Step 1.) Make sure you have Notepad++. You CAN just use Windows' built in Notepad app, but it's almost impossible due to the limited searching tools. Open the weapons.ymt file with Notepad++.
Step 2.) CTRL + F and find "WEAPON_PISTOL_MAUSER". (Use the Find All in Current Document option rather than just simply the Find Next tool. The former allows you to just double click from the list and find what you need much faster.) The one in this picture where "CWeaponInfo" is above. NOT the one with "CSectionedReloadInfo" above it.
Step 3.) At this point, don't CTRL + F anymore because it will jump you past what you need to find. Slowly scroll past all the ammo types and you'll find the clip size capacity value.
Change it to whatever you like. Make sure you change both Size Value= & BulletsPerAnimLoop value= and ensure they are the same number.
If you are just simply customizing the clip size capacity of my mod, skip straight to Step 5.). If you are merging with another mod's weapons.ymt file, continue through Step 4.).
Step 4.) Quickly scroll down looking for WeaponFlags (You will scroll past some camera stuff, then finally grips and sights). Slow down when you start seeing sights because immediately after that are the WeaponFlags.
Scroll right across the single line list of WeaponFlags until you find these 2:
Delete both of them while ensuring you leave just one single space between 0x6F3B1D01 and NoLeftHandIK.
Step 5.) CTRL + F again, click Find All in Current Document. Search Mauser again and find "WEAPON_PISTOL_MAUSER_DRUNK". Again, with "CWeaponInfo" above it.
We change these values as well so that the Mauser still has 15-rounds (or whatever you put in there) in the clip even if you're drunk. REPEAT Step 3.) ONLY, you don't need to remove the 2 things from WeaponFlags again for some reason, it'll still fire full-auto without removing those 2 again in this DRUNK section.
Sorry this is unrelated to your Mod, But I was wondering if you know a Tweak that Disables (Or drastically Reduces) the Weapon / Muzzle Smoke? I've looked in "WeaponComponents.meta" and I though that the "VFX Opacity" might have been the Line But I'm not Noticing any difference.
Sorry for pestering you I just thought perhaps you would have an idea due to this Mod.
Great mod idea, I'll have to edit the whyem+ typewriter weapons to make it happen Id rather like this mod to be present on Billy Midnights mauser instead, so my questions are - as i have to make same changes as yours in other weapon - would it work? The second one - havent found any "PISTOL_MAUSER_MIDNIGHT" Weapon in the ymt, but apart from calloways revolver there arent any other gunslingers weapon per name either - Ive found "REVOLVER_CATTLEMAN_PIG" which should refer to Grangers revolver and "REVOLVER_CATTLEMAN_MEXICAN" again propably reffering to Flacos revolver But I've found "PISTOL_MAUSER_DRUNK" - as in game aswell as on the net Billy Midnight is being called "the drunk gunslinger" - is it possible its his model as no other mauser pistol is present in the ymt file? (Apart for the coded ones)
Thanks again for this cool mod and sorry for the long post!
Found it, WEAPON_PISTOL_MAUSER_DRUNK is Billy Midnight's pistol, so modifying stats only on Midnight's mauser (WEAPON_PISTOL_MAUSER_DRUNK) makes the weapon a full auto with 15 clip size - which is preffered by me as this is a single pistol present in the game and it's in midnight's hands - but the regular mauser (WEAPON_PISTOL_MAUSER) to remain semiauto, which is handy, cuz there is a chance you can stumble across an npc with a fullauto mauser. Instead
thats so funny, the "drunk" name modifier confused me as i didnt see any other weapons with that tag. i thought it just controlled how u handled ur weapon when drunk, but it being Midnights pistol makes sense now!
Of all of the Weapon mods that I've tried for Red Dead 2 none of them ever really feel right when Using them (in terms of Animation) Even the Automatic M18911 Mod Looks really wonky when Firing the Gun. But When Using this Mod, the Animations are so good you'd think it was in the Game as Default.
