Many people ask me how to edit some parameters or merge files. Here are some explanations.
Q: Can you please teach me to change stats?
A: Would be better to start studying with compare the files "weapons" from this mod and from Red Dead Offline. To compare and edit this files use Notepad++ or EmEditor.
Change damage for some weapon
In weapons.ymt look for certain words and lines
Example:
<AnimationLookupHash>WEAPON_REVOLVER_DOUBLEACTION</AnimationLookupHash> <DamageModes>
<Item>
<AmmoInfo>AMMO_REVOLVER</AmmoInfo>
<Name>DM_REVOLVER</Name>
<UNK_MEMBER_0x1F5DA5F4 value="0" />
<Damage value="29.50000000" /> -this is what you need to edit
change reloading time
Example for the Cattleman revolver.
In weapons.ymt file look for the line AnimReloadRate under <Name>WEAPON_REVOLVER_CATTLEMAN But there are several cattlemans (John's, Flaco's etc), and you may need to change this line for each individually. For other weapon types <Name>WEAPON_RIFLE_ or <Name>WEAPON_SHOTGUN_ and so on.
By default AnimReloadRate =1.00
amount of cartridges in clip.
Example for Lancaster repeater. In weapons.ymt file find <Name>WEAPON_REPEATER_WINCHESTER</Name> and scroll down until you see <Size value="12" /> - this is the number you need to change.
Fire rate
For changing fire rate there are two ways.
Easy way: in weaponcomponents.meta look for FireRateModifier.
Uneasy but more precise way: in weapons.ymt look for CockStartRate, CockEndRate, CockToFireDelay. All those parameters are responsible for fire rate.
For dlc weapons search for same parameters in certain weapon file (such as weapon_revolver_lemat.ymt).
Weapon (bullet) force:
<WeaponForce>
<Force value="75.00000000" /> -this is what you need. The more number=the more kick.
<ForceHitPed value="0.00000000" />
<ForceHitVehicle value="0.00000000" />
<ForceHitFlyingHeli value="0.00000000" />
<OverrideForces />
<ForceMaxStrengthMult value="1.00000000" />
<ForceFalloffRangeStart value="0.00000000" />
<ForceFalloffRangeEnd value="50.00000000" />
<ForceFalloffMin value="1.00000000" />
<ProjectileForce value="0.00000000" />
</WeaponForce>
How to merge files,
on example of this mod+WhyEm's mod -|| by IndigoBell ||-
WhyEm's has two weaponcomponent.meta files. A big one that's around 300kb in folder Weapon_References > 2845677 and a small one around 14kb in folder Weapon_References > 2895679.
If you want to merge them, you take the changes from the big weaponcomponents.meta file in Realistic Weapon Rebalance and copy them over into the big weaponcomponents.meta (Weapon_References > 2845677) file in WhyEm's. Then take the changes from weaponcompnents_1899.meta and copy them to the small weaponcomponents.meta (Weapon_References > 2895679) in WhyEm's. Then remove both of these files from Realistic Weapon Rebalance.
WhyEm's only edits the weapons.ymt file for the grips, so to merge these files you would take the weapons.ymt from Realistic Weapon Rebalance and copy the changes from WhyEm's into it. Then place the new weapons.ymt into WhyEm's to overwrite the original and remove the weapons.ymt from Realistic Weapon Rebalance.
Best to use notepad++ for this. If you don't know where to look for the changes, because some files are big, in notepad++ you can download a plugin called compare. You'd go to Plugins > Plugins Admin - find compare in the list, tick the box, then click install in the top right. Once installed, open up both files you want to merge in notepad++ and then click Plugins > Compare > Compare. It will load both files and show all differences between them.
Vanilla 100% accuracy
by disi
remove reticle bloom ONLY FOR DIRECT AIMING:
- open weapon.ymt and search for AccuracySpread -> set the value to 0.00000000 -> this removes reticle bloom while aiming
- leave HipFireAccuracySpread as is to beware the realistic settings this mod has, at least for hip fire, because it´s unrealistic to hit everything from the hip from miles away with perfect precision, even in free aim.
33 comments
This one in particular is great, as I always thought that the weapon reloads were far too fast in this game.
I have already read the article and adjusted some reload times for myself, and also I changed some ammo capacity on 1 or 2 weapons. One of these weapons is the Carcano rifle, which I changed the ammo capacity to 10 rounds.
I have a question, that maybe you can be able to tell me if is possible or not:
Right below the Size Value we have a "BulletsPerAnimLoop value", and since I am trying to make the Carcano rifle to be closer to the Cei-Rigotti or Mondragon from BF1 I would love it to reload 5 bullet per reload, BUT, even tho the "BulletsPerAnimLoop value" is set as 5, the game firstly loads 5 bullets to the weapon but on the next second the weapon already have the 10 bullets loaded. Do you know how/why is that happening (I did some other testing but it was inconclusive)
<Size value="10" />
<BulletsPerAnimLoop value="5" />
About "BulletsPerAnimLoop value." It will work with weapons where it can and supposed to (such as Carbine repeater). But seems that magazine\clip-loading weapons can be reloaded only on max amount, and there is nothing we can do with it.
I imagined that it could have something to do with clip weapons (I also noticed that the "MinBulletsBeforeInterrupt" value is "2" for the automatic weapons (and the double barrel shotguns), but I tried to change that to "1" to see if it could have a difference, but it did not affected at all.
Oh well, anyways, thank you very for your quick response and above all for your mod haha
I will keep seeing what else I can learn from it
Is weaponforce what determines how far a target is blown back from being hit? I'm trying to make shotguns have increased force when hitting a target...