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WickedHorseMan

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wickedhorseman

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1532 comments

  1. wickedhorseman
    wickedhorseman
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    *****
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    Q1:
    Can this be used with WhyEm's DLC, Maverick Weapons, etc?
    No, anything that conflicts with the catalog_sp.ymt, weapons.ymt or any other file can't be used. Use the available merges.
    click here! --> The Trifecta - Redux by Andre

    Q2: Why am I not getting any ammo?

    Completely remove all your current weapons with a trainer and buy them back. Also see Q1 answer. Make sure to run the mod stand alone if you're still having trouble.

    Q3: Why is it not loading?
    Some of the modified textures might not load on DX12. In that case, switch to Vulkan or delete the texture file (ammo_types.ytd) but you won't see the cartridge headstamps anymore.

    Q4: How can I get a gun on the back slot?
    It's a design choice. That slot is only for the bow (due missions related issues). Check the articles on how to restore or inverse the slots.
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    *****
  2. JohnASN7
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    so I've ran into an issue, I have no clue where my tomahawks went, I've tried spawning them in my inventory that didn't do anything if I go to a trapper it says I own one of one tomahawk but its not there in the weapon wheel AT ALL not even 100% sure it's from this mod but it makes the most sense since this is a large gun overhaul and the only mod of the sort any help is appreciated
  3. Artoriasandsif12
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    i can't buy any ammo from the catalog idk why the weapons show and the ammo shows i just can't buy them anyone know how to fix?
    1. ReallyDamnRandom
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      I think that is a catalog_sp conflict. You can either:
      - Download one of the catalog_sp merges provided in the author's pinned comment if you have any of the conflicting mods listed, such as WhyEm's DLC
      - If you're using a mod manager like Lenny's Mod Manager or Red Dead Modding Tool, give Firearms 1899 priority by putting it BELOW the conflicting mods (loaded later = priority). This mod requires catalog_sp to be able to purchase the items
      - If you aren't sure which mod might be causing the conflict, Red Dead Modding Tool (available here on Nexus) shows what potential conflicts are there between lml mods. Both the mod managers I mentioned are really easy to install and don't require re-installing any of your mods
  4. sohummodman
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    any drawbacks from this mod i should know about? really love the idea but the part about only being able to equip one long gun makes me think it will conflict with a mission or smth
    1. ReallyDamnRandom
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      I've actually JUST finished a story playthrough using another mod that forces you to equip only one long firearm, and it also prevents long arms from being automatically equipped at the start of missions. There were actually no problems at all. The game tries to give you the most appropriate types of long arms for the mission, but I find that it's more fun having to think about what kind of weapon is best to take with me according to what situations I am likely to encounter based on the context at the time.

      The only mission I had a problem with was a completely self made problem. During Visiting Hours (breaking John out of jail), it wouldn't let me keep the repeating rifle I equipped before the mission, so I used rampage to teleport my horse to me so I could re-equip it, but then because I couldn't drop the repeater, I wasn't able to pick up and equip the rolling block rifle at the top of the lookout tower. So that was all my own fault (and I fixed it by using rampage again to drop the repeater and pick up the rifle). There would have been no issues if I hadn't tried to force the game to let me keep my repeater equipped in the first place.

      I started using that mod from around Clemens Point and I can't think of any missions from memory before that which would pose any issues either. Sometimes the game forces a bow on you if stealth is required in the mission, but there's not a single mission where throwing knives can't be used instead. Even that first mission with the bow when Charles teaches you how to use it, which is before you get your throwing knives from Bill, I think is before you even get the carbine repeater, your first long firearm. So as far as I'm aware, you should be alright! 

      I prefer being limited to one long arm weapon because it seems weird to be able to run around with two heavy guns on your back, for one, and in real life it would be messy and clunky and you wouldn't be able to reach for the back holstered rifle without taking the shoulder one off first. 
  5. ReallyDamnRandom
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    Are there any catalog_sp merges for JMR&E and this mod (or other weapons mods like Munitions that use the catalog_sp file?) 

    BTW I am referring to JMRE not JMRP. It was taken off Nexus a while ago and I hear that there is a new John mod in development, but as it currently stands, JMRE is my favourite John mod precisely in part because of how you can easily dress him with his NPC outfits and accessories, mix and match his NPC and bought clothes, etc, and this all requires the catalog_sp file :( John Marston is quite possibly my favourite character ever and I seriously can't stomach the butchered vanilla epilogue version of him, it makes him look too much like a Ken doll with scars. His original gritty, worn out, life hardened appearance goes hand in hand with his personality and story, so when playing the epilogue, it's such a must have mod for me. So any mod that needs the catalog_sp file ends up being out of the question for my epilogue gameplay until the new John mod is finished, and it means all these awesome mods like Firearms 1899 are only usable for replaying Arthur's story 😭 (At least there's more gun action in that)

    I especially really wanna use a mod where you have to use specific ammo calibre for a weapon, like this or Munitions, but they inherently require catalog_sp 🥺

    Edit: I'm working on merging the files myself. On looking through JMRE's catalog_sp file, the mod authors have very helpfully included comment lines where they've made their changes. WHM here has also added comments to his work. This definitely helps me a lot. I'm a noob whose modding experience consists of really basic tweaks to peds, and I haven't done this before, so I'm just blindly fumbling around and figuring it out. I think I know what to do and where to copy and paste what though, and thankfully, both mods edited different parts of the file. Maybe it'll work, maybe it won't, but if it does work, I'll request permission from our wonderful author here and the JMRE authors to share it - but first, I'd have to figure out who to contact, because JMRE was made by a team and I heard that there were issues within that team which led to it being taken down.

    If anyone reading this knows who is the right person to contact in regards to getting permission from the JMRE team to share the merged catalog_sp file, please let me know.

    If it's cool with the people who made these mods originally, I'll share it with WHM here to include in his list of merges. JMRE isn't on Nexus anymore, but it can still be found with a Google search.
  6. rockysx271
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    The knife fix doesn't work I'm soft locked in Chapter 1 had to use rampage trainer... I made sure there is no weapons or catalog conflicts aswell... please fix the issue to force arthur to spawn in chapter 1 with hunting knife
  7. Camele0pard
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    What do I edit to make me not lose melee weapons when getting off my horse or holstering them?
  8. Kozary
    Kozary
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    as much as this mod is awesome i can tell the author has never fired a gun IRL before probably have to revert to vanilla, one thing i do like is realistic weapons which this mod does not have.
  9. lexul
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    is there any way to remove the names of the guns in the catalogue and weapon wheel?
  10. sohummodman
    sohummodman
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    this mod makes my lasso not work, the character does the animation but the lasso doesn't go foward
  11. Oejehw
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    the kickback/recoil dosent work its like the normal recoil :(
    My mods: Whyems bloodbath, W.E.R.O, R.W.A.O, read dead offline, gun metal rework, enchanted brawling, enchanted crime and law, and all mods needed for this mod.