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  1. MoonHoplite
    MoonHoplite
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    Sticky
    Hey just wanted to confirm if you've found a way to set which chapters unlocks which guns. This mod inspired me to edit and trial for personal gameplay.

    I noticed in weapons.ymt, you can set <UnlockWeaponHash>...</UnlockWeaponHash> to anything else (eg revolver cattleman) to unlock the weapon entirely. But it doesn't seem that changing it from 'weapon_revolver_cattleman' to anything else like 'weapon_sniperrifle_carcano' make a weapon unlock at the usual carcano rifle mission unlock (so no effect).

    In catalog_sp.ymt, there are some lines for INV_REQ_TYPE_MISSION_COMPLETE that can input chapter missions for some items (but not weapons). Adding new lines in similar format for weapon item IDs doesn't seem to change anything.

    Just wondering if you've tried any methods in being able to set particular weapons to be unlocked at particular chapters yourself? Thanks again for your work and updates!
    1. PhantomPotatoe
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      Yes, I have tried to do it for a bit, but it didn't really work. I discovered that at least 2 or 3 "inventory holder" lines were responsible for the gun unlocking behavior, but I haven't dug into it any further. One is responsible for unlocking the gun by obtaining them in the game world, and the other is responsible for going through particular missions and or areas, each requirement line is separated into the respective shops they are sold in (fences, gun shops, trappers). But yes, the "unlock patterns" are set in the weapon ymt files.

      You're on the right path though, "INV_REQ_TYPE_MISSION_COMPLETE" can be used for weapons, it works on fire bottles and throwing knives. Although it may actually be tied to certain scripts because I tried editing those two and ended up in both of them being locked the whole playthrough.

      So, no I haven't found any method yet, unfortunately, and thank you for the kind words.
    2. mysticalpresence
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      Fellers, sounds like i'm the right person to chime in and teach you a few things considering i edited most of the catalog requirements myself to have most items unlocked in my playthrough.

      Okay, so here's what you wanna do: search for INV_REQ_TYPE_MISSION_COMPLETE or INV_REQ_TYPE_RCM_STAGE_COMPLETE (this one is less used), and look at what's written inside the brackets in the <key> line. that's the script name for the mission that should be completed to unlock the item. for example, HNT1 is the script name for the bear hunting mission with Hosea. i have a list of all the script names and their original name, which you can download here: Missions (mediafire.com)

      So, if you wanna change the chapter that unlocks a specific gun, you have to search for the script name of the first mission in that chapter, or the last mission of the previous chapter (example, the braithwaite manor raid mission could be used to make a gun only unlock in chapter 4), and write it in the <key> line.

      But that's not what I did to unlock all the items in my playthrough. I just used the "replace all" function in notepad to replace INV_REQ_TYPE_MISSION_COMPLETE and INV_REQ_TYPE_RCM_STAGE_COMPLETE with <type>INV_REQ_TYPE_PLAYER_HAS_ITEM</type>. then, i replaced each individual mission <key> with <key>WEAPON_REVOLVER_CATTLEMAN</key> to make the catalog check if the player has a cattleman revolver. since the player always has one, the items are unlocked by default.
    3. PhantomPotatoe
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      Why that is mighty kind of you to share all of these, dear random informative and thoughtful citizen, you have my gratitude. It does work though right? because I had a bit of trouble trying to unlock throwing knives & fire bottles early. I'll do more research later though.

    4. mysticalpresence
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      Haha, glad you appreciate the information. Yes, it does work, I uploaded my catalog file if you wanna take a look at it and see how I did things: catalog_sp (mediafire.com). It's from the trifecta mod though, sadly I haven't got the chance to give this one a try yet, but all the unlock requirements are essentially the same.

      Edit: also, here's a list of all the missions mentioned in catalog_sp. you can use the replace all function to replace each one with <key>WEAPON_REVOLVER_CATTLEMAN</key> as i mentioned in my previous comment.
      Spoiler:  
      Show

      <key>DUTCH31</key>
      <key>MAR1</key>
      <key>DUTCH21</key>
      <key>ABIGAIL11</key>
      <key>HNT1</key>
      <key>GRY3</key>
      <key>FIN1</key>
      <key>MUD6</key>
      <key>GRY1</key>
      <key>BRT2</key>
      <key>RAREFISH11</key>
      <key>UTP2</key>
      <key>IND3</key>
    5. andr3695
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      Hello, so keep things simple, there are three types of requirement groups essentially.

      Two of them controls if you can buy the guy in the in-game catalog from a general store or gunsmith, and the second one controls and checks if the firearm you have in your possession it is not battle-worn(enemy pickup).

