Red Dead Redemption 2

Red Dead Redemption 2

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CrEaToXx May 10, 2024 @ 12:38am
Mod Request
I'm not sure any of the RDR2 Mod Author's is ever going to read this, but I'd still post it cause I feel like expressing.

RDR2 is an exceptional good game, right on par with games I loved in the past, like Fallout 4/Skyrim/Starfield, Kingdom Come: Deliverance, and Far Cry: Primal for example, and while it certainly outperforms any of the mentioned games in vanilla state, its modding capacity, even though present, falls shorter than it should. I blame that to the lack of official modding tools and authors are bound to code natively, which isn't accessible to any random tweaker "noob".

Given this limitation I still appreciate the amount of decent mods created by various authors. However, don't want to stray to far off the initial topic. Notice I'm focusing primarily on PC, even though consoleros shouldn't feel omitted. Here's what I think the game needs to catapult it to even higher levels you guys already pushed it:

- decent series of modding tutorial, both, written and video...the lack of educational content might be another great flaw of this games modding community, and why it falls shorter than expected
- a dedicated external helper tool/map covering virtually every aspect of non-online content tracking, preferably useable in Steam, and editable by players...to make it even better it could be shared online with, for example, a GitHub page
- access to singled out table entries for more fine tuned tweaks...for example: I would like to majorily increase the prizes of bathing/room rental, but do it without having to edit the complete set of responsible table files and catalogue entries, because it creates all sorts of incompatibilities with other mods and forces you to merge those changes manually...one could also develope something like a "auto merger" tool
- a mod to add more locations for the trapper, fence, et cetera...I get the whole immersion aspect and difficulty balance, but at one point it just becomes a nuisance having to cross the whole map to get to the trapper if your camp is somewhere in the east
- a mod to introduce turning of all animations in the settings, or at least circumventing forced animations on virtually everything...the mods I've tried in that regard are rather "hacky" and I really don't recommend using them because they create an unspeakable amount of issues. I also get the "immersion" and "roleplay" aspect, but forced animations on things I've seen literally thousands of times at one point just become a nuisance, and from there start to actually ruin any immersion you had in the game. It's just a waste of real life time for no reason. Couple this with the grindingly slow menu and UI, and you quickly become outraged if you're a long time player. Fortunately I found a good solution for the menu and UI...and don't get me wrong here if possible I still want to keep all the "immersion" but given the game has so many interactions based on hotkey combinations, "immersive animations stealing life time" should really be made optional as well
- a law rebalance mod that does not break virtually everything...preferably focusing only on fixing citizens outrage on me accidentally stearing my horse into a person, and then anyone pulling out their torches and forks
- a mod to interact with corpses in an immersive way...so to speak "Clean up your Corpses" for RDR2. I'm working on this, but I'm afraid this is going to take an awful long time as I've just started to get familiar with the engine. Thinking of an undertaker kind of mod, but also being able to mutilate dead bodies, simply hide them or replace them with a cross/grave right on spot et cetera
- an Euphoria mod that does not have its comment section spammed by that one guy claiming all of those mods are stolen, even though he wasn't the first author dealing with ragdoll tables, and probably based his hacks on other peoples effort as well

Have more ideas? Feel free to post.
Last edited by CrEaToXx; May 10, 2024 @ 12:43am
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Showing 1-15 of 16 comments
Bad 💀 Motha May 10, 2024 @ 4:20am 
Clean up your corpses? The game does that all by itself, just move out of range and come back.

Turning off animations? For what purpose? That does rather dumb.

Videos about what? Most mods tell you in a readme file what to do. The current LAW Rebalacning mod works for the entire story mode without any issues.

Do not install any mods until you get beyond the mission where you hunt with Hosea; as this is the game introduction to the Stables and many mods will make the game crash or simply hard-lock when turning them on before Arthur gets beyond this point. Sure some lighter mods may work fine before this point but most of the heavier ones will not.

So if you decided "Hey lets do a fresh playthrough with mods" well thats good and all, but just wait until that mission with Hosea is over with and you save & exit your game first.
CrEaToXx May 10, 2024 @ 5:58am 
Since when does a readme teach you coding natives with C#?

