Hey there. I play bounty hunting mod with this one and one thing I've noticed is that it will kill the bounty all the times. Even if I am alreaddy lassoing, it kills in my hands. I know "Lasso" an enemey is an option, but when you have 15 men, you want all them dead but one. Do you think that's something doable? Like add to white list a person. So it kills everyone but that person. Thanks a lot for your help and time. I love the mod so much, it really is great.
Hi, i wouldn't know how to do that. Crossed my partner on this mod did most of the coding aspects and hes not really helping me anymore as hes busy with his own projects. I'm mainly here to support and answer any questions, the mod other then maybe some tweaks for some things depending isn't really being updated anymore, as all my focus is on my other mod Bandit Hideouts.
You can hire from the menu at the saloon when you talk with the bartender, you can hire random, or customize, or use preset peds through the custom list. You might be able to hire jack idk if thats in the list, but you'll see when you access the custom peds list.
i just noticed that using some custom characters like some npcs from cutscenes you can't set weapons for them (you can actually by using rampage mod menu for example, so that's not impossible), selecting the weapons don't do anything and when some shooting begins they run unarmed to the enemies... i've tested with CS_jackmarston and CS_GermanDaughter, can't equip weapons on them on the mod menu... also, no option to any hired gun to be on missions? when missions starts everyone is disabled for whatever reason.
Custom peds not having weapons nothing i can do about that, and idk what code would change that, crossed would but hes busy with his own projects so his response time is like a week at a time.
No option to any hired gun to be on missions? when missions starts everyone is disabled for whatever reason.
Ya i think its related to Bandit Hideouts, as Hired Guns is a standalone feature from the Bandit Hideouts mod. Ideally if you wanted your hired guns to be in missions with you, then use Bandit Hideouts mod instead.
As with BH you have the option to disable or enable the mod by pressing F3 while ingame if your going to do a mission. So if you press F3 and disable the mod then hired guns will disappear, and then reappear if you press it again. But the hired guns wont disappear or be removed like in Hired guns here. Really nothing i can do about it, as i said if i ask crossed im waiting 1-2 weeks for a response from him. I could ask him anyways to see if he would know, he might respond within a week's time.
so this mod uses the same thing to spawn the npcs like the bandit hideouts? because i have the option to automatically disable the spawns when missions starts, but if i disable using the F3 then the hired guns won't spawn (after a mission) anymore except when i turn on the bandit hideout mod again. A bit confusing, so i should turn off the disable in missions option and just turn off using F3 right?
I think your misunderstanding what i said. Hired guns as it says on the description tab is a feature from Bandit Hideouts, its in a standalone mod of the hired guns feature of Bandit Hideouts.
If you use the mod Bandit Hideouts alone not also using Hired guns mod, you can press F3 while ingame and it will disable the Bandit hideouts mod, press F3 again and it re-enables the mod. With Hired guns mod, no you dont have that function to disable the mod ingame.
What im suggesting if you dont want to lose your hired guns when you play a story mission, is to use Bandit Hideouts mod instead as your hired guns wont be removed automatically like in the Hired guns mod.
Again The mod here on this page Hired Guns is a feature from Bandit Hideouts, i literally took all the code for the hired guns from Bandit Hideouts and made it into a standalone mod with only that and the ini settings for that feature. Only difference is for some reason idk why the hired guns are disabled, or removed when you do a story mission when only using the hired guns mod alone.
So as suggested if you dont want your hired guns to be removed or disabled when you go do a story mission then use Bandit hideouts mod only and hire your gunmen with that mod. Understand?
When you go to a bartender at any saloon and interact with him like your going to order food or a drink a Hired Gunmen will show in the list, thats how you get the menu by choosing that.
First, here's a list of the mods I have installed. Longer Days Chapter 2 Clean save for PC ULTIMATE EDITION (with ultimate edition benefits) All Weapons Unlocked Selling Guns Rededrunk's Realistic Law Dispatch Response lml_rdr_beta_11 Hired Guns No Weapon Degradation V2 ScriptHookRDR2 V2 Mod Loader When I have a Hired Gun with me and try to tame a wild horse, the Hired Gun always attacks the horse. Most of the time it has been melee, they basically run up to the horse and punch it. Not all that game breaking and hasn't really stopped the taming process, until this last time. The Hired Gun chose to shoot the horse, which ended up killing it. I of course went nutz and unloaded every round I had, with every weapon I had into the Gun, was actually sort of fun. In the end I just reloaded my save.
Anyway, thought you should know. Sorry if this has been posted before.
I'm assuming the game engine changes the horse from a neutral state, to a hostile one once the player jumps on it's back to start the taming process. Or something to that effect.
I haven't made mods since Skyrim came out, so I really have no clue how to go about diagnosing this, but thought I'd give my assumption anyway.
Ya might be what the issue is, the horse's behavior might be "enemy" to the player until you tame it and change its relation to you. What you can try is when you finally tame the horse how does the hired gun respond? Friendly?
Yeah, they chill out once the horse is tamed. It's not really a big deal and I wouldn't worry about making a patch or new version to address the issue. Like I said, was more just letting you know.
