”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.
Version 2.5.1-weapons
Fixed an issue where John would revert back to the vanilla gun holding animations while not looking at him.
– Example: https://imgur.com/a/lod-animations-oprTcJa
Added an extra file called “motiontypes_alt.ymt”, this is for those that only want the beta rifle gun holding animations for John.
Added an extra file called “motiontypes_arthur.ymt”, this is for those that want John’s beta handgun holding animations on Arthur.
Version 2.5.1-rdr1
Same changes as the base version.
Version 2.5.1-base
Cleaned up the “install.xml” files a bit.
Fixed an issue with Pearson’s neck being way too far back in his walking and running animations.
– Example: https://imgur.com/a/pearson-LcTWG0n
Fixed an issue that made cigars lit immediately after picking them up.
Fixed an issue where Bill would revert back to the vanilla gun holding animations while not looking at him.
– Example: https://imgur.com/a/lod-animations-oprTcJa
Fixed an issue where Arthur’s off-hand shortarm (dual) would float around his hand while critically injured.
Version 2.5-weapons
All handgun and rifle animations have been completely overhauled for John.
– They now react to all kind of environments and situations, such as walking on ice, slopes, stairs, foliage, having low health and landing from different heights.
John’s handgun aiming animations (such as transitions, full-body pose and the arm’s position) have been improved significantly.
John now has new handgun aiming animations while crouching.
Fixed a problem that made NPC John not shoot his guns while sprinting.
Fixed a problem when trying to turn while aiming with a controller as John.
Version 2.5-rdr1
John now holds rifles pointing downwards.
– This change can only be seen with the “Extended Weapon Animations” optional file installed.
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 now uses the beta “generic” combat animations.
– 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 facial animations are now more “serious” looking.
Subtle changes have been made to John’s upper body walking animation.
Subtle improvements have been made to John’s upper body sprinting animation.
Even more subtle improvements have been made to John’s upper body jogging animation.
Version 2.5-base
You’re now able to properly reload your guns while playing as NPCs, among some other improvements.
John’s upper body animations, from idle to sprinting, have been improved, made less stiff and more reactive (meaning, they now react to drifts, swerves, slopes, etc…)
John’s upper body sprinting animation should resemble his vanilla counterpart more, if not, better.
John’s animations no longer switch to Arthur’s when stepping on all kinds of terrain types.
John’s crouching animations have been made more unique.
John’s facial animations have been improved, now with more unique animations.
John’s back has been made straighter in his idle animation.
John’s “casual” idle animation has been improved and no longer makes John slide backwards during the transition.
John now has a new “casual” walking animation.
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.
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.
Arthur/John now sprint accordingly 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.
Arthur now can keep his rifles above water with a scope installed as well.
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 issue of mine which made the foliage animations play while standing still.
Fixed an oversight of mine which prevented every “fidget” idle animation from playing as Arthur.
Fixed an oversight of mine which prevented the “turn around” animations from playing while on snow and crouching.
Fixed an oversight of mine which prevented the left and right slope animations from playing. (my bad :’p)
Fixed an oversight of mine that prevented the “low health” core animations from playing in “combat” mode for John.
Fixed an oversight of mine that prevented John from playing the “panic” animations when alligators are near through the deep waters of the swamp.
Fixed an oversight of mine that prevented John from playing the “fidget” idle animations while roaming around the deep waters of the swamp.
Fixen an oversight of mine which prevented some “fidget” idle animations from playing as John, such as:
* INSECTS (This one was actually a vanilla issue)
* SUNNY_HOT (Fixed a few broken ones as well, this also goes for Arthur)
* EAGLE_EYE_SEARCHING
* CAUTIOUS_MEDIUM_INTENSITY
* RAIN
* HEAVY_BODY_DROP (This also goes for Arthur)
* SMOKE
* SKINNING_SMALL_ANIMALS
* probably a few more, idk.
Fixed a vanilla oversight that prevented the left and right slope animations from playing while tired, low health, low dead-eye and a few other states.