I'm afraid you don't understand the purpose of this thread at all.
Wizard of Woz May 10, 2024 @ 7:55am 
Why would you want to majorly increase the price of hotel rooms? What is even the point?
Also what animations do you want to remove? The only long one is skinning animals which can be skipped by positioning your horse next to the corpse.
CrEaToXx May 10, 2024 @ 8:44am 
Because the game is ridicoulously easy with all its abundant amount of loot, bullet eye whoring and no challenging economy whatsoever. If its meant to be an RPG aiming for longetivity then those things have to be addressed, otherwise it devolves into simple quick grinds and quest rushing. It also lacks decent support for documentation. I mean, a journal exists. An UI that allows you to write text in certain situations exists as well. Why can we not write our own diary and instead have to fall back using Steams note function? Being able to notifie which resources we need for all the traders would be quite useful.

The bullet eye is supposed to built up, like an adrenaline meter, so you can't use it willy nilly outside of mission mode. The overall challenge is virtually zero once dead eye has been fully developed. You don't even need to concern yourself about being wanted, getting tracked by outlaw gangs or Cornwallis, or let alone getting steam rolled by bazillion of enemies. You'll bullet time 50-60 targets with eas if you switch your guns and make proper use of trinkets. I mean, with that trick even Klaus Kinski would have been an unrivaled Gunslinger in Nobody.

The game has all the reasons and stakes to be played as survival sandbox, yet it's terribly balanced towards casual players. I guess people using controlers are handicaped in that regard and controls/combat had to be tailored to this, hence why the game posesses near zero combat challenge for PC players. The problem this creates is: you actually never need to be concerened about any loot or economy whatsoever, with maxed out dead eye, because you will single blast head gore virtually any ped. And that's me not using any damage balancer mods like PDO. Why bother buying new guns and other stuff if the initial Revolver does the job perfectly well with maxed dead eye?

Animations are supposed to be optional. I don't care if they take 30, 15, 10, 5 or only 1 second. Just having to wait every time I'm doing something is a simple waste of lifetime. This is primarily pointed at harvesting flora or the whole camp crafting aspect. Just use fade outs and multi stack crafting in the camp as option. And how "realism immersive" is pulling a Ginseng root out of the soil, and then portion it every time, on every single flora instance. Why not just rip out a bunch and then have the player preparing them on a table, in your camp with proper alchemist devices and tools?

It's those repetetive animations treating every single item in a row that are so annoying.
Wizard of Woz May 10, 2024 @ 10:15am 
Originally posted by CrEaToXx:
Because the game is ridicoulously easy with all its abundant amount of loot, bullet eye whoring and no challenging economy whatsoever. If its meant to be an RPG aiming for longetivity then those things have to be addressed, otherwise it devolves into simple quick grinds and quest rushing. It also lacks decent support for documentation. I mean, a journal exists. An UI that allows you to write text in certain situations exists as well. Why can we not write our own diary and instead have to fall back using Steams note function? Being able to notifie which resources we need for all the traders would be quite useful.

The bullet eye is supposed to built up, like an adrenaline meter, so you can't use it willy nilly outside of mission mode. The overall challenge is virtually zero once dead eye has been fully developed. You don't even need to concern yourself about being wanted, getting tracked by outlaw gangs or Cornwallis, or let alone getting steam rolled by bazillion of enemies. You'll bullet time 50-60 targets with eas if you switch your guns and make proper use of trinkets. I mean, with that trick even Klaus Kinski would have been an unrivaled Gunslinger in Nobody.

The game has all the reasons and stakes to be played as survival sandbox, yet it's terribly balanced towards casual players. I guess people using controlers are handicaped in that regard and controls/combat had to be tailored to this, hence why the game posesses near zero combat challenge for PC players. The problem this creates is: you actually never need to be concerened about any loot or economy whatsoever, with maxed out dead eye, because you will single blast head gore virtually any ped. And that's me not using any damage balancer mods like PDO. Why bother buying new guns and other stuff if the initial Revolver does the job perfectly well with maxed dead eye?

Animations are supposed to be optional. I don't care if they take 30, 15, 10, 5 or only 1 second. Just having to wait every time I'm doing something is a simple waste of lifetime. This is primarily pointed at harvesting flora or the whole camp crafting aspect. Just use fade outs and multi stack crafting in the camp as option. And how "realism immersive" is pulling a Ginseng root out of the soil, and then portion it every time, on every single flora instance. Why not just rip out a bunch and then have the player preparing them on a table, in your camp with proper alchemist devices and tools?

It's those repetetive animations treating every single item in a row that are so annoying.
In what world do you think RDR2 is a survival game or supposed to be? That's like saying hta is a survival game. Not the devs fault you are trying to make a game into something it isn't.
CrEaToXx May 10, 2024 @ 10:49am 
In a world that has virtually anyone in this game talking about survival I guess?

The game has built mechanics. The game has needs mechanics. The game has sandbox and gameplay elements galore. It is in fact a sandbox survival RPG. So there's actually nobody to blame because I really love such games.

