanted bandits to capture. Bring them back with you dead or alive to earn some extra cash (alive pays more, especially for the hostages...).
Head back and unload the goods at the store you started at, and take your payment from the owner.
There are a random amount of bandits at each hideout, larger ones can have up to 20 of them, so make sure you're up for the task!
Delivery jobs using boats
...are pretty much the same as the wagon ones. You have to get out of your boat and stand on the shore to load / unload the cargo.
Recover stolen cargo by boat:
You need to own a tugboat for these jobs. Sail out and find the pirate ship on the Lanahassee river. Kill them and 'park' your boat next to theirs. Get on board the pirate ship for the "transfer the cargo to your boat" prompt to come up. After that return the cargo and unload it at your starting location.
Sometimes you can come across "Wanted pirates" you can bring back dead or alive for a small extra profit.
Failing a job usually results in having to compensate your employer for the trouble you caused.
Jobs don't persist when you quit the game, but exiting the game during a job doesn't count as failing them either (no fine).
Beecher's Hope:
Instead of selling your goods by magically making them disappear, actually drive the wagon to town to sell them for extra profit.
There's a wagon on the ranch that's being used to transport the goods (if you don't know which one just start doing the chores and you'll see). While you're near the back of this wagon the "job menu" will come up, listing all the chores around the ranch.
Every chore you complete before selling the goods will increase the payment you'll get - even unrelated ones like chopping wood.
Once you loaded two egg crates and two milk jugs on the wagon the "Sell goods" option will be available in the menu (but you can keep doing chores for more profit).
Once you selected the 'Sell goods' option you can chose to sell them at Blackwater, Armadillo or Tumbleweed. The farther location you chose, the more money you'll get.
Once you're there, unload the cargo, talk to the shopkeeper to get your payment then return the wagon to the ranch to finish the job.
You can do it once a day, the job resets every midnight, whether you finished it or not.
Bounty Hunting:
Find the sheriff (wherever he is) or talk to a deputy in the sheriff's office / police station to take these jobs. (In any town except for Van Horn and Armadillo)
Find the target, bring them back by any means, then talk to the sheriff / deputy to get your reward.
Sometimes the target is wanted *alive*, you'll fail these jobs if the target dies. (Even if wanted dead or alive, you get a small bonus if you bring them back alive).
Sometimes the target will try to flee while their allies fight you . Their icon only shows up on the map if they close to you so make sure you don't lose sight of them.
If you bring them back alive you have to put them into a cell then the deputy will give you your reward. If dead, just throw them anywhere in the building, target the deputy, open the jobs menu and select 'complete job' to get your reward.
There are high reward and low reward bounty jobs:
The high reward ones will take you to gang hideouts with up to 20 or so bandits.
The low reward ones will take you to a smaller group of bandits (4-6), that'll you'll find either in a small campsite or travelling around on horse, on foot, or in a wagon. If they have a wagon, bringing it back to the sheriff's office will earn you a little extra reward.
Pirate Hunting:
Pretty much the same as bounty hunting, only you'll find your target on a boat on the Lanahassee river. You don't need to own a boat for these jobs, just return the target any way you can. (though you might sink if you use a vanilla boat, the mod only prevents you owned boats from sinking in deep water)
Hunting / Fishing jobs:
You can find special hunting requests at any butcher.
You need to deliver the actual animal unless it's specifically says 'pelt' or 'skin'.
To deliver you need to drop the requested animals on the ground near the butcher and press 'Deliver' in the menu. Animals you're about to sell should be listed on the deliver page.
Things you hold in your hands or stowed on your horse will NOT be sold (to prevent accidentally selling things you don't mean to).
Normally these requests change every day. Pressing 'accept job' will prevent the requests from changing until you delivered or cancelled the job. (Otherwise you can deliver stuff without accepting the job first, it's just to prevent the requests changing while you're out hunting)
You can deliver as many requested animals as you want (multiple ones of the same type too), but once you delivered, the requests will change so make sure everything you want to sell is listed before you hit 'Deliver'.
They'll pay a little extra for better quality (except for fish, couldn't figure out how to do that yet..)
