Your mod paired with Project NA is broken. The policemen either don’t give you an option to interact or, when you hand the bounty in, you get two place markers to put the bounty and upon completing the mission the markers are still there. When you hand a bounty in dead, you can place him on the floor but the mission won’t complete and you don’t get the money.
the mod author of project NA told me to bring it up with you. A user found that editing the Project NA dlclist and commenting out some of the interiors it fixes your mod, but breaks project NA. I don’t know if theres no longer support for this mod but, if you need any more information let me know and I’ll try and provide. Thanks!
I have encountered the same problem, buddy. Can you tell me specifically which conflict it is? I have deleted the 1907 mod, but it is still the same situation
Hey man, I'm still dealing with the problem now. I haven't found a fix besides deleting Project NA. A user found that editing the dlclist.xml file in project Na and commenting out <!-- <Item> <Path>addonDLC:/1907/dlcpacks/dlcpack_1/dlc.rpf</Path> </Item> --> <!-- <Item> <Path>addonDLC:/1907/dlcpacks/dlcpack_2/dlc.rpf</Path> </Item> --> <!-- <Item> <Path>addonDLC:/1907/dlcpacks/dlcpack_3/dlc.rpf</Path> </Item> --> <!-- <Item> <Path>addonDLC:/1907/KristianD3/ArmSaloonExpansion/Models/dlc_arm_saloon.rpf</Path> </Item> --> <!-- <Item> <Path>addonDLC:/1907/KristianD3/ArmSchool/dlc_arm_school.rpf</Path> </Item> --> fixes the AMJM mod but it breaks the Project NA mod itself.
What I personally ended up doing was editing the AMJM ini file, make it so bounty hunting only requests alive targets and when you hand the bounty in, collect the reward and cancel the job after. It's a shame that both these mods do not work as Project NA advertises that they're compatible but they aren't. After all missions are complete RDR2 as a base game is kind of boring, you need mods like AMJM and Project NA to keep the game fun and add stuff to do. Hopefully this will get resolved soon. Best of luck to you man!
If you want, I can send you an edited dlclist.xml file where the lines of code are commented out, it will fix AMJM bounty hunting but will break some parts of your Project NA mod.
Truly is a shame, it is also a shame the DEV's don't open source their mods (I understand why) but the community working together can fix a lot of these issues.
I have an issue with the fine system, it doesn't work at all, i've tried everything, removing all mods, changing the settings, but it still doesn't work. Can someone help?
I'm very sad that this mod will cause issues with Scripthook v2 because AB scripthook just cant handle a big mod list with about 90+ mods installed. I've been battling with the dreaded FFFFFFF error ALL DAY trying to pinpoint where it was coming from, enabling and disabling individual mods, entire categories, and nothing made any sense. Well, it was AB scripthook. I dont know why anyone still even mentions that freaking broken scripthook. It is doing everyone a disservice. It is completely unreliable.
Hello and thank you for creating mods. Can anyone tell me is it possible to play this mod without entering the map or mini map since i will start a new playthrough with a immersive satchel map without any icons on it, so i am looking for those kinds of mods that does not rely on looking at map or mini map. Thank you in advance@!
Is there a way to disable enemy spawning in a specific location but leave other locations untouched? Have have enemies spawning in Horseshoe Overlook that I want to disable.
Let us disable the auto-spawning wagons in the ini
I cannot understate how much I hate them. I was trying to do a supply delivery job and when I went to load the cargo it loaded into the wagon that was automatically spawned instead of my own, and when I unloaded the cargo from it I could not get back on the wagon meaning I had to walk a LONG ways just to get back to my horse and wagon. Overlooking that, it also just makes the experience less immersive to have a wagon materialize out of thin air. Please let us disable this "feature" I don't want it and I don't need it and it makes the experience so much worse
There are two types of the delivery jobs, one that spawns a wagon for you (driver missions) and ones where you use your own (delivery missions). Unless I misunderstand the issue is you are doing the driver versions despite owning your own wagon, do the normal deliveries and you also get paid more
To use the banking aspect of this script togethor with the bank robbery script by SGT Joe do this:
If your using Scripthooker V2 https://www.nexusmods.com/reddeadredemption2/mods/1472 then you can press "shift + insert" ingame and then de-activate SgtJoeBank Robberies. This will let you use the bank part of the Transport script to deposit/withdraw money. Once done you can re enable the Bank Robbery script again without restarting the game. thats the workaround I found.
