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About Me

Found 8 results

  1. Version 1.2

    546 downloads

    The work on this mod has become teamwork. I would like to especially thank @fitfondue, the co-author of this mod! Hey guys, so over the last weeks I have been trying a couple of things and the result of it was this mod. What does it do? human NPCs get more health - now you cant kill them with a few shots, the only proper way to take an enemy out quickly is a headshot human NPCs burn longer - no more super-fire which kills humans within a few seconds human NPCs can survive fire - there is a certain chance that NPCs survive being burned (but they wont be able to fight afterwards) human NPCs now feel if they have been shot in the legs - if you shoot NPCs legs they will now stumble or even fall when running or sprinting (based on a certain chance) human NPCs take less damage from you - from now on you have to be more tactical (use the environment, set things ablaze or cripple your enemies to win a fight against multiple opponents - or be a good shot and take them out with headshots) human NPCs take longer to bleed out (and thus can travel longer distances when wounded) - be sure to leave no one alive when raiding camps, or the wounded ones might now be able to stumble into the next town creating eye witnesses human NPCs have a chance to stay on the ground for a random amount of time when wounded (based on their health) - so you can know knock the breath out of your opponents human NPCs wont die instantly - there is a certain health threshold that if reached (= if an NPC has suffered enough damage), the NPC wont be able to get back up DISCLAIMER: dynamite damage has not been altered much, since the effects would make the game very unrealistic DISCLAIMER: melee damage has not been altered, since fistfights will otherwise turn into an odyssey DISCLAIMER: animal damage has not been altered, since this would dismantle the hunting mechanics of the game (it would be extremely hard to get pristine pelts) The mod can be enabled/disabled by pressing the F9 key. I hope you will enjoy this mod as much as I do 😉 The source code of this mod can be found here:
  2. I cant get the fleeing to work. I have tried AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, false, false, 0); AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, true, false, 0); AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, false, true, 0); AI::TASK_SMART_FLEE_PED(peds, playerPed, 100.0f, 100, true, true, 0); But the NPCs only turn their back on me but keep standing still. When using the cowering task, it looks like NPCs are doing squats (they cower, get up, cower, get up,..): AI::TASK_COWER(peds, 50, 0, 0); AI::TASK_COWER(peds, 50, 1, 0); I have also tried this method, but it makes NPCs run in one direction, crashing into trees, stones, objects, etc.: AI::_0xE86A537B5A3C297C(peds, playerPed); Does anyone know how to make a ped flee or cower properly?
  3. Hey guys, I want to disarm NPCs when I got them lasso-ed automatically, but I havent found out yet how to determine wheter I got an NPC lasso-ed or not. Can anyone give some advice? BR HJ
  4. Hey dear RDR 2 community, introduction: over the weekend I set up a development environment for RDR 2 and have played around with C++ scripts (asi) a bit. When I was studying years ago, I learned programming in Java and scripting in Python, so I am not completely new to coding. I managed to make NPCs take more bullets by playing around with their health values, but have not come very far in what I actually wanted to do. goal: my goal is to make NPC behavior more dynamic and also realistic. If I shoot NPCs in the legs, they shouldnt be able to sprint for cover (just as an example). I have yet to find out how to trigger a certain behavior (e.g. limping, lying on the floor, bleeding, etc.). In GTA 5 there was a "writhe mode" -> NPCs which had a certain amount of health entered that state in which they squirmed on the ground and could be killed by 1 shot. It seems that in RDR 2 it is the same thing. I dont want that. I want them, for example, to go down and still be able to take some bullets (so e.g. if I shoot their legs multiple times, so they have to go down, their friends should still be able to help them). problem: I would like to know how to trigger certain states (wounded, limping, etc.) and how I can circumvent the "writhe mode" (but still have NPCs play that animation, but without dying after taking 1 hit). Is this knowledge already available? I would really love to get into modding RDR 2! 🙂 Any help is much appreciated. BR HJ
  5. Hey folks, does anyone know how to find out if the player is pointing at an NPC? I would like the player to do less damage to NPCs (but not creatures), so I would like to lower the weapon damage modifier when pointing at an NPC. Increasing NPCs health I already tried, but it seems to not have the exact same effect. BR HJ
  6. Hello, i'm .NET dev in WinForms, and i want to create a RDR2 .NET mod with Community .Net ScriptHook. Is there a way to send notification in game with code? I'm searching but not founding ;D If a .Net modder can help me? THANKS ;D
  7. Notex

    MiniNPCs

    Version 1.3

    150 downloads

    Requires Alex Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/ By default this mod will make all NPCs half size but you can customise the included ini file if you would like to make Author massive or all the NPCs if you would like to. Changelog: v1.0 Initial release v1.1 Added configuration support. (Can change the player size and the NPC size separately) v1.2 Added an option to enable/disable the mod in the configuration file Basic error handling so the script doesn't cause an exception if the configuration file is missing Maybe slightly more efficient v1.2.1 Hotfix regarding configuration file issue v1.3 Added ability to customise individual ped sizes depending on gender or if the ped is an animal (Horses, dogs, etc) PedScaleMale=0.5f PedScaleFemale=0.5f PedScaleAnimals=0.5f Source code (Horribly written): https://gitlab.com/Notex/MiniNPCs
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