      All requirement groups under ST_GUNSMITH are the ones that lock a firearm for Gunsmiths, either behind missions or locations:
              <item>
                <item>WEAPON_RIFLE_BOLTACTION</item>
                <requirementgroups>
                  <item>
                    <count value="1" />
                    <requirements>
                      <item>
                        <type>INV_REQ_TYPE_IN_REGION</type>
                        <key>REGION_HRT_VALENTINE</key>
                        <state value="1" />
                        <lock value="true" />
                      </item>
                    </requirements>
                  </item>
                  <item>
                    <count value="1" />
                    <requirements>
                      <item>
                        <type>INV_REQ_TYPE_IN_REGION</type>
                        <key>REGION_SCM_RHODES</key>
                        <state value="1" />
                        <lock value="false" />
                      </item>
                    </requirements>
                  </item>
                </requirementgroups>
              </item>

      If you'd like to remove the mission/region lock of the Bolt Action you'd need to simply edit the requirement group to something like this:

              <item>
                <item>WEAPON_RIFLE_BOLTACTION</item>
                <requirementgroups/>
              </item>

      And all the requirement groups under ST_WEAPON_MOD_STORE are the ones checking if you have a bought firearm, since you cannot customize or use the gunsmith services with a enemy pickup firearm.

      Hopefully I was able help you.
    6. PhantomPotatoe
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      Thank you all legends for being so informative and helpful, a question though, what does it mean "region lock", I found it many times in the catalog_sp.ymt but never quite understood the behavior. Is it like when we go to that certain part of the map, the guns then unlock?
    7. andr3695
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      It's where the gun should be in stock, for some reason that behavior works on horses but not on firearms AFAIK.
    8. PhantomPotatoe
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      Haven't got it working yet so far, I was testing with the pump shotgun. I tried to change it so it unlocks after the mission "Jim Milton Rides, Again?", but it still unlocks from the beginning anyway lol
    9. MoonHoplite
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      I want to chip in and say that I've already tried in the past the suggestions PhantomPotatoe messaged earlier beforehand, it was actually in my post.

      As I said in my post, INV_REQ_TYPE_MISSION_COMPLETE only works for some items (eg fire bottles). 
      It doesn't work for weapons. There must be scripts for them that are outside of catalogue_sp.ymt.

      Unfortunately, you will find that a lot of weapons won't have a INV_REQ_TYPE_MISSION_COMPLETE or something similar in catalogue_sp.ymt tied to chapter unlock. This doesn't make sense, since there are clear chapter unlocks for weapons. The scripts or lines for them must be elsewhere, IDK.

      The only weapon unlock behaviour we've discovered is through the weapons.ymt it seems.
    10. Wockenheimer
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      <Item>
                <item>weapon_rifle_ought_three</item>
                <requirementgroups>
                  <Item>
                    <count value="1" />
                    <requirements>
                      <Item>
                        <type>inv_req_type_player_has_item</type>
                        <key>weapon_repeater_carbine</key>
                        <state value="1" />
                        <lock value="false" />
                      </Item>
                    </requirements>
                  </Item>
                </requirementgroups>
              </Item>
      
      You could just make a requirement group like this, it basically tells you that you need to have this weapon to buy it. So I need the spencer carbine to be able to buy this rifle. And since this is the gun you get at the start of the game, it immediately unlocks it. You can also set it to the cattleman
    11. Wockenheimer
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      <Item>
                <item>clothing_multi_item_super_clean</item>
                <requirementgroups>
                  <Item>
                    <count value="1" />
                    <requirements>
                      <Item>
                        <type>inv_req_type_mission_complete</type>
                        <key>ind3</key>
                        <state value="1" />
                        <lock value="false" />
                      </Item>
                    </requirements>
                  </Item>
                  <Item>
                    <count value="1" />
                    <requirements>
                      <Item>
                        <type>inv_req_type_mission_running</type>
                        <key>ind3</key>
                        <state value="1" />
                        <lock value="false" />
                      </Item>
                    </requirements>
                  </Item>
                </requirementgroups>
              </Item>
      This is the req group to lock it until a mission, this is the extra clean shaven beard, saying that this beard unlocks in the The Gilded Cage. You can also put it as fin1, to make it unlock until the last mission in the game, hence unlocking it into the epilogue. If you don't want it to unlock at the beginning, just make the unlock weapon hash in weapons.ymt just the weapon that's being edited, and the check for the weapon also the actual weapon
  2. audivile
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    does this give all the online engraving colors and and metals?
    1. PhantomPotatoe
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      can you list all of the online engraving colors and metals?
    2. audivile
      audivile
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      tempered steel, red, blue, green, bright yellow some varnishes i think one is  white wood reddish steel color looks like the copper lightning rods from minecraft that color and some others i think
    3. PhantomPotatoe
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      yessss
    4. audivile
      audivile
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      alr thanks
  3. FaithlessGecko
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    Is it possible to add the Glabella lantern at fences or something? That'd be sick. Awesome work overall btw
    1. PhantomPotatoe
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      It is possible and, it may well be featured alongside some other knives in my next update. Alas, I am in no capacity to tell you when could that happen, soon I hope. And thankyou.
  4. MoonHoplite
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    Great mod! 

