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SAC

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Everything posted by SAC

  1. You are correct, that is the result of executing SET_PED_TO_RAGDOLL on the NPC Below is what it looks like if I don't run any code on them. It is always the same pose, they move the legs a little
  2. Hi Do you happen to know which event / physicstasks section governs the behavior when suspended in mid-air? Thanks
  3. ^^LE: keep install.xml and Weatherclimates.xml in the SacDirt folder. Delete the other files from SacDirt. Should disable the rain and keep the dirt mechanics vanilla
  4. Hi. Try downloading the mod, then delete all files from the mod folder, keeping just the Weatherclimates file and the mod loader file (forgot the name, I am on my phone now). Weatherclimates is the file modded to disable the rain
  5. void NUM0_code(Ped aimed_target_ped) { if (aimed_target_ped && aimed_target_ped != NULL) // lobotomize ped { if (aimed_target_ped == PLAYER::PLAYER_ID() || aimed_target_ped == PLAYER::PLAYER_PED_ID() || !PED::IS_PED_HUMAN(aimed_target_ped)) { SAC_appendLineToFile("sac_utils_log.txt", "*********************** Warning - Lobotomize ped - player or animal, aborting *******************************"); return; } else { DECORATOR::DECOR_SET_INT(aimed_target_ped, "SAC_do_not_sandbox", 1); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 1"); TASK::CLEAR_PED_TASKS_IMMEDIATELY(aimed_target_ped, false, false); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 2"); PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(aimed_target_ped, true); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 3"); TASK::TASK_STAND_STILL(aimed_target_ped, -1); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 4"); // EVENT::SET_DECISION_MAKER(aimed_target_ped, MISC::GET_HASH_KEY("EMPTY")); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "Lobotomize ped - checkpoint 5"); TASK::TASK_TURN_PED_TO_FACE_ENTITY(aimed_target_ped, PLAYER::PLAYER_PED_ID(), 4000, 0, 0, 0); if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "HM - Lobotomize ped - end success"); } } else if (verbose_logging) SAC_appendLineToFile("sac_utils_log.txt", "HM - Lobotomize ped - failed, no target, or target not human"); } If you ignore the fluff, it's basically TASK::CLEAR_PED_TASKS_IMMEDIATELY(aimed_target_ped, false, false); PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(aimed_target_ped, true); TASK::TASK_STAND_STILL(aimed_target_ped, -1); Note that I have commented out EVENT::SET_DECISION_MAKER(aimed_target_ped, MISC::GET_HASH_KEY("EMPTY")); because, at least for me, it generated crashes
  6. I suggest deleting visualsettings.dat from the mod folder and test without it, see if (1) the mod still works and (2) the face effect on the player goes away?
  7. Didn't notice, but I don't look at Arthur much. Screenshot?
  8. The rain will wash away the dirt. I don't know. I can do a script which applies dirt but it would not be contextual (i.e. dirt only on the body parts touching a dirty surface)
  9. I understand what you mean but I need specific model names to implement this feature
  10. Tweaking any persistence parameters is not on my schedule for the foreseeable future. what are the “dispatched marshals”? Is there a model name for them? (like a_m_m_marshal_something) At best I will make this “restriction” a configurable option. I like the general NPCs cleaning up.
  11. I’m confused why there are 2 downloads of the ASI file and 5 of the INI, so maybe worth specifying: both files need to be downloaded and placed into the RDR main folder (like with any other script mod)
  12. On the same topic, I've whipped up this mod before going away, and decoupled it from my other code today. Check it out, see if it's worth pursuing. What it does is to set up a "mass grave" location. NPCs will randomly and automatically pick up dead bodies, carry them to the mass grave site, and dump them there. You can also use NUM6 (not F6) while focusing on a live NPC to make it stop whatever it's doing, pick up the nearest corpse and carry it to the site. So far there is only one site configured, in Valentine, the pig farm behind the sheriff's office. If this mod gets traction, and if I have the time, I can (probably, no idea how, but can probably figure it out) add a dynamic list of sites that we can crowdsource the coordinates for. Please note that the mod will generate an ever-growing (although slowly) log file. Please delete manually if it gets too large. Also, please report here if you notice any of the bugs described in this file comment. I am running a lot of personal code and I have been trying for a month to track down that issue, still can't figure it out. Also, please report if you get occasional stuttering. In my testing I haven't had any significant performance issues, but it helps keeping an eye out. SAC dead body removal.asi SAC_dead_body_removal.ini
  13. Likely. I have tried shortening the decay durations there but so far I've been unable to get a dead body to decompose
  14. Hi, Been away longer than expected and still have a lot of backlog IRL to catch up with. I will look into the above requests when I can get to them In the meantime, kindly please report here if you experience any of the following issues while having this mod installed: 1. Player character or NPCs around suddenly and randomly unable to move (walking in place) 2. Cart horses suddenly getting stuck in place and panicking Reason I am asking is that I am running a number of mods and I am not sure which one triggers the above. Selectively disabling mods has been inconclusive so far Thanks
  15. please remember to add any potentially useful info you may find into this thread as well
  16. Nice you should be aware that the nexus “advanced persistence 1.4” (I think it’s called) mod is tweaking the gameconfig parameters too (but not persistence_constants.meta). So don’t use them both (your gameconfig, and the mod)
  17. Thanks. My computer is still sidelined, hope to have it running again Monday the latest, unless I managed to screw up the CPU too, due to overheating. Accumulated quite a backlog of stuff that I need to do, though, being away on vacation and then with the computer broken
  18. problem is, my computer is currently unavailable due to a bricked cooler pump after a failed firmware update. I am pondering whether to just buy a new one or keep waiting for Corsair to reply to my ticket. When I manage to get it running I’ll provide you a loader for gameconfig
  19. I don’t know how to increase the ped limit pool 🙂 do you know which file / which setting is it?
  20. Here you go, unpack it into the lml folder like any other mod. The lines I have edited are marked with <!-- SAC ... -->; the comments contain the vanilla values. Results can be unpredictable, tweak the meta file as you test and post back here values you feel you are happy with SAC Dead Body Persistence.rar
  21. I can make a mod loader for it and explain what I’ve tweaked so the user can further adjust them. No need for a script mod with an ini, the file can be updated directly. I’ll get back on this next week when I return home
  22. away from computer for another few days, but changing the dead body-related parameters in that file definitely increases persistence. There are some glitches (like a bunch of dead bodies teleporting to the player when activating mods like cinematic camera….) it needs tuning as to not overcrowd with dead bodies, but it definitely works. Thanks!
  23. which native, specifically? interesting about the anim scene. But I don’t recall calling any. I am calling scenarios a lot
  24. I am away from my computer for about 10 days. I will look into it when I return
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