However, that doesn't prevent me from stating the game has some obvious flaws in regards to balancing, forced "immersion", and numerous partially game breaking bugs that would occasionally force you to restart the game.
Last edited by CrEaToXx; May 10, 2024 @ 10:49am
Wizard of Woz May 10, 2024 @ 11:05am 
Originally posted by CrEaToXx:
In a world that has virtually anyone in this game talking about survival I guess?

The game has built mechanics. The game has needs mechanics. The game has sandbox and gameplay elements galore. It is in fact a sandbox survival RPG. So there's actually nobody to blame because I really love such games.

However, that doesn't prevent me from stating the game has some obvious flaws in regards to balancing, forced "immersion", and numerous partially game breaking bugs that would occasionally force you to restart the game.
This is not a survival rpg no matter what you think.
CrEaToXx May 10, 2024 @ 11:07am 
Well, I'm afraid I know it better then.
Wizard of Woz May 10, 2024 @ 11:20am 
Originally posted by CrEaToXx:
Well, I'm afraid I know it better then.
Really? I have played through it 3 tines, how about you? There are zero survival aspects to this game. You could literally go through the whole game and never eat or drink anything.
Bad 💀 Motha May 10, 2024 @ 2:20pm 
Originally posted by CrEaToXx:
Since when does a readme teach you coding natives with C#?

I'm afraid you don't understand the purpose of this thread at all.

You want someone to TEACH you how to code... that's a good laugh bro
Bad 💀 Motha May 10, 2024 @ 2:22pm 
Originally posted by Wizard of Woz:
Originally posted by CrEaToXx:
Well, I'm afraid I know it better then.
Really? I have played through it 3 tines, how about you? There are zero survival aspects to this game. You could literally go through the whole game and never eat or drink anything.

Only if you zip through the story missions quickly. I hated playing that way. It was meant to be an enjoyment.
Wizard of Woz May 10, 2024 @ 3:58pm 
Originally posted by Bad 💀 Motha:
Originally posted by Wizard of Woz:
Really? I have played through it 3 tines, how about you? There are zero survival aspects to this game. You could literally go through the whole game and never eat or drink anything.

Only if you zip through the story missions quickly. I hated playing that way. It was meant to be an enjoyment.
Each playthrough was at least a 100 hours. I took a bunch of time in every playthrough. The missions are the least fun part of the game for me but some extra events only happen after certain missions so I eventually do them.
CrEaToXx May 10, 2024 @ 8:18pm 
Originally posted by Bad 💀 Motha:
Originally posted by CrEaToXx:
Since when does a readme teach you coding natives with C#?

I'm afraid you don't understand the purpose of this thread at all.

You want someone to TEACH you how to code... that's a good laugh bro

No, I'm afraid I can do this quite well as a 20 year mod author of dozens of games. I was merely pointing out the lack of educational content for newbies. This game could easily rival Bethesda's vastness of gameplay content and modability, but not if you're limited to coding natively based on tick injection. Which is actually the reason so many users having issues when using too many mods. RDR2 has a profound base, if not the most profound base I've ever seen in a game. It's a shame it doesn't have official mod creating tools.

Originally posted by Wizard of Woz:
Originally posted by Bad 💀 Motha:

Only if you zip through the story missions quickly. I hated playing that way. It was meant to be an enjoyment.
Each playthrough was at least a 100 hours. I took a bunch of time in every playthrough. The missions are the least fun part of the game for me but some extra events only happen after certain missions so I eventually do them.

That was a good one. Ready? I started the game, played 20 hours. That's the usual time frame for me to evaluate if I'm playing a decent game worth modding. I started a new...now I'm in about 200 hours still chapter 2.

Let me put it like Arthur. I'm afraid you can't teach me anything my boooyyy...now ride!
Last edited by CrEaToXx; May 10, 2024 @ 8:23pm
AdmiralPiett May 10, 2024 @ 8:30pm 
Originally posted by CrEaToXx:
Well, I'm afraid I know it better then.
Just because you have a health stat and a stamina stat does not a survival game make

GTAV is a survival game if that were true
CrEaToXx May 10, 2024 @ 8:41pm 
GTAV has much less survival elements but still matches some of the qualifying criterias. You guys think too much of RUST or Day Z, when arguing survival. But I'm pointing to FO4 in that regard.

Major reason I never played GTAV for long was the lack of 1st person. I'm not a fan of 3rd.
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Date Posted: May 10, 2024 @ 12:38am
Posts: 16