Mate , your comment should be pinned! Thank you for figuring this out , can confirm it works 100%
Quick note on the Scripthook V2 Overlay pinned on the Scripthook page:
the black screen bug can be fixed by going into ScriptHookConfig.ini and disabling the interface & overlay (you do not need V2's interface unless you're using advanced settings.)
In my experience i had the black screen issue once so i turned the interface and overlay off and after i did not have the bug, but once i found your comment i turned them back on to check and managed to load my game with no issue , so it might be a hit and miss bug.
So.... I can hire guns with no cost when i dont have money, pay the job fines also when I dont have money and too many bandits when i do the recovery jobs also can do the wagon jobs without having purchased a wagon, so,.... is this a thing every one having or just me?
1346 comments
the mod author of project NA told me to bring it up with you. A user found that editing the Project NA dlclist and commenting out some of the interiors it fixes your mod, but breaks project NA. I don’t know if theres no longer support for this mod but, if you need any more information let me know and I’ll try and provide. Thanks!
<!-- <Item>
fixes the AMJM mod but it breaks the Project NA mod itself.<Path>addonDLC:/1907/dlcpacks/dlcpack_1/dlc.rpf</Path>
</Item> -->
<!-- <Item>
<Path>addonDLC:/1907/dlcpacks/dlcpack_2/dlc.rpf</Path>
</Item> -->
<!-- <Item>
<Path>addonDLC:/1907/dlcpacks/dlcpack_3/dlc.rpf</Path>
</Item> -->
<!-- <Item>
<Path>addonDLC:/1907/KristianD3/ArmSaloonExpansion/Models/dlc_arm_saloon.rpf</Path>
</Item> -->
<!-- <Item>
<Path>addonDLC:/1907/KristianD3/ArmSchool/dlc_arm_school.rpf</Path>
</Item> -->
What I personally ended up doing was editing the AMJM ini file, make it so bounty hunting only requests alive targets and when you hand the bounty in, collect the reward and cancel the job after. It's a shame that both these mods do not work as Project NA advertises that they're compatible but they aren't. After all missions are complete RDR2 as a base game is kind of boring, you need mods like AMJM and Project NA to keep the game fun and add stuff to do. Hopefully this will get resolved soon. Best of luck to you man!
If you want, I can send you an edited dlclist.xml file where the lines of code are commented out, it will fix AMJM bounty hunting but will break some parts of your Project NA mod.
@BigUziHert What did you edit in your AMJMTransport ini?@BigUziHert What did you edit in your AMJMTransport ini?@BigUziHert What did you edit in your AMJMTransport ini?I cannot understate how much I hate them. I was trying to do a supply delivery job and when I went to load the cargo it loaded into the wagon that was automatically spawned instead of my own, and when I unloaded the cargo from it I could not get back on the wagon meaning I had to walk a LONG ways just to get back to my horse and wagon. Overlooking that, it also just makes the experience less immersive to have a wagon materialize out of thin air. Please let us disable this "feature" I don't want it and I don't need it and it makes the experience so much worse
If your using Scripthooker V2 https://www.nexusmods.com/reddeadredemption2/mods/1472
then you can press "shift + insert" ingame and then de-activate SgtJoeBank Robberies. This will let you use the bank part of the Transport script to deposit/withdraw money. Once done you can re enable the Bank Robbery script again without restarting the game. thats the workaround I found.
Thank you for figuring this out , can confirm it works 100%
Quick note on the Scripthook V2 Overlay pinned on the Scripthook page:
In my experience i had the black screen issue once so i turned the interface and overlay off and after i did not have the bug, but once i found your comment i turned them back on to check and managed to load my game with no issue , so it might be a hit and miss bug.
Thanks again!