Bandits:
There's a chance that a random group of bandits will attack you during jobs. Be prepared and watch your back! Customizable in the ini.
There are also 24 bandit hideouts added by the mod, with 15+ bandits. Some jobs will take you to them but you can also find them outside of jobs.
There are also ini options to enable random bandit attacks outside of jobs, and random roaming bandits outside of jobs, who'll not attack you just go about their own business.
Hired Guns:
Hire people who'll travel with you and (try to) protect you from bandits (or anything else). To do so, talk to the barkeep in any saloon.
You can hire random people or you can customize their looks and weapons to your liking.
Hired Guns will not fight while in a town.
Story characters are also available.
- You can use the 'Rest & Recover' option in the menu that will teleport your hired guns to you in case you got separated, they'll be cleaned and their hats and weapons will be recovered if they lost them.
- They automatically go into "sneak and hold fire" mode while you're crouching / sneaking outside of combat.
- If the "Allow revive" option is enabled, instead of dying then can go down into an injured state and they can be revived by crouching close to them until the 'Help' prompt fills up (10 seconds)
- Making hired guns drive:
Target them and use the "You drive" prompt. Put down a custom waypoint on the map to make them drive there. Deleting the waypoint will make them stop. Use the 'speed up' and 'slow down' hotkeys to change their driving speed (up arrow and down arrow by default).
Their driving skills are ok-ish, generally they'll find their way from point A to point B, but sometimes they can take a wrong turn... Also, they can't really turn around.
If you're sitting next to them, you can take away / give back the control with the 'switch seats' key, should be 'Z' on keyboard. Make sure you stop them (slow down key until they're fully stopped) before you take away the control, or they might bug out.
- Using the 'Wait for signal' command will make them stay and don't do anything until you signal to them by whistling.
-The 'Ride with me' command will prevent them from spawning in their own horse. If there's another free horse around they'll use that, but if not they'll ride with you on your horse.
Commands menu: You can also give commands to them through their command menu, Numpad 1-3 keys by default.
The command menu has some extra commands:
- Aim at person while the menu is up: Attack target, lasso target
- Aim at dead / hogtied person: pick up target
- Aim at horse: put carried body on horse
- Aim at downed hired gun: help up (it'll take them the same amount of time as for you)
Buyable Maxim Gun:
You can buy it in gun stores.
You can pick up the gun and carry it around by standing close to it and holding the reload key for a second or so.
You can also put it down by holding the reload key. Holding the attack key (left mouse) while you're putting it down will snap it to the ground, in case it keeps falling over.
You can store it on your wagon or boat using the wagon / boat menu, and you can also buy extra ammo that you can store on your wagon / boat. To store it, it needs to be close to the wagon.
Right now storing the gun or simply putting it down next to the wagon will reload it from the wagon's ammo stash.
Zombies:
They're disabled by default, you can enable them in the ini or in the debug menu (see below).
There are some options in the ini to customize them, like how many should spawn, how aggressive they should be during the day or night, or for them to burst into flames when they die just for the spectacle.
Sheriffs in towns will pay 5$ for every undead you hunt down and bring back to them. For a corpse to count they have to be nearby in the back of your wagon, stowed in your main or temporary horse (with the icon, not just any horse), or carried by you in hand.
They won't spawn while you're in a town.
Pick up you payment / pay your fines at train stations / post offices.
If you didn't pick up your payment in person after completing a job or you have a fine to pay you can do it at train stations / post offices. Only in towns, might change later.. Walk up to a station clerk and target them for the prompt to come up.
Banking:
You can store your money in banks to keep your hard earned cash safe, or take a loan to buy a wagon and start your business.
Stored money will earn you 0.5% interest a day. Loans will be added to your bounty (with an added fine) if you don't pay it back in time.
