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iAbokai

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iAbokai

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About this mod

This mod brings fixes and improvements to a variety of in-game animations for Arthur/John and NPCs.

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Changelogs


”Extended Player Animations”, also formerly known as “Extended John Marston Animations”, is a mod dedicated to fix/improve/add all kinds of things related to in-game animations, hopefully enhancing the visual experience for the player.

When this mod first came out, its one and only purpose was to fix and improve John Marston’s in-game animations to make his moveset as unique and separate from Arthur’s moveset as possible, but as development of this mod went on and the less things there were to fix on John’s animations, the more I kept adding and fixing things outside of that purpose.

And now, this mod brings fixes and improvements to essentially everything and everyone in the game (animation wise), not only enhancing the experience when playing as Arthur or John, but also giving players less headaches when trying to play as NPCs, opening the opportunity of using unique NPC animations without running into too many issues, hopefully giving role-players more freedom.

This mod is still somewhat John oriented (and for good reason), but now it has a lot of cool extra stuff accompanying it.


An overview of things included in the main file ”Extended Player Animations”.

It is recommend to click on the blue text to get a preview on some of the things in the list.

  • You’re now able to properly reload your guns while playing as NPCs, among some other improvements.

  • Arthur’s animations are no longer present in John’s moveset.

  • John has been given his own “motion” animations for all kinds of terrain types (such as swamps, rivers, ice, snow, etc…)

  • John has been given his own “motion” animations for all kinds of situations (such as combat, stealth, drunk, casual, foliage, first-person, etc…)

  • John has visited a chiropractor and straightened his back in his idle animation.


  • John now has his own “casual” idle and walking animations.

  • John now has a new “tired” running animation.

  • John now has slightly more unique animations when carrying people/large animals.
    - Arthur and John have their own unique shortarm animations while in this state.
    - And these new shortarm animations react to deep waters.


  • John’s crouching animations are now slightly more unique. Example

  • John’s facial animations have been improved, now with more unique animations.

  • John’s sprinting animation has been improved by using a much better and faster animation as a base.

  • Arthur/John are now able to hold most NPC props.

    You need a different mod that grants you the ability to pick up said props, though.


  • Arthur/John no longer make weird prolongated facial expressions after bumping into someone.

  • Arthur/John no longer look tired when entering a shop’s wardrobe through the catalog. Example

  • Arthur/John now sprint properly while burning alive.

  • Arthur/John now properly grip the “Bolt Action” and “Carcano” rifles in first-person.

  • Arthur’s “sick” animations that trigger during the “Red Dead Redemption” mission have been made more noticeable.

  • Arthur’s “tired” walking animation no longer disappears while walking fast.

  • Improvements have been made to the first-person gun holding animations while moving through deep water/snow. Example

  • Improvements have been made to the snow acceleration animations while in “combat” mode.

  • Improvements have been made to the “intimidation” and “caution” animations.

  • Improvements have been made to the shotgun “slope” walking animation.

  • Improvements have been made to the “start” and “stop” running/walking animations when carrying people/large animals.

  • Fixed an inconsistency that made Arthur/John run normally while being “very drunk”, among some other improvements.

  • Fixed an oversight that made the “rain” idle animation play in-doors as John.


  • Fixed an oversight that prevented the left and right slope animations from playing while tired, low health, low dead-eye and a few other states.

  • Fixed an oversight that prevented “combat” animations from playing properly in rivers.

  • Fixed an oversight that prevented John from playing the proper facial animations when entering, exiting and calling for deluxe baths.

  • Fixed an oversight that prevented “blizzard” animations from playing while using “eagle eye”.

  • ”Fixed” an oversight that made Arthur/John walk normally while walking fast on ice. Example

  • Fixed an oversight that prevented Arthur/John from keeping their rifles above water with a scope installed.


  • Fixed weird animations when standing near fire while holding a rifle.

  • Fixed unfitting facial expressions when standing and walking on stairs. Example

  • Fixed unfitting facial expressions that trigger after dismounting your horse, most notably in cold/hot environments.

  • Removed unfitting idle transitions when going from “combat” to “stealth” and viceversa. Example

  • Added/Polished up some idle transitions for John and Arthur in situations that needed them, such as:
    * ARTHUR_IDLE_TO_JOHN_IDLE (While using the Off-Hand holster.)
    * ACTION_TO_NORMAL_IDLE
    * STEALTH_TO_NORMAL_IDLE
    * LOW_STAMINA_STOP_TO_IDLE
    * DRUNK_LANDING_TO_IDLE
    * EXITING_HORSE_TO_IDLE
    * EXITING_HORSE_TO_ACTION_IDLE
    * SLIDE_STOP_TO_IDLE
    * FISHING_PRECAST_OUTRO
    * LANDING_INJURED
    * LANDING_VAULT
    * LANDING_SNOW
    * LANDING_NORMAL (Only for Arthur, unfortunately.)
    * CLIMB_EXIT_VERTICAL (INJURED VARIANT TOO)
    * CLIMB_EXIT_STEPUP (INJURED VARIANT TOO)
    * CLIMB_EXIT_CONCAVE
    * CLIMB_EXIT_ACTION
    * USING_JOURNAL (Also when inspecting props.)


  • Added “drunk” animations in “combat” and “stealth” modes.

  • Added “combat” and “stealth” animations when walking on ice.

  • Added a “knee crouch” idle animation while holding 2 shortarms.