In the hired guns menu, see my pic here where it says CustomList on the menu there on the bottom. You open that and the list opens and you can customize what ped for a hired gun you want.
Uhm, it seems you responded to every other comment besides mine. I have a feeling it's nexus' fault, if so here it is again:
Add an option not to kill hogtied enemyes unless alowed to, when they kill someone or do a crime you instantly get wanted too, when you get in cover they will try to get behind your cover too but if not possible they will look for another if there isnt they just dont cover (if its possible to make npcs guard camp it will create a small blimp 20 20 studs that can be disabled they can walk around in that blimp size can be modified and a prompt named "go to camp" will appear)
191 comments
- Hired Gunmen Questions: LINK
HIRED_GUNS_HEALTH=300
300 is pretty tough, average ped is like 150 health, so configure from there.
I play bounty hunting mod with this one and one thing I've noticed is that it will kill the bounty all the times. Even if I am alreaddy lassoing, it kills in my hands. I know "Lasso" an enemey is an option, but when you have 15 men, you want all them dead but one. Do you think that's something doable? Like add to white list a person. So it kills everyone but that person.
Thanks a lot for your help and time. I love the mod so much, it really is great.
Crossed my partner on this mod did most of the coding aspects and hes not really helping
me anymore as hes busy with his own projects.
I'm mainly here to support and answer any questions, the mod other then maybe some tweaks for some things
depending isn't really being updated anymore, as all my focus is on my other mod Bandit Hideouts.
or use preset peds through the custom list. You might be able to hire jack idk if thats in the list, but
you'll see when you access the custom peds list.
also, no option to any hired gun to be on missions? when missions starts everyone is disabled for whatever reason.
crossed would but hes busy with his own projects so his response time is like a week at a time.
Ideally if you wanted your hired guns to be in missions with you, then use Bandit Hideouts mod instead.
As with BH you have the option to disable or enable the mod by pressing F3 while ingame
if your going to do a mission. So if you press F3 and disable the mod then hired guns will disappear, and then reappear
if you press it again. But the hired guns wont disappear or be removed like in Hired guns here.
Really nothing i can do about it, as i said if i ask crossed im waiting 1-2
weeks for a response from him. I could ask him anyways to see if he would know, he might respond within a week's time.
Hired guns as it says on the description tab is a feature from Bandit Hideouts, its in a standalone mod of
the hired guns feature of Bandit Hideouts.
If you use the mod Bandit Hideouts alone not also using Hired guns mod,
you can press F3 while ingame and it will disable the Bandit hideouts mod, press F3 again and it re-enables the mod.
With Hired guns mod, no you dont have that function to disable the mod ingame.
What im suggesting if you dont want to lose your hired guns when you play a story mission, is to
use Bandit Hideouts mod instead as your hired guns wont be removed automatically like in the Hired guns mod.
Again The mod here on this page Hired Guns is a feature from Bandit Hideouts, i literally took all the code
for the hired guns from Bandit Hideouts and made it into a standalone mod with only that and the ini settings for that feature.
Only difference is for some reason idk why the hired guns are disabled, or removed when you do a story mission
when only using the hired guns mod alone.
So as suggested if you dont want your hired guns to be removed or disabled when you go do a story mission
then use Bandit hideouts mod only and hire your gunmen with that mod. Understand?
order food or a drink a Hired Gunmen will show in the list, thats how you get the menu by choosing that.
First, here's a list of the mods I have installed.
Longer Days
Chapter 2 Clean save for PC ULTIMATE EDITION (with ultimate edition benefits)
All Weapons Unlocked
Selling Guns
Rededrunk's Realistic Law Dispatch Response
lml_rdr_beta_11
Hired Guns
No Weapon Degradation V2
ScriptHookRDR2 V2
Mod Loader
When I have a Hired Gun with me and try to tame a wild horse, the Hired Gun always attacks the horse. Most of the time it has been melee, they basically run up to the horse and punch it. Not all that game breaking and hasn't really stopped the taming process, until this last time. The Hired Gun chose to shoot the horse, which ended up killing it. I of course went nutz and unloaded every round I had, with every weapon I had into the Gun, was actually sort of fun. In the end I just reloaded my save.
Anyway, thought you should know. Sorry if this has been posted before.
Cheers,
I haven't made mods since Skyrim came out, so I really have no clue how to go about diagnosing this, but thought I'd give my assumption anyway.
Cheers,
you tame it and change its relation to you.
What you can try is when you finally tame the horse how does the hired gun respond?
Friendly?
Cheers,
others if they happen to be in the same situation.
You open that and the list opens and you can customize what ped for a hired gun you want.
Add an option not to kill hogtied enemyes unless alowed to, when they kill someone or do a crime you instantly get wanted too, when you get in cover they will try to get behind your cover too but if not possible they will look for another if there isnt they just dont cover (if its possible to make npcs guard camp it will create a small blimp 20 20 studs that can be disabled they can walk around in that blimp size can be modified and a prompt named "go to camp" will appear)
Wouldn't know how to do what your suggesting.