You can set in the ini if you want to get jobs to New Austin or not. (turned on by default)
Major locations with job givers:
Valentine - General store (job, wagon), Hotel (job), Saloon (hiring), Sheriff's office(bounty), Butcher (hunting), Train station (payment)
Strawberry - General Store (job, wagon), Welcome center (job), Sheriff's office(bounty), Butcher (hunting), Post office (payment)
Rhodes - General store (job, wagon), Saloon (job, hiring), Sheriff's office(bounty), Butcher (hunting), Train Station (payment)
Saint Denis - General Store (job, wagon, boat), Saloon (job), Bar (hiring), Police station(bounty), Butcher (hunting), Train Station (payment)
Van Horn - Store/Fence (job, wagon, boat), the Depot (where you can rent a room - job, payment), Saloon (hiring)
Annesburg - Gunsmith (job, wagon, boat), Train station (job, payment), Sheriff's office(bounty),
Blackwater - General store (job, wagon , boat), Saloon (job, hiring), Sheriff's office(bounty), Butcher (hunting), Train station (payment)
Armadillo - General store (job, wagon), Saloon (job, hiring)
Tumbeweed - General store (job, wagon), Saloon (job, hiring), Butcher (hunting), Sheriff's office(bounty)
Lagras - Store (job, boat)
There are also 51 other minor locations in the mod that are only job destinations with no job givers, 36 gang hideouts and many minor bandit campsites.
Debug / cheat menu:
Open the debug menu by holding down the Wagon menu key for a couple seconds while on foot.
Set the hotkey in the ini - WAGON_MENU_KEY. You can also disable the debug menu in the ini.
- Respawn wagon: Let's you respawn the wagon you own with horses - in case it spawned in without horses. You have to be near the wagon.
- Respawn Boat.
- Respawn Hired Guns: Respawns all your hired guns and teleports them to you, in case you lost them somehow.. It *might* help if they stopped following or bugged out in some other way.
- Remove fine - in case you failed a job due to a bug.
- Select Job Destination: If enabled, you can select destinations for any job by pressing the left and right key in the job menu.
- Trigger random attack.
- Despawn all bandit hideouts: In case they're in the way during a story mission or something...
- Reset Hideout Spawn Cooldown: Normally once you attack a hideout it won't spawn again for a while. This resets the cooldown so they spawn again even if you just cleared them out.
- Enable zombies
- Teleport to main land: If you travel to Guarma and somehow get stuck there you can use this to teleport back to Annesburg.
Known issues:
-The revive mechanic for hired guns is incompatible with some mods that change NPC health, it will cause them to start dying right after they're spawed in. You can disable it in the ini if you're experiencing issues.
- You can't return bounties alive to the Rhodes sheriff office before chapter 4. You can still return them dead though.
- The "mount up" command for hired guns can be wonky. The game handles their horses spawning in and it can take a while sometimes. They also won't mount up while you're sitting in a vehicle, so if you want them to follow your wagon on horseback, wait for them to get on their horses before you get into your wagon.
Installation:
Download AM&JMTransport.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
https://www.dev-c.com/rdr2/scripthookrdr2/
Credits: Some of the "own a wagon" part of the code was straight lifted from opsedar's Stash That Wagon mod. Big thanks for him for all his work and especially for open sourcing them ❤️
22,789 downloads
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BodyguardSpawner
I know most trainers let you spawn bodyguards, I've made this feature for my AMJMTransport mod and just turned into a standalone mod in case someone wants it.
Also, it has some features other spawners might not, like a revive mechanic or saving your bodyguards when you exit the game.
Use the hotkey to bring up the spawn menu at any time, 'Home' key by default.
Features:
- Spawn up to seven bodyguards, with customizable weapons and outfits.
- Spawnable Van Der Linde gang members.
- Revive mechanic: when they run out of health they won't immediately die, you have a short time to help them up.
Crouch next to them for the 'Help' prompt to cime up.
- They'll be saved when you exit the game.
- Hotkeys:
- '0' : attack target
- left alt: everyone stay / follow
- Extra options in the ini file: Max bodyguard health, no instant death from headshots (turned on by default), no revive mechanic and custom menu key.
Known issues:
- The revive mechanic is incompatible with some mods that change NPC health. You can turn it off in the ini if you're experiencing issues.
You need Script Hook from Alexander Blade:
https://www.dev-c.com/rdr2/scripthookrdr2/
6,198 downloads
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Camp Anywhere
Set up your camp anywhere you want. Build a permanent custom camp that you can save, and place anywhere you want.