  • Added new “combat” and “first-person” animations to Long Blades (aka, The Machete and Broken Pirate Sword).

  • Added “rain”, “drunk”, “eagle eye”, “near fire”, “mild winds”, “strong winds” and “blizzard” animations to all weapon types that had them missing, such as:
    * Dual Shortarms
    * Shotgun
    * Lasso
    * Fishing Rod
    * Blade
    * Long Blade
    * Throwing Knife
    * Tomahawk
    * Molotov
    * Dynamite
    * Lantern
    * Torch
    * Binoculars
    * Camera
    * Electrostatic Detector


  • Almost all weapon animations from the list above have been slightly altered to better fit John’s animations (Arthur’s stay the same).

  • The “run deceleration” animations no longer trigger while walking. Example

  • The “180 turn around” animations now trigger properly on stairs.

  • NPC John now uses his beta aiming/dodging/firing animations while in combat.


  • Characters now react to foliage and doors while crouching.

  • Characters now react to right and left slopes while crouching.

  • Slightly altered the “blizzard” running animation, the right arm should move more naturally.

  • Made some subtle adjustments to a few chore animations.
    - Made the water bucket chore animations look less stiff.
    - Slightly tweaked the pitchfork walking animation, characters should move their arms more naturally.
    - There’s no longer exaggerated facial animations when carrying around hay bales.


  • Restored missing deep water idle animations. Example

  • Restored missing sound effects when skinning a “Collared Peccary Pig/Javelina”.

  • Restored Micah’s “hands on holsters” animation while walking in specific missions.


  • Restored Javier’s handgun idle animation, alongside the “combat” mode variant.

  • Restored Sadie’s handgun idle animation, alongside the “combat” mode variant.

  • Restored “subtle” idle animations meant for shortarms, longarms and in-doors.

  • Restored a few beta idle animations for Arthur and John.


  • Restored fancy idle animations meant for “The Gilded Cage”, which correspond to the following characters:
    * Arthur
    * Dutch
    * Bill


  • Restored all unique “firing gun” facial animations for gang members, such as:
    * Abigail
    * Bill
    * Charles
    * Dutch
    * Hosea
    * John
    * Micah
    * Uncle


  • Improved the moveset of various gang members, such as:
    * Micah
    * Bill
    * Hosea
    * Dutch
    * Sadie
    * Pearson
    * Sean
    * Kieran
    * Javier
    * Jack (Kid)
    * Jack (Teen)


  • Fixed Arthur’s constant “poker face” when roaming around camp before starting Trelawny’s “Friends in Very Low Places” mission.

  • Fixed weird inclination of the hat during the chopping wood chore/minigame before every swing.


  • ”Fixed” an issue that made Uncle beardless during the “An Honest Mistake” mission.
    - I also made a couple of very subtle additions and QoL changes to this mission, can you figure out what they are?

  • Fixed an issue that made Charles Châtenay’s right arm desync and not follow his own walking speed towards the end of “The Artist’s Way - IV”.
    - Here’s an example of said issue.

And a few other changes that are not really worth mentioning in here.



An overview of things included in the optional file ”Extended Weapon Animations”.

  • The “gestural” gun holstering animations have been removed and replaced for the normal ones.
    - Essentially doing what Holstering Animation does.

  • John’s beta aiming animations have been restored.
    - And gave him the “generic” crouch aiming animations as well.

  • John has been given unique/beta gun holding animations for shortarms and longarms.

  • These new animations react to all kinds of environments and situations, such as:
    * Combat
    * Stealth
    * Carrying Peds/Large Animals
    * Deep Waters
    * Stairs
    * Foliage
    * Injured/Low Health
    * Ice
    * Slopes
    * Landings

A lot of effort and time has gone into ensuring these new/beta animations work properly (… most of the time).



An overview of things included in the optional file ”RDR 1 Animations”.

  • John has been given the generic idle animations to closely resemble RDR 1’s.

  • John’s walking animation has been changed to something that resembles RDR 1’s. Example
    - This animation was achieved by combining 3 different walking animations.

  • John’s jogging animation has been slightly altered to resemble RDR 1’s
    - His right hand is slightly open and his arms swing differently.

  • John’s sprinting animation has been moderately tweaked to resemble RDR 1’s.
    - This was done by using the actual RDR 1 sprint animation as an upper body overlay.

  • John now holds rifles pointing downwards.

    This change can only be seen with the “Extended Weapon Animations” optional file installed.


  • John now uses the beta “generic” combat animations. Example
    - These animations were planned to be used in the “main file” version, but due to a couple of unfixable issues, they were made exclusive to this file…

  • John’s hip fire rifle animation has been changed for the “underfire” variant, which closely resembles RDR 1’s.
    - This change can only be seen with the “Extended Weapon Animations” optional file installed.

  • John’s facial animations are now more “serious” looking.

If I was able to edit and make my own animations, I’d probably do a better job at recreating the RDR 1 animations… hopefully these changes are good enough.


First, you must have “ScriptHookRDR2” and “Lenny’s Mod Loader“ installed for this mod to work.

Once installed, simply drag the “lml” folder directly into your game’s directory and you should be done.
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It’s the same process for installing optional files, replace everything when it asks you to.


This mod restores unused vomiting sound effects for both Arthur and John.

This mod fixes the stiffness of corn sacks.

This adds “Nuevo Paraíso” to the game’s minimap.