Note: This mod is a work in progress and I will have more features planned for it.
Please make me aware of any other issues you encounter that are directly related to this mod.
Known issues:
•The Mauser Pistol is not fully automatic, like in the first game. Despite my attempts, I was unable to make the Mauser full auto with the desired results (unable to limit it's fire rate). For now, the Mauser will stay semi-auto until I manage to achieve a full-auto conversion properly.
•The Springfield Rifle's model is a bit misaligned/buggy. This is a byproduct of giving it the Bolt Action Rifle's animations, in order to make it reload more than one round. I will look into fixing this but I cannot make any promises as it may be considerably out of my skill range to fix it.
•Changing to the Ironwood Grip on the Semi-auto Pistol will only show the Bocote varnish and not your chosen varnish. This is a vanilla game issue that can happen with other guns, too. I do not know why this occurs nor how to fix it at the moment. Reloading your save can fix this when it happens.
•The Buffalo Rifle cannot be carved or engraved in the gunsmith. This is an issue with the Buffalo Rifle mod exclusively. The mod currently does not support engravings or carvings. I will attempt to upgrade to the newer version of that mod (which will support the latter) after it releases.
•The Buffalo Rifle's default sight is misalinged vertically. This is an issue with the Buffalo Rifle mod exclusively, the mod author was unable to align them properly due to limitations. Just don't use ironsights view for serious gameplay, it sucks.
•The High Power Pistol's sights are misalinged vertically. This is an issue with the FN1903 mod exclusively, the mod author is unable to align them properly due to limitations. Again, don't use ironsights view for serious gameplay, it sucks.
•NPCs are now more dangerous in combat. This is a result of the increased fire rate on all guns. Enemies with shotguns are now especially more lethal to you. This was intended. Use the environment to your advantage and keep your distance if you are getting bodied too much.
•NPCs occasionally 'rapidfire' their guns. This is a vanilla game issue that is also encouraged by mods that tamper with weapon fire rates (such as this one). There unfortunately is nothing I can do to fix this. It thankfully doesn't happen too often so you should be fine.
this looks awesome, thank you for the release! still new to rdr2 modding so if you wouldn't mind, how would I go about forwarding or merging this mod's catalog_sp.ymt with another mods so I can use both? mod in question is Kiddo's Hardcore Minimalist Loot Economy (https://www.nexusmods.com/reddeadredemption2/mods/4441?tab=description)
See, now that'd be a tough merge as both my catalog and their catalog change things extensively and uniquely. Sorry to say, but I won't touch upon a merge with that mod, especially now with their integration of Online weapons, which my mod won't touch upon.
no apologies needed man, I understand. I still think its incredible that we can download all these mods for all these games and get an entirely different experience for free. I am exceptionally grateful and i hope others are too.
would you be able to point me in the right direction to learn how to merge? i'd be willing to give it a shot.
I have sent you over a merging guide for catalog via your nexus forums email, hopefully that should be of use or at least a good pointer to merging my mod with that.
Catalog_sp changes the gunsmith stock, default metals/varnishes and pricing of guns.
Quickselectitems changes the weapon wheel order of weapons. I included this to make sure that the Buffalo Rifle appeared alongside the rifles and not the shotguns when scrolling through it.
If you would prefer not to have those changes then you could just delete those two files and the mod should still work fine. Weapons, weaponcomponents and the folder are crucial to the mod functioning properly.
I'm definitely open to a merge for that mod. I can't give a timeframe for it as I'd like to get a couple of the main issues sorted before attempting more merges (makes it easier to update those merges with any of my future changes).
Yes. Unfortunately, I could only get my hands on a hashed version of camreas.ymt, but I have labelled the appropriate sections, relative to overall third person recoil, revolver recoil, pistol recoil, etc.
Side note: My mod was heavily inspired by mods such as Munitions and Distinct Gunsmiths. I encourage you to try them out if you liked my mod as they are both uniquely spectacular mods that were made by the most talented modders.
After further experimentation, I have decided that they fit into the mod really well and I will incorporate my own configuration for Realistic Worn Gun Metals into this mod, with the base mod going to be made a requirement.