- Set up camp anywhere:
Use the hotkey to bring up the prompts. ('K' by default, you can change it in the ini, or the 'sprint' button while crouching on controller, DISABLED in the ini by default)
You can choose to build a campfire, set up a tent, place a bedroll or 'set up camp' that'll place a campfire and a tent at the same time.
To make them disappear, use the hotkey again and choose the tear down camp prompt (it will work regardless of your distance from the camp).
You can change the campfire, tent and bedroll models to other models used in advanced mode. Check the model's number in the menu and set it in the ini.
- Use one of the three rest options
...to recover your stamina core, or just for immersion.
- Sit
- Relax: your character will sit and do random stuff like drinking, smoking, reading...
- Play guitar
You can rest even when you don't have a camp set up.
Followers spawned in by other mods will also rest around you or your campfire while you're resting.
If somehow you get stuck, the hotkey should cancel the rest animations and unstuck you.
(New) - Advanced mode:
Use the "Advanced" prompt to bring up the build menu.
Menu actions:
Type: select the type of the object you want to spawn in. (Campfire, tent, etc...)
Model: browse through the objects in the selected type.
Distance: The distance the object should spawn in in front of the player.
Rotation: Rotate the object. Both distance and rotation can be wonky because some object has their "center" well outside of their actual visible model. Some object will spawn behind you or next to you because of this...
Place Object: Spawn the selected object.
Save and Exit: Save spawned objects and close the menu.
Tear Down Camp: De-spawn every spawned object. They will remain saved and can be re-spawned at the same or at a new location.
Respawn Camp: Respawn every object at their current location. You can use this in case your saved camp didn't spawn in properly.
Saved Objects: Browse through the object you saved as part of your camp.
Delete Saved Object: Delete the currently selected saved object.
Your saved camp should persist when you quit the game, whether it's currently placed in the world or not. If it's placed, it should automatically respawn upon loading the game. (If not, the 'Respawn Camp' option should spawn it in)
You saved camp is stored in CampAnywhere.dat in your game folder, you can back-up that file if you want to make sure you don't lose your built camp.
You can turn off advanced mode in the ini.
The campfire doesn't have a grill so you can't cook seasoned meat.
Known issues:
- Once the campfire is spawned, the game doesn't consider the area wilderness anymore, so normal camping will be blocked nearby, even after you remove the campfire, for some reason (resets when you reload the game).
Installation:
Download CampAnywhere.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
https://www.dev-c.com/rdr2/scripthookrdr2/
7,575 downloads
0 comments
Updated
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Critical Hits
Receive critical hits, take extra damage based on where you were hit, fall over from hits, get injured, bleed, die and more! With tons of customization. Your horse can also take crits and do epic falls with you!
Make combat as thrilling and punishing as you want!
What this mod can do:
(Pretty much everything is customizable in the ini)
- Increase any damage you take, based on where you were hit (or not..)
- Receive critical hits that will:
- Do extra damage (based on where you were hit).
- Make you fall over.
- Make you act injured for some time.
- Make you bleed for some time.
- Critical head shots will make you instantly die (optional).
- Make you fall off your horse.
- Your horse can also take critical hits and fall with you.
Installation:
Download CriticalHits.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
4,292 downloads
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Consistent Timeflow & Custom Timescale
Have you ever wondered why your evening poker games somehow always last until sun-up? Well, you probably have a gambling problem. But also..
What this mod does:
-In the vanilla game time passes almost 3x faster around midnight than around noon. This mod nullifies this and make time pass at a consistent rate throughout the day.
- You can change how long a day should last in the .ini file.
- You can fine tune how long each hour of the day should last while still keeping the timeflow consistent (other than your modifications).
- Use hotkey to switch between normal, forced and disabled modes. (Set the hotkey in the ini file. Default key: insert)
Normal mode: the mod automatically gets disabled during missions.
Forced mode: the mod does *not* get automatically disabled during missions.