Fixed a vanilla oversight that prevented “blizzard” animations from playing while using “eagle eye”.
Fixed a vanilla oversight which prevented “combat” animations from playing properly in rivers.
Fixed a vanilla oversight that prevented John from playing the proper facial animations when entering, exiting and calling for deluxe baths.
Fixed a vanilla oversight that made the “rain” animations play while in-doors as John.
”Fixed” a vanilla oversight that made Arthur/John walk normally while walking fast on ice.
Fixed weird animations when standing near fire while holding a rifle.
Fixed a issue of mine which made the old fortune teller, Cassidy, unable to have facial expressions.
Fixed the “floating cigarette” issue that happens after fast travelling on train and Arthur/John is seen standing up smoking a cigarette.
Fixed unfitting facial expressions when standing and walking on stairs.
Fixed unfitting facial expressions that trigger after dismounting your horse, most notably in cold/hot environments.
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”
Fixed idle transitions while on snow during “combat” mode.
Removed unfitting idle transitions when going from “combat” to “stealth” and viceversa.
Added a subtle “deceleration” animation when transitioning from sprinting/jogging to walking while roaming around camp for both Arthur and John.
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_IDLE
* STEALTH_TO_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
* Molotov
* Dynamite
* Tomahawk
* 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.
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
* Sean
* Kieran
* Javier
* Jack (Kid)
* Jack (Teen)
And a few other fixes/improvements that are not worth mentioning in this changelog.
Version 2.5.c
John now holds rifles pointing downwards.
– This change can only be seen with the “Extended Weapon Animations” optional file installed.
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 now uses the beta “generic” combat animations.
– 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 facial animations are now more “serious” looking.
Subtle changes have been made to John’s upper body walking animation.
Subtle improvements have been made to John’s upper body sprinting animation.
Even more subtle improvements have been made to John’s upper body jogging animation.
Version 2.5.b
All handgun and rifle animations have been completely overhauled for John.
– They now react to all kind of environments and situations, such as walking on ice, slopes, stairs, foliage, having low health and landing from different heights.
John’s handgun aiming animations (such as transitions, full-body pose and the arm’s position) have been improved significantly.
John now has new handgun aiming animations while crouching.
Fixed a problem that made NPC John not shoot his guns while sprinting.
Fixed a problem when trying to turn while aiming with a controller as John.
Version 2.5.a
You’re now able to properly reload your guns while playing as NPCs, among some other improvements.
John’s upper body animations, from idle to sprinting, have been improved, made less stiff and more reactive (meaning, they now react to drifts, swerves, slopes, etc…)
John’s upper body sprinting animation should resemble his vanilla counterpart more, if not, better.
John’s animations no longer switch to Arthur’s when stepping on all kinds of terrain types.
John’s crouching animations have been made more unique.
John’s facial animations have been improved, now with more unique animations.
John’s back has been made straighter in his idle animation.
John’s “casual” idle animation has been improved and no longer makes John slide backwards during the transition.
John now has a new “casual” walking animation.
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.
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.
Arthur/John now sprint accordingly 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.
Arthur now can keep his rifles above water with a scope installed as well.
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 issue of mine which made the foliage animations play while standing still.
Fixed an oversight of mine which prevented every “fidget” idle animation from playing as Arthur.
Fixed an oversight of mine which prevented the “turn around” animations from playing while on snow and crouching.
Fixed an oversight of mine which prevented the left and right slope animations from playing. (my bad :’p)
Fixed an oversight of mine that prevented the “low health” core animations from playing in “combat” mode for John.
Fixed an oversight of mine that prevented John from playing the “panic” animations when alligators are near through the deep waters of the swamp.
Fixed an oversight of mine that prevented John from playing the “fidget” idle animations while roaming around the deep waters of the swamp.
