Nice. BUt I cant change the numbers on the die when making a bet. Also it needs 2 other NPCs to start the game, and they dont always spawn. The prompt to change die face is there, but it doesnt do anything when I press E.
The best game is now in RDR2, great job! Btw, there are leftover dialogues for Liar's Dice in the files, did you use those? If not, could you try and set it up to use them? Along with that, if you could add an setting to choose the ped models for the dice player's that'd be cool. Looking forward to trying this
I had no idea about the voice lines but that would have been pretty helpful. Do you know where the voice lines are (or what models they're for)? Also, they wouldn't have lines for Arthur, since he wasn't in RDR1 anyways (I could still keep his as they currently are).
Alright so I made a list below of the unused Liar's Dice lines. I couldn't find any line for calling spot-on, so I would keep what you have for that one.
Both Arthur and Player John have this unused dialogue: MINIGAME_PLAYER_CALL_BULLSHIT - 6 variants, used for calling bluffs
Apparently the camp was supposed to have Liar's Dice as the occasional activity: MINIGAME_COMPANION_CALL_BULLSHIT - 4 variants, used for calling bluffs Lenny, NPC John, Uncle, Pearson, Miss Grimshaw, Swanson, Strauss, Hosea, Abigail, Tilly, and Mary-Beth have this dialogue.
For the above lines, I tried to get them to play in-game via rampage and I wasn't able to get it to work, so I'm not sure if there will be issues. If there are, I'd stick with what you have.
For Ambient NPCs: MINIGAME_CALL_BULLSHIT - 4 variants, used for calling bluffs LIARS_DICE_BULLSHIT - 4 variants, used for calling bluffs LIARS_DICE_COMMENT_LOST_BET - 2 variants, used to mock another player for losing a dice LIARS_DICE_LOST_DICE - 2 variants, used when the speaker lost a dice LIARS_DICE_LOST_DICE_AGAIN - 1 variant, used alongside the above one but only after a dice has already been lost. LIARS_DICE_LOST_NERVOUS_REVEAL - 1 variant, used when revealing but not with a good hand
The following ambient ped voices have these dialogue lines for Liar's Dice: 0817_A_M_M_VHTTHUG_01_WHITE_01 0818_A_M_M_VHTTHUG_01_WHITE_02 0819_A_M_M_VHTTHUG_01_WHITE_03 0808_S_M_M_ARMY_01_WHITE_03 0811_S_M_Y_ARMY_01_WHITE_03 0083_U_M_O_BLWGENERALSTOREOWNER_01 0131_G_M_M_UNICRIMINALS_01_WHITE_02 0133_G_M_M_UNICRIMINALS_01_BLACK_02 0835_S_M_M_GENCONDUCTOR_01_WHITE_01 0844_S_M_M_UNIBUTCHERS_01_WHITE_03 0894_A_M_M_CIV_POOR_BLACK_AVOID_09 0278_A_F_M_NBXWHORE_01_BLACK_01 0400_U_M_M_RHDGENSTOREOWNER_01 0401_U_M_M_RHDGUNSMITH_01 0429_A_M_M_STRTOWNFOLK_01_WHITE_01 0477_U_M_M_VALDOCTOR_01 0478_U_M_M_VALGENSTOREOWNER_01 0479_U_M_M_VALGUNSMITH_01 0644_A_M_M_CIV_POOR_WHITE_AGGRESSIVE_19 0650_A_M_M_CIV_POOR_WHITE_AGGRESSIVE_20 0657_A_M_M_CIV_POOR_WHITE_AGGRESSIVE_18 0788_A_M_M_LOWERSDTOWNFOLK_01_WHITE_01 1085_U_M_M_TUMGUNSMITH_01 1093_A_M_M_TUMTOWNFOLK_01_WHITE_01 1094_A_M_M_TUMTOWNFOLK_02_BLACK_01 1086_U_M_M_TUMBUTCHER_01 1097_A_F_M_TUMTOWNFOLK_01_WHITE_01 1098_A_F_M_TUMTOWNFOLK_02_BLACK_01 1052_G_M_M_UNIGRAYS_01_WHITE_03 1015_A_F_M_MIDDLESDTOWNFOLK_04_WHITE_01
For the ambient peds, you may need to assign them these voices via a script or something like that, because only the U_ peds and the VHTThug peds that are listed above seem to have voice groups that don't include incompatible peds.
Unrelated to the above, for some reason I can't get the dice game to start. Not sure why it's doing this, but instead of playing the game the players are just standing off to the side not doing anything, even during the hours its supposed to be active. Could you try a version where they're available 24/7 so I can see if that fixes it? Again thanks for bringing Liar's Dice to RDR2 and sorry for the long post lol.