(New) - You can set two different time scales in the ini and use the hotkey to switch between them. (Default key: delete)
(New) - Optional Travel mode: Time passes faster based on the movement speed of the player character. This will make time pass slower while you're crafting, browsing the store, playing a minigame, etc... but time will pass faster while you're travelling around the map, making it feel like you're covering greater distances.
Turned off by default, enable and customize it in the ini.
The default timescale is increased compared to the vanilla value because consistent timeflow means you not only have longer nighttime but also shorter daytime...
The default value should give you the same amount of daylight as in the vanilla game but with longer nights (obviously resulting in slightly longer full day/night cycle, about 56 minutes compared to the vanilla 48 minutes).
If you're using another mod to change day length this mod most likely doesn't work together with it.
I don't know the exact modifier algorithm R* uses so time is not perfectly consistent, but unless your staring at your watch counting seconds it should be unnoticeable.
Installation:
Download ConsistentTimeflow.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
2,049 downloads
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More Persistent Weather
The short version:
This mod makes each weather type last longer, you can get random bad weather when you load the game or wake up, weather can persist while you sleep, or even when you quit the game.
The long version:
(You can customize everything below in the ini file.)
-Each type of weather will last longer.
This mod does *not* make it rain or snow more often, but when the game decides it's time for bad weather it'll last longer. There's also an option to make clear / sunny weather last longer.
The default values are only 2-5 extra in-game hours, if you want actual rainy days or thunderstorms that last all night you have to set your own values in the ini.
-Weather can persist while you sleep.
Depending on how many hours you sleep and how long the current weather is set to last, weather might persist while you're asleep.
-A chance for random bad weather when you wake up.
If you go to sleep during clear weather there's a chance that you'll wake up to random bad weather.
-Make weather persist through quitting / loading the game.
This can be a little wonky since the mod doesn't save while the weather is transitioning from one type to another (not always apparent if it's happening).
If your weather isn't restored when you re-load the game it's likely because of this. Might improve it later..
Also the mod can't differentiate one save from another. If you load up a different save the mod will load the weather from the previous save.
-A chance for random bad weather when load the game.
If your saved weather is clear/sunny (or you don't use the save feature) there's a chance for random bad weather when you load up the game.
Important-ish:
Since it can be hard to tell if the mod is working as intended, if you think you're experiencing an issue (mod not working, weather is stuck, etc..) please check the log file MorePersistentWeather.log in you game's root folder, you'll find some info about what's going on.
If it doesn't help or you actually found and issue let me know!
Also: For example rainy weather can (but not necessarily) be like this:
sunny > rain > thunderstorm > light rain > sunny
In this case the mod will activate three times, during each rainy type weather. Keep this in mind if you set custom values in the ini, they can add up and make bad weather last longer than you might expect.
Currently fast travel will reset weather as per usual.
Installation:
Download MorePersistentWeather.rar, extract it and drop the files into your Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
6,001 downloads
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Sleep Deprivation
Short version: this mod forces the player to sleep every now and then by draining cores when Arthur gets tired, doing "heavy blinks" (screen fades out for a second) and eventually passing out from sleep deprivation. It also lets you take a quick nap anywhere.
Introduction: There are a lot of awesome mods that make Red Dead 2 a more realistic and immersive experience thanks to the amazing modding community ❤️
One thing that still bothered me is that you never really need to sleep, this mod attempts to fix that.
Almost everything below is customizable in the .ini file.
What this mod does:
- After going without sleep for a certain amount of time Arthur / John becomes tired. (When your normal sleep core gets depleted)
Being tired slowly drains your cores, you'll do "heavy blinks" (screen fades out for a second) & Arthur will make tired / annoyed sounds and the screen goes slightly blurry (optional).
- Eventually you'll pass out of sleep deprivation. (When your secondary sleep core gets depleted)
Passing out doesn't count as a good night sleep, it'll only take you back to 'tired' state and only refills your cores to 25%.
-Ability to take a quick nap anywhere:
While you're crouching press the "menu_up" key (up arrow by default) to bring up the prompt. Taking a nap takes two hours, it refills your cores up to to 50% and takes you back to rested state, BUT it'll only take half as much time to become tired again than after resting properly. Napping has no safeguards, it's up to you to only do it at appropriate places and times!