Fixen an oversight of mine which prevented some “fidget” idle animations from playing as John, such as:
* INSECTS (This one was actually a vanilla issue)
* SUNNY_HOT (Fixed a few broken ones as well, this also goes for Arthur)
* EAGLE_EYE_SEARCHING
* CAUTIOUS_MEDIUM_INTENSITY
* RAIN
* HEAVY_BODY_DROP (This also goes for Arthur)
* SMOKE
* SKINNING_SMALL_ANIMALS
* probably a few more, idk.
Fixed a vanilla oversight that prevented the left and right slope animations from playing while tired, low health, low dead-eye and a few other states.
Fixed a vanilla oversight that prevented “blizzard” animations from playing while using “eagle eye”.
Fixed a vanilla oversight which prevented “combat” animations from playing properly in rivers.
Fixed a vanilla oversight that prevented John from playing the proper facial animations when entering, exiting and calling for deluxe baths.
Fixed a vanilla oversight that made the “rain” animations play while in-doors as John.
”Fixed” a vanilla oversight that made Arthur/John walk normally while walking fast on ice.
Fixed weird animations when standing near fire while holding a rifle.
Fixed a issue of mine which made the old fortune teller, Cassidy, unable to have facial expressions.
Fixed the “floating cigarette” issue that happens after fast travelling on train and Arthur/John is seen standing up smoking a cigarette.
Fixed unfitting facial expressions when standing and walking on stairs.
Fixed unfitting facial expressions that trigger after dismounting your horse, most notably in cold/hot environments.
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”
Fixed idle transitions while on snow during “combat” mode.
Removed unfitting idle transitions when going from “combat” to “stealth” and viceversa.
Added a subtle “deceleration” animation when transitioning from sprinting/jogging to walking while roaming around camp for both Arthur and John.
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_IDLE
* STEALTH_TO_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
* Molotov
* Dynamite
* Tomahawk
* 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.
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
* Sean
* Kieran
* Javier
* Jack (Kid)
* Jack (Teen)
And a few other fixes/improvements that are not worth mentioning in this changelog.
Each one of the terrain-based animations (snow, swamp, rivers, ice, etc…) have been either changed or altered to fit John’s current moveset.
– You can see little examples of it in the main GIF above.
– And this change took me fucking ages to finish, It’s insane the amount of animations each different terrain has.
Each one of the “situational” animations (combat, stealth, drunk, tired, etc…) have been either changed or altered to fit John’s current moveset.
– This one also took me forever…
John’s other miscellaneous animations have been altered as well (like starting a sprint, drift, turn around, moving up and down slopes, etc…).
John’s sprinting animation has been improved by using a much better and faster animation as a base.
John’s idle animations have been altered (He doesn’t look like a crippled old man anymore… sort of).
John moves like himself in Beecher’s Hope.
John sprints like himself in first person.
John’s crouch animations have been altered (Just a little bit).
John’s tired running/jogging animation has been altered to make the movement look more natural.
John now has his own relaxed animation in Beecher’s Hope, before, It would use Arthur’s.
Stair animations have been altered to fit John’s moveset.
Animations for going through bushes have been changed to fit John’s moveset.
– And it’s more consistent now. Before, these animations had a chance to not even trigger at all.
John now reacts going through bushes while crouching.
– Unfortunately, this change only affects John due to current “file size” limitations.
John’s stand up from a crouch animation has been changed to make it transition better into his idle animation.
John has proper idle variations now.
John’s cautious walk animation has been restored.
– Cautious mode can be triggered when stepping into the serial killer clues, not really sure where else this mood can be triggered, if you catch any other instances in which John/Arthur are cautious, please, let me know.
Most of these changes affect NPC John as well.
I believe there’s still more changes that are missing from this list. I, unfortunately, was intelligent enough to not write down any of the changes as I was developing the mod, so I’m doing these lists by memory. 🙂
You can always check the changelog for other important changes if you want to.
Each one of the 4 “main” weapon animations (handguns, dual wields, rifles and shotguns) have been completely redone.
– The changes include idle, walking, running and sprinting animations.
– It took me years to make them look “right”.
Each one of the “situational” weapon animations (combat, stealth, drunk, tired, etc…) have been completely redone as well.