If you ever get around to Making new Weapon Mods (Modern or whatnot) I think you'd steal the show! Thanks mate!:)
Thanks for taking the time to leave your nice comment. work has been insanely stressful so logging into for the first time after a while and seeing this made my night! i also love how seamless it is, i wish i could take more credit with the animations but it was really just me in the game files for a couple hours looking for the right values and trial and error tweaking till i found what felt best. i wish i was smarter with mods or game design, lots of things i want to do. maybe someday, ill hopefully never stop playing my favorite game! especially with all the amazing mods people drop weekly. have a good one man
This mod is not really lore friendly you shouldve added the real one instead, its called Mauser C96 M712 its not lore friendly either since its from the 1930's but atleast it comes with a large magazine.
85 comments
Step 2.) CTRL + F and find "WEAPON_PISTOL_MAUSER". (Use the Find All in Current Document option rather than just simply the Find Next tool. The former allows you to just double click from the list and find what you need much faster.) The one in this picture where "CWeaponInfo" is above. NOT the one with "CSectionedReloadInfo" above it.
Step 3.) At this point, don't CTRL + F anymore because it will jump you past what you need to find. Slowly scroll past all the ammo types and you'll find the clip size capacity value.
Change it to whatever you like. Make sure you change both Size Value= & BulletsPerAnimLoop value= and ensure they are the same number.
If you are just simply customizing the clip size capacity of my mod, skip straight to Step 5.). If you are merging with another mod's weapons.ymt file, continue through Step 4.).
Step 4.) Quickly scroll down looking for WeaponFlags (You will scroll past some camera stuff, then finally grips and sights). Slow down when you start seeing sights because immediately after that are the WeaponFlags.
Scroll right across the single line list of WeaponFlags until you find these 2:
Delete both of them while ensuring you leave just one single space between 0x6F3B1D01 and NoLeftHandIK.
Step 5.) CTRL + F again, click Find All in Current Document. Search Mauser again and find "WEAPON_PISTOL_MAUSER_DRUNK". Again, with "CWeaponInfo" above it.
We change these values as well so that the Mauser still has 15-rounds (or whatever you put in there) in the clip even if you're drunk.
REPEAT Step 3.) ONLY, you don't need to remove the 2 things from WeaponFlags again for some reason, it'll still fire full-auto without removing those 2 again in this DRUNK section.
That's it! Thanks for downloading my mod, enjoy!
Sorry this is unrelated to your Mod, But I was wondering if you know a Tweak that Disables (Or drastically Reduces) the Weapon / Muzzle Smoke?
I've looked in "WeaponComponents.meta" and I though that the "VFX Opacity" might have been the Line But I'm not Noticing any difference.
Sorry for pestering you I just thought perhaps you would have an idea due to this Mod.
Thanks :)
Id rather like this mod to be present on Billy Midnights mauser instead, so my questions are - as i have to make same changes as yours in other weapon - would it work?
The second one - havent found any "PISTOL_MAUSER_MIDNIGHT" Weapon in the ymt, but apart from calloways revolver there arent any other gunslingers weapon per name either -
Ive found "REVOLVER_CATTLEMAN_PIG" which should refer to Grangers revolver
and "REVOLVER_CATTLEMAN_MEXICAN" again propably reffering to Flacos revolver
But I've found "PISTOL_MAUSER_DRUNK" - as in game aswell as on the net Billy Midnight is being called "the drunk gunslinger" - is it possible its his model as no other mauser pistol is present in the ymt file? (Apart for the coded ones)
Thanks again for this cool mod and sorry for the long post!
so modifying stats only on Midnight's mauser (WEAPON_PISTOL_MAUSER_DRUNK) makes the weapon a full auto with 15 clip size - which is preffered by me as this is a single pistol present in the game and it's in midnight's hands - but the regular mauser (WEAPON_PISTOL_MAUSER) to remain semiauto, which is handy, cuz there is a chance you can stumble across an npc with a fullauto mauser. Instead
Of all of the Weapon mods that I've tried for Red Dead 2 none of them ever really feel right when Using them (in terms of Animation)
Even the Automatic M18911 Mod Looks really wonky when Firing the Gun. But When Using this Mod, the Animations are so good you'd think it was in the Game as Default.
If you ever get around to Making new Weapon Mods (Modern or whatnot) I think you'd steal the show!
Thanks mate!:)
Sorry!