Bringing up the 'take a nap' prompt will make your character sit down, you can also use it to sit down anywhere (even if you don't want to sleep) - just for role play reasons..
-Use stimulants to recover your sleep core and stay on your feet longer!
Drinking coffee will recover 30% of your sleep core.
Cocain Gum, Miracle Tonic, Bitters will recover 20%.
They are on a 2 in-game hour time out, meaning after drinking coffee, drinking again within 2 hours minutes will do nothing.
You CAN however drink coffee and take another stimulant to stack their effects.
After 2 hours you can drink again but it'll only be 50% as effective as the first one. The third one will be only 25% and so on... until you sleep.
Taking stimulants while your sleep core is full will overcharge it, so you can drink your morning coffee for full effect.
-Sleep core HUD element:
It shows you how tired are you. The normal core runs out when you reach the 'tired' state (core drain & you start blinking).
After that a second (grey) outer core will appear, when it runs out you reached the 'sleep deprived' state and you'll pass out momentarily.
You can customize the core size and position, or disable it in the ini.
To make it easier to position the sleep core you can create a new text file in your game directory and name it scriptHookRDR2.dev. After this, pressing CTRL+R twice in game will reload every mod that uses scriphook.
So you can alt+tab out of the game, modify the position values in the .ini file, *save it* then press CTRL+R twice in game and the sleep core should move to the updated position, no need to reload the whole game.
Known issues:
-The sleep core's position and size will be wrong on different resolutions. You can fix this in the ini file.
If you find any issue please let me know!
Installation:
Download SleepDeprivation.rar, extract it and drop the files into you Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
https://www.dev-c.com/rdr2/scripthookrdr2/
Special thanks to opariffazman for open sourcing his work ❤️ It helped a lot to learn things about Red Dead 2 modding and snipletts of his code were used in the making of this mod!
2,696 downloads
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Custom Aiming Camera Distance
This mod will make the camera move closer to you while you're aiming down the sight in third person, to give a different feel for the gunplay.
You can customize the distance in the ini.
Installation:
Download MoreZoomWhileAiming.rar, extract it and drop the files into you Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
831 downloads
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No Automatic Reload Ever
This mod attempts to prevent weapons from being automatically reloaded while they're holstered/stored, when activating deadeye or when they're empty.
This mod has three main parts:
1. No automatic reload when using deadeye.
2. No automatic reload while weapons are holstered or stored on your horse.
The mod remembers the last five weapons you equipped of each type (last 5 revolvers, last 5 pistols, etc...) and keeps track of their ammo count.
Known issues:
-Dual wielding two of the exact same weapons will make one of them reload, the mod can only track one of each weapon. I don't think this can be fixed with the tools available to us right now..
-Doesn't work with the LeMat revolver.
3. No automatic reload when a gun is empty.
This is the messy part, you can disable this in the .ini if you'd like to use the rest of the features without this one...
The game's ammo counter will display incorrect numbers, that's part of the trick I use to prevent auto reload and not likely to be fixed. To circumvent this I made my own ammo counter, unfortunately it can only display ammo that's currently in your guns, and not the overall amount in your inventory.. (check out the image to see how it looks). You can disable my ammo counter in the .ini, but if you decide to use it you have to disable the vanilla ammo counter in the game's settings.
Other known issues:
-The ammo counter will possibly be positioned incorrectly depending on the resolution / aspect ratio of your monitor. You can correct it for yourself in the .ini file.
-For now single shot rifles will auto reload, I'm yet to look into those.
-Does not work correctly with the Mauser pistol, the LeMat revolver and John's Cattleman revolver.
-When you completely run out of a certain type of ammo the last bullet might get stuck in your gun. Holstering and re-equipping the gun should solve this.
-I haven't tested it with exotic or gang weapons (let alone mod weapons..).
Installation:
Download NoAutomaticReloadEver.rar, extract it and drop the files into you Red Dead Redemption 2 game folder.
You're going to need Script Hook By Alexander Blade.
2,651 downloads