– Even more years… I have no life.
All of the new animations have been improved and tested to work on all kind of environments.
The new handgun animations now show up when holding a lantern.
-This… Was a lot harder than you might think…
Fixed an oversight that made John not rise his rifle above water when a scope is installed.
– Unfortunately, this change only affects John due to current “file size” limitations.
Fixed some weird problems with shotguns when moving through deep water.
I accidentally made brand new First Person animations when sprinting through deep water with all 4 main weapon types.
– This also only affects John due to the same “file size limitation” reason.
Changed the handgun aiming animations for the beta ones.
And probably some more, but my dumb little brain can’t remember them all. Also, pretend this list is amazing, packed with changes and is ten pages long.
For those interested, I used the Rifle Holster mod to invert the rifle in the back for this comparison.
Changed the idle animation for something that’s similar to the first game.
– A lot of effort was put into making as many smooth transitions as possible for the new idle animation.
Substancial changes have been made to the RDR 1 walk from previous versions to make it closer to the first game:
– Reduced the head bobbing dramatically.
– He doesn’t move around as much anymore.
– His walk now transfers throughout all walking variations (stairs, walking up and down slopes, etc…)
Altered his running/jogging animation to make it more similar to the first game:
– The arms now swing slightly more to the sides.
– Opened up the right hand.
I took THE RDR 1 sprinting animation that Rockstar used for testing purposes and layered it on top of John’s sprinting animation.
– It ain’t perfect, but this is as close as we can get without editing the core animations themselves.
Also, I wanted to thank Beacon374 for taking the time to record some RDR 1 footage for me, he’s a real one.
Just like any mod out there, this one comes with a few issues:
There’s a chance that all 4 “main” weapon animations might break after walking/running/sprinting for a while.
– I’m clueless as to why this happens and it’s been driving me insane for the last few weeks, this is one of the main reasons why it took me so long to release the update.
Some transitions with the new weapon animations might look a little off (like opening doors) and sadly, there’s nothing I can do about it… For now.
The new RDR 1 walking animation is stiff af.
The new aiming animations can be a bit broken sometimes.
If you run into an obstacle at a very specific angle and timing, you’d be able to desync the upper body animation, making John look like a monkey circus performer.
– The workaround is to literally do anything that makes the animation change, like jumping, stoping, unholstering your gun, etc…
Some of the new moveset animations might look a little off in some places (like running into the yellow poison in that one cave in Roanoke Ridge).
– Thankfully, unlike the weapon animations, they are few and far between.
There’s also a chance that I somehow made some obscure animations not appear at all. So far, I haven’t seen anything out of the ordinary, but if you notice some animations missing because of this mod, please, let me know.
– If I don’t see any reports of missing animations in the upcoming months, I’ll delete this last point.
I tried really really hard in making sure this update comes out bugless, but sadly, there are some things that are outside of my control and I can’t do anything about it. Hopefully all of these issues can be fixed in the future.
Instalation:
First of all, make sure you have already installed Lenny’s Mod Loader and ScripthookRDR2 in order for this mod to work
Once you got everything installed, follow up the next steps:
Download the Main File “Extended John Marston Animations”
Once downloaded, extract the “lml” folder into your game’s directory.
And with that, you’re done!
It can’t be more simple than that. After this, you’re able to download and install the other optional files if you so desire.
Credits:
iAbokai
Download mod
File | File size |
---|---|
Extended Player Animations-2-5-1-base | 3 MB |
RDR 1 Animations-2-5-1-rdr1 | 595 KB |
Extended Weapon Animations-2-5-1-weapons | 2 MB |
RDR 1 Animations-2-5-c | 595 KB |
Extended Weapon Animations-2-5-b | 1 MB |
Extended Player Animations-2-5-a | 3 MB |
Extended John Marston Animations-2-0 | 2 MB |
Extended Weapon Animations-2-0 | 661 KB |
RDR 1 Animations-2-0 | 507 KB |