You could use other metal mods instead of that one, but I will now cater the default metals for that mod.
You could use that one instead by letting it overwrite my mod. Realistic Worn Gun Metals will simply be a soft requirement as I understand people like their own preference of gun metals, grips, etc.
Hi, Im wondering if the velocity change is easy enough for me to incorporate into my own navy revolver ymt file. I really like that feature of this mod, so im wondering if its as simple as a one line change or if I would need to change a bunch of different things. Thanks for the mod.
For the Navy, go into it's ymt file and find the 'Speed value' entry. You can set it between 200 and 250 for something realistic enough for a cap and ball revolver. I set the LeMat's speed value to 210 in my mod, the lowest velocity out of all revolvers, to balance it's fire rate and damage it deals.
Endorsed, I don't know if you take requests, but that buffalo rifle is insane, would love to see a standalone version with a Ladder sight as a secondary option to the peep sight seen on the photo, thanks again!
Oh, the buffalo rifle was not my work at all. You can thank Mr. Sweed for his mod here. He will be updating his mod soon to bring a new model, in addition to the rifle replacing the springfield instead. I will attempt to port the new model over to this mod when it releases.
30 comments
Please make me aware of any other issues you encounter that are directly related to this mod.
Known issues:
•The Mauser Pistol is not fully automatic, like in the first game.
Despite my attempts, I was unable to make the Mauser full auto with the desired results (unable to limit it's fire rate).
For now, the Mauser will stay semi-auto until I manage to achieve a full-auto conversion properly.
•The Springfield Rifle's model is a bit misaligned/buggy.
This is a byproduct of giving it the Bolt Action Rifle's animations, in order to make it reload more than one round.
I will look into fixing this but I cannot make any promises as it may be considerably out of my skill range to fix it.
•Changing to the Ironwood Grip on the Semi-auto Pistol will only show the Bocote varnish and not your chosen varnish.
This is a vanilla game issue that can happen with other guns, too.
I do not know why this occurs nor how to fix it at the moment. Reloading your save can fix this when it happens.
•The Buffalo Rifle cannot be carved or engraved in the gunsmith.
This is an issue with the Buffalo Rifle mod exclusively. The mod currently does not support engravings or carvings.
I will attempt to upgrade to the newer version of that mod (which will support the latter) after it releases.
•The Buffalo Rifle's default sight is misalinged vertically.
This is an issue with the Buffalo Rifle mod exclusively, the mod author was unable to align them properly due to limitations.
Just don't use ironsights view for serious gameplay, it sucks.
•The High Power Pistol's sights are misalinged vertically.
This is an issue with the FN1903 mod exclusively, the mod author is unable to align them properly due to limitations.
Again, don't use ironsights view for serious gameplay, it sucks.
•NPCs are now more dangerous in combat.
This is a result of the increased fire rate on all guns. Enemies with shotguns are now especially more lethal to you.
This was intended. Use the environment to your advantage and keep your distance if you are getting bodied too much.
•NPCs occasionally 'rapidfire' their guns.
This is a vanilla game issue that is also encouraged by mods that tamper with weapon fire rates (such as this one).
There unfortunately is nothing I can do to fix this. It thankfully doesn't happen too often so you should be fine.
cheers!
would you be able to point me in the right direction to learn how to merge? i'd be willing to give it a shot.
Quickselectitems changes the weapon wheel order of weapons. I included this to make sure that the Buffalo Rifle appeared alongside the rifles and not the shotguns when scrolling through it.
If you would prefer not to have those changes then you could just delete those two files and the mod should still work fine. Weapons, weaponcomponents and the folder are crucial to the mod functioning properly.
You could use other metal mods instead of that one, but I will now cater the default metals for that mod.
For the Navy, go into it's ymt file and find the 'Speed value' entry. You can set it between 200 and 250 for something realistic enough for a cap and ball revolver. I set the LeMat's speed value to 210 in my mod, the lowest velocity out of all revolvers, to balance it's fire rate and damage it deals.