    Some questions:
    1. What does the Gunsmith Management.asi file do? Just wanted to check. Does it only remove the story unlock of guns??

    2. What changes are done in weapons.ymt? Just wondering too to work out compatability.

    Thanks!
    1. PhantomPotatoe
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      Thank you, the asi load some texture assets for the weapons thumbnail in the catalogs, without it some items would have blank user interfaces. weapons.ymt responsible for the gun unlocks and some features such as the ability to carry all machetes at once, those kinds of things.
    2. MoonHoplite
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      Thanks for your reply, the mod idea is genius.

      I noticed a bug where customising components of the navy revolver (and i presume elephant rifle too), the camera doesn't do a "zoom in/angle change" to view the gun model that occurs for vanilla weapons.

      It's probably an oversight from the RDOffline mod itself, but do you have any ideas what could be changed to fix this bug???
    3. PhantomPotatoe
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      Thank you for the kind words friend. Yes I am aware of the bug, and for now, sadly I have zero idea of what to do to fix that issue.

      While it is true that the bug can also be found in RDOffline, it's not an oversight from the author of the mod. It's how the game handle contents that are "not supposed" to be available in story mode. Whether they're scripts or animations that are supposed to be loaded, they just couldn't be loaded for the story mode, hence the "blank" behavior, resulting in the camera to just... not doing the angle. If you know what I mean.
  5. Lowtide17
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    The only thing I can complain about is that this mod isn't  compatible with Why Em's DLC. The rest is pretty much perfect, great work.
    1. 13lackRoses
      13lackRoses
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      look at this https://www.nexusmods.com/reddeadredemption2/mods/2465
    2. Lowtide17
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      Oh thank you, I didn't know it was already available
  6. nocturnal12pm
    nocturnal12pm
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    How to unlock zavala machete and improved bow?
    1. PhantomPotatoe
      PhantomPotatoe
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      If by "unlocking" you mean buying them, they're available at the fences.
    2. nocturnal12pm
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      No, they're available at the fences but they're locked
    3. PhantomPotatoe
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      You're either using an old version of the game, playing on a modded save file, didn't install the mod properly, or have other mods that conflict with my mod files because I just checked the version that you've downloaded and they're unlocked (Zavala at the fences, improved bow at the trapper), just the way they should.
    4. nocturnal12pm
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      I'm using 1311 version, what version should i install?
    5. PhantomPotatoe
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      The latest one, 1491.18
  7. FredtheOctopus123
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    Where do I put the asi file?
  8. KrishnaDewa
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    Is this compatible with Red Dead Offline ?

    Asking since that mod gives all the online guns unlockable in offline, as well as all the online-only features
    1. Entreped
      Entreped
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      RDO requires version.dll or OCU.  This mod includes some of OCU's functionality.  And no, it's not compatible.
  9. FrostBurn117
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    So this can't run with WhyEm's DLC and RDOF?
  10. sketc
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    Hey! I was just wondering if the FOV zoom out was intentional when in third person? I prefer it zoomed in from the default game, so is it possible you could give me the values so I can change it myself? Please and thank you! 
    1. PhantomPotatoe
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      Yes friend, in the first release of the mod (version 1.0) the field of view value was set to 73. It was kept that way until version 1.1. But it has been removed and restored to vanilla value, which is 50 in the latest update (version 1.2). So I'm a bit at a loss of understanding your request here because I thought I already reverted it.
  11. pantsgod
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    Compatible with Maverick's weapons? I know maverick's weapons doesn't technically have a merge with RDOFF but it's still compatible by making it higher in the load order in mods.xml so I was curious if that worked for this. Obviously I would be replacing RDOFF with this.
    1. PhantomPotatoe
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      I haven't tested them yet, but to my knowledge, Maverick's Weapons edited so much of the catalog and how the guns work in the game. So my guess is, even if they work somehow with one overwriting the other, there will be some issues. Although I believe it won't be game-breaking, both mods would probably lose some of their intended features, if not all. Something like broken stats, missing weapon models, or missing weapons altogether is probably expected.
    2. Maverick Weapons and the Catalog are separate.

      I believe if you just install the weapons part, you should be somewhat fine.
    3. PhantomPotatoe
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      That's correct of you to say that the weapons and catalog modules of Maverick's are separated, mine is also separated, although some lines from the weapons.ymt are responsible for the unlocking weapon behavior of some of the guns. So logically speaking, it's true that there's some kind of compatibility here that can be achieved to some degree. But still, technically speaking, either Maverick's or mine will surely lose some of the intended features, although like I said it won't be game-breaking.

      For any of you who've tried using both Maverick's and mine, feel free to share your experiences here.