Congratulations on the mod, incredibly impressive what you've managed to do here! The actual game works perfectly on my end, so great job on that, but I'm having a visual bug where John will float a couple feet above his seat while in the sitting position whenever I start a game and will remain like that until I quit (like his feet are sitting on the tabletop because he's so high up). It's just a bit distracting and I was wondering if you'd encountered it at all or if there's a fix for it lol. Thanks!
My god I've been waiting so long! Great mod! In the future, I will wait to appear in other locations as in RDR 1. And I noticed that the game is going counterclockwise, maybe this one will be important.
17 comments
Both Arthur and Player John have this unused dialogue:
MINIGAME_PLAYER_CALL_BULLSHIT - 6 variants, used for calling bluffs
Apparently the camp was supposed to have Liar's Dice as the occasional activity:
MINIGAME_COMPANION_CALL_BULLSHIT - 4 variants, used for calling bluffs
Lenny, NPC John, Uncle, Pearson, Miss Grimshaw, Swanson, Strauss, Hosea, Abigail, Tilly, and Mary-Beth have this dialogue.
For the above lines, I tried to get them to play in-game via rampage and I wasn't able to get it to work, so I'm not sure if there will be issues. If there are, I'd stick with what you have.
For Ambient NPCs:
MINIGAME_CALL_BULLSHIT - 4 variants, used for calling bluffs
LIARS_DICE_BULLSHIT - 4 variants, used for calling bluffs
LIARS_DICE_COMMENT_LOST_BET - 2 variants, used to mock another player for losing a dice
LIARS_DICE_LOST_DICE - 2 variants, used when the speaker lost a dice
LIARS_DICE_LOST_DICE_AGAIN - 1 variant, used alongside the above one but only after a dice has already been lost.
LIARS_DICE_LOST_NERVOUS_REVEAL - 1 variant, used when revealing but not with a good hand
The following ambient ped voices have these dialogue lines for Liar's Dice:
0817_A_M_M_VHTTHUG_01_WHITE_01
0818_A_M_M_VHTTHUG_01_WHITE_02
0819_A_M_M_VHTTHUG_01_WHITE_03
0808_S_M_M_ARMY_01_WHITE_03
0811_S_M_Y_ARMY_01_WHITE_03
0083_U_M_O_BLWGENERALSTOREOWNER_01
0131_G_M_M_UNICRIMINALS_01_WHITE_02
0133_G_M_M_UNICRIMINALS_01_BLACK_02
0835_S_M_M_GENCONDUCTOR_01_WHITE_01
0844_S_M_M_UNIBUTCHERS_01_WHITE_03
0894_A_M_M_CIV_POOR_BLACK_AVOID_09
0278_A_F_M_NBXWHORE_01_BLACK_01
0400_U_M_M_RHDGENSTOREOWNER_01
0401_U_M_M_RHDGUNSMITH_01
0429_A_M_M_STRTOWNFOLK_01_WHITE_01
0477_U_M_M_VALDOCTOR_01
0478_U_M_M_VALGENSTOREOWNER_01
0479_U_M_M_VALGUNSMITH_01
0644_A_M_M_CIV_POOR_WHITE_AGGRESSIVE_19
0650_A_M_M_CIV_POOR_WHITE_AGGRESSIVE_20
0657_A_M_M_CIV_POOR_WHITE_AGGRESSIVE_18
0788_A_M_M_LOWERSDTOWNFOLK_01_WHITE_01
1085_U_M_M_TUMGUNSMITH_01
1093_A_M_M_TUMTOWNFOLK_01_WHITE_01
1094_A_M_M_TUMTOWNFOLK_02_BLACK_01
1086_U_M_M_TUMBUTCHER_01
1097_A_F_M_TUMTOWNFOLK_01_WHITE_01
1098_A_F_M_TUMTOWNFOLK_02_BLACK_01
1052_G_M_M_UNIGRAYS_01_WHITE_03
1015_A_F_M_MIDDLESDTOWNFOLK_04_WHITE_01
For the ambient peds, you may need to assign them these voices via a script or something like that, because only the U_ peds and the VHTThug peds that are listed above seem to have voice groups that don't include incompatible peds.
Unrelated to the above, for some reason I can't get the dice game to start. Not sure why it's doing this, but instead of playing the game the players are just standing off to the side not doing anything, even during the hours its supposed to be active. Could you try a version where they're available 24/7 so I can see if that fixes it? Again thanks for bringing Liar's Dice to RDR2 and sorry for the long post lol.