Red Dead Redemption 2

                    
3.6 UPDATE:



  • Firearm close quarters execution is back
  • Added new firing patterns for the NPCs to create more pause in their shooting
  • Adjusted force/impulse levels on NPCs based on the momentum generated by each cartridge (this will help with the Euphoria mod)
  • Recoil has been toned down and is based on the recoil energy of the firearm and it's respective cartridge
  • Recoil pauses/breaks are also gone and the shakes are overall smoother
  • Lowered the arrow/melee damages for realism (make sure to aim at vital areas if you want a kill)
  • Overhauled some of the cartridge damages and fixed inconsistencies from previous updates
  • Swapped around some of coating/engraving colors for the unique firearms


3.5 UPDATE:



  • With the release of the great Online Content Unlocker, previously available online firearms & knives are making a comeback. You can obtain all (companion weapons, unique variants etc) of them at the Saint Denis fence but only during the epilogue
  • Navy and LeMat revolvers have been tweaked in damages and falloff 
  • Shotgun smokeless cartridge have been fixed and now display an headstamp icon
  • Temporary fix for the dynamite arrow
  • *NEW* Knives can be viewed and manipulated in the gun cleaning camera (see pictures)
  • *NEW* You now customize all of the knives' metal coatings
  • *NEW* Unique firearms can now be customized (ex: scope removal or swap in rifles). *WARNING!* If you change a unique firearm's metal coating you can't get it back (unless you use a trainer to remove the firearm and repurchase it)
  • Attempt at removing the leather straps for two handed firearms only when holding/aiming (never liked those 20FPS physics)
  • Tweaked the bleeding rate depending on the cartridge type
  • Assigned entries for each cartridge for an euphoria mod I am working on (dropping soon)
  • Lots of bug fixes
  • and other shit I can't remember











3.2 UPDATE:




  • Further tweaking to object penetration and skin penetration (the more powerful the cartridge the more wood it will penetrate)
  • Added 3 new cartridges; Bird Shot and 20ga Slug for the rare exotic shotgun which fits the hunting theme, and a Smokeless Buck Shot for the Browning "Auto-5" (no headstamps for now)
  • Overhauled the pelt hunting requirements (check which cartridges are best in the attached picture)
  • Repeaters shoot slightly faster now
  • Tweaked pistols and revolvers for speed and hip fire
  • Sawed-off: both barrels can be shot almost simultaneous (hold the trigger to fire both). Hip fire is especially faster and devastating. Also both shells are reloaded in one animation
  • Hip fire is slightly faster for the Springfield rifles
  • Added missing sway for the Carcano and Rolling Block (no other mod has this)
  • Natural motion forces are tweaked to be stronger
  • Only one knife can be carried and the tomahawks are removed for now
  • This mod will now require several other mods in order to function correctly



3.1 UPDATE:





  • Major changes to kill shots and skin penetration. Cartridges should deal more critical hits now 
  • Added 2 new cartridges plus UI, the Dragon's Breath (buckshot with fire) & Exploding Rifle Bullet (only for the Springfields based on the .50-70 Gov). Both can be bought at the Saint Denis Gunsmith or crafted assuming you have the pamphlets 
  • Crafting recipe changes for dynamites and molotovs
  • Added custom ammo UI for the arrows and knives (suggestions are welcome)
  • Previously removed fence UI making a comeback 
  • "New Service" Bad Honor grip can be customized with the wood varnish colors
  • Removed big melee weapons entirely from the player's satchel (I find them useless)
  • Weapon wheel ammo UI not appearing (hopefully)
  • Maxim gun shooting delay
  • Some items couldn't be sold at the fence




3.0 UPDATE:


  • Larger calibers can penetrate wood (depends on the in-game destructible props)
  • Minor adjustments to reticle sway with respect to the firearm weight
  • Gatling guns and cannons have been fixed and fire rate has been improved for Gatling gun (300 rounds/min) Maxim gun (600 rounds/min)
  • Added 3rd person recoil back and tailored it for each cartridge power 
  • Dreaded lasso camera bug has been fixed
  • Unbreakable locks bug has finally been addressed although some smaller calibers won't brake it (ex. Volcanic, .32 ACP, DB)
  • Fixed the night bug in the map editor ammoboxes file
  • Prices are more appropriate to game economy (expect an overhaul in the future)
  • Returned to previous customization menus since the previous release was too buggy
  • Compatible with W.E.R.O by GJ19954 (wait for an update for 3.0) 

  • No longer compatible with Red Dead Offline
  • Navy, Elephant rifle and 1883 DB are unavailable until further updates (still in the catalogs for now)




2.8 UPDATE:






  • 1 new catridge: The .30-30 smokeless powder
  • 2 new firearms: The repeating rifle Winchester 1894 (based on the Winchester) and the double barrel shotgun Colt 1883 (based on the Elephant rifle)
  • Colt SAA now uses the .44-40 too
  • Accuracy has been revamped and is based on the cartridge power (ex: Pistol accuracy increased)
  • 1st person recoil also follows the same cartridge power rule
  • This mod now requires GunFX 2.0. Smoke size/volume is based on the cartridge powder grains and separtion of black vs smokeless powder actually works now
  • New ammo boxes based on real life cartridges
  • A few firearm stats updates (ex: Lemat grape shot less powerful)
  • Customization menu redone with less sub menus


