Compatibility Ambient gang - download the patch for it in Optional files.
Crime&Law Rebalance or similar mods - set priority to this mod in mod manager.
1907 Project New Austin - you must do 2 things: 1) delete dispatch.meta file from Project NA; 2) delete ambientpedmodelsets.meta from this mod.
*Other NPC\Law mods. -Partially compatible. Set priority in mod manager to mod which you prefer (this or another), or delete the conflicting files such as "dispatch.meta", "combatbehaviour.meta" etc from one of mods (mine or another). Main file of this mod is "loadouts.meta" - dont delete it.
Hey! Great mod, I'm really enjoying it! Could you tell me how to merge the metapeds.ymt and dispatch.meta? And what functionality does metapeds add to the mod? Thank you! Also, on a completely separate note, would you be able to help me out and tell me what causes a bug that makes Arthur's head turn black/an almost red colour? It only affects his head, the rest of his body looks fine. Never experienced this bug before, but then I came back into modding a couple weeks ago, rebuilt my modlist from before, and now I'm getting this bug. It seems to happen when I change something, i.e. when I put up my mask or take out a weapon, but then sometimes just goes back to normal after a bit? And it seems not to happen when I'm not wearing a coat? Although that may just be bias due to wearing a coat most of the time, but as soon as I swap to an outfit without a coat it goes away. It also seems to depend on what I'm wearing, for example when scrolling through vests it happens with all of them, but then I scroll over the opulent vest and his face is normal again. Going into first person also seems to fix the issue? And, weirdest of all, he looks normal in reflection? When looking in a mirror, he looks completely fine, despite his face being this weird red colour in the actual game. When I reload the game, his face goes back to normal, but as soon as a put on a mask or try to change his outfit it gets screwed up again. Sorry to have typed so much, I'm just at a bit of a dead end and really confused. I appreciate any knowledge you might have, Thank You!
Edit: I really am sorry for typing so much, I just found it it's from Beta Wrinkle masks.
I am glad you like my mod and resolve that problem with the head.
In dispatch.meta file i mostly changed police loadouts from vanilla to my modded ones from loadouts.meta. Difficulty of merging it depends on how many changes made in dispatch file from another mod. For deep understanding use 'OpenIV' tool and extract the original dispatch.meta from the game files, and then compare it with modded files in Notepad++.
Metapeds file is pain in ass, and this is all I can say about merging it. Sorry(
Another user made Dual Wield version, not me, and I dont know for sure, sorry.
But you can try to make a merge by yourself. Compare files from both Dual Wield version and Ambient Gangs patch, and try to figure out how to merge their lines of code. To compare and edit this files use Notepad++ or EmEditor.
I know this mod is working but still honestly I'm seeing way to many Carbine Repeaters & law using them for my liking. Maybe add a version that outright removes the Carbine from NPCs and restricts the Double-Barrel to coach drivers? Would be appreciated.
This game has not so much weapons to remove one of them. Besides, most of quest NPCs have exactly Carbines by some hidden script, and there is nothing I can do with it.
Hey, I love this! The weapons the npc's use makes a lot more sense now. I was wondering, how would you feel about making an optional loadouts.meta that incorporates the weapons from munitions? Considering the number of period accurate weapons it adds, I think it would go hand in hand with this mod. In addition, it would fix the constantly brought up issue of quite a few of the weapons in game being way, way out of date, by having them show up far less often, mostly replaced by models that are more recent. Just a thought, Thank You!
Hello! It's a good thought, but now I am not interested in RDR2. Maybe I will do it someday, maybe not... But thank you for the suggestion and loving my mod!
By the way, if someone wants to make a compatibility patch with Munitions, feel free to do it!
Hey, I love this! The weapons the npc's use makes a lot more sense now. I was wondering, how would you feel about making an optional loadouts.meta that incorporates the weapons from munitions? Considering the number of period accurate weapons it adds, I think it would go hand in hand with this mod. In addition, it would fix the constantly brought up issue of quite a few of the weapons in game being way, way out of date, by having them show up far less often, mostly replaced by models that are more recent. Just a thought, Thank You!
Despite being "solved" in the bug section I still have the problem of trains spawning in infinite guards, leaving a trail of npcs behind it. Tried to change the load order but no luck. Its too bad cause the mod looks amazing.
I still had this problem, when I was doing Pouring out Oil Mission, going for an oil wagon, then the train came and spits out 2 guards every few miles. Maybe its just in that mission, I'll keep an eye out ^^°!
EDIT: Another thing: Belgian Draft Mealy Chestnut was not showing Breedname, so I corrected it > In the metapeds.ymt searched: Belgian Draft Mealy Chestnut, the DiscoverableName should be 0x2547A613 instead of Yorkz ^^
251 comments
Ambient gang - download the patch for it in Optional files.
Crime&Law Rebalance or similar mods - set priority to this mod in mod manager.
1907 Project New Austin - you must do 2 things: 1) delete dispatch.meta file from Project NA; 2) delete ambientpedmodelsets.meta from this mod.
*Other NPC\Law mods. -Partially compatible. Set priority in mod manager to mod which you prefer (this or another), or delete the conflicting files such as "dispatch.meta", "combatbehaviour.meta" etc from one of mods (mine or another). Main file of this mod is "loadouts.meta" - dont delete it.
Edit: I really am sorry for typing so much, I just found it it's from Beta Wrinkle masks.
In dispatch.meta file i mostly changed police loadouts from vanilla to my modded ones from loadouts.meta. Difficulty of merging it depends on how many changes made in dispatch file from another mod. For deep understanding use 'OpenIV' tool and extract the original dispatch.meta from the game files, and then compare it with modded files in Notepad++.
Metapeds file is pain in ass, and this is all I can say about merging it. Sorry(
But you can try to make a merge by yourself. Compare files from both Dual Wield version and Ambient Gangs patch, and try to figure out how to merge their lines of code. To compare and edit this files use Notepad++ or EmEditor.
By the way, if someone wants to make a compatibility patch with Munitions, feel free to do it!
Maybe its just in that mission, I'll keep an eye out ^^°!
EDIT: Another thing: Belgian Draft Mealy Chestnut was not showing Breedname, so I corrected it
> In the metapeds.ymt searched: Belgian Draft Mealy Chestnut, the DiscoverableName should be 0x2547A613 instead of Yorkz ^^