  • Display of ammo boxes in the Gunsmith interior is depedant on the the Map Editor
  • The new firearm are not accurate models and are based on existing firearms
  • Some camera angles in the customization menu might not work 
  • Some items don't appear unless purchased, exited and then viewed again (old problem from Red Dead Offline)




2.5 UPDATE:




  • This version should be compatible with story missions since the vanilla firearms are restored and made to work with the new ammo (you might need to re-obtain the firearms using a Trainer or repurchase them at the Gunsmith)
  • Bows and throwing melees have been revised with a realistic range and firing speed
  • Arrows will stick longer to the target
  • Animal cleanliness revamped with this mod's ammunition in mind (obtaining perfect skins might still require tweaking to animal health) 
  • Fixed some guns not being maintained (New Army, New Service & Schofield)
  • Reticle sway is back
  • Slight increase in firearm melee speed
  • Fixed reticle inconsistencies
  • Other QoLs



2.0(BETA):


New features:

  • Created real life cartridge for each firearm
  • Real headstamp UI texture for each cartridge  

 

  • Some firearms share cartridges like the Schofield revolver and Winchester repeater
  • All new ammo can be bought at gunsmiths only from the catalog orders
  • Firearms are unlocked from the start but not all gunsmiths carry them
  • Price changes (realistic accounting for inflation) for the firearms and ammunition
  • QoLs: Shop catalog reorganized, 20% faster looting animations, looting NPCs gives you one full clip for each weapon in their loadout (ex: Henry repeater 16 rounds + 6 revolver rounds)

Other changes from 1.2:

  • Weapon fall-off damage improved with hundreds of data points
  • Each cartridge damage has been readjusted for muzzle energy after further research 
  • Ammo count is now limited but with upgrades: (50+25+25) for revolver and repeaters, (40+20+20) for rifles and (20+10+10) for shotguns
  • Manual Pickup and Companion Weapons are now included in this mod!
Cons:
  • Catalog.ymt file changes! Hence, incompatible with other mods that use this file! In the future I will try to merge it as a separate mod
  • Unable to use prop ammo boxes so I removed them from the game (possibly mission breaking)
  • Some missions will require the vanilla firearms temporally (picking up props). I will try to patch it as issues arise but if you encounter bugs let me know which mission and the exact moment
  • Incompatible with loadout mods unless devs make a compatible version
  • New UI cartridge textures might not work with DX12!


1.2:



DAMAGE:
  • Damage redone to match real life firearms and cartridge muzzle energies. Example: The muzzle energy for the Cattleman (Colt SAA) 1000 fps(feet per sec) 250 gr (grains) .45 colt cartridge is 555 ft/lbf. Hence the damage will be 55.5. If an NPC has 100 health it will die in 2 shots at close range.
  • Weapon ranges greatly increased and fall-off damages determined by muzzle energies and real life standard conditions (37 damage at 200 yards for above example)
  • Fall-off damages created for snipers and machine guns (previously missing)
  • Player vs NPCs damage are the same (previously NPCs do less damage with the same weapon)
  • Chance of NPCs landing a headshot on the player have increased (headshots do 10x the damage)
  • Every firearm has bullet force now but I have reduced it since I hate the Hollywood gunshot effect (previously only for rifles and shotguns)

RELOAD:
  • Reload animations have been tailored for each firearm (no slowmo effect like other mods)
  • Animations will effect NPCs but to an extent (explanation below*)
  • Lower reload rate for NPCs on horseback

COCK:
  • Cocking rates are changed firearms and "feel" more responsive now and have less jittery animations
  • Fire rates & cocking rates also affect NPCs 

AMMO:
  • Limited bullet types so no more express and explosive ammo for revolvers, pistols, repeaters and shotguns 
  • High velocity is treated as a pressurized hollow-point bullet
  • Schofield now also uses repeater ammo (labelled as express)
  • Increased rounds for Lancaster (14 ->16) and Pump Shotgun to (5 ->6) 

VISUALS:
  • Separated visual smoke effects for gunpowder vs smokeless firearms (use with my other mod GunFX  )
  • No more "worn" signatures for pickups
  • 3rd person recoil and reticle sway removed
  • 3rd person camera FOV changed to 90H/59V (same as max default for non-aim) so no zooming effect 
  • 1st person recoil is based on muzzle energy and weight of the firearm (only the screen shake effect)
  • Replaced the normal bullet tracers for a more subtle one

RESTORED:
  • Hotchkiss and Breach cannons display correct projectiles
  • Missing repeater recoil effect

CONS:
  • *NPC's reload is based on several factors and in combat they will reload max 3 bullets regardless of firearm
  • No bullet drop (same as vanilla)
  • DLCs and throwables are not complete
  • Bugs? 


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wickedhorseman

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