RDR2 - Arthur Morgan - Beastmancer

RDR2 – Arthur Morgan – Beastmancer

Dead Ascension … Arthur has been satiated with the ability to summon families, and bring the fallen animals back from death. Once you summon these creatures under the leadership of Arthur. These abilities cost Arthur some of his dead. You will need all the help you can get, as Arthur is cursed. Any human who kills him will rise from behind the grave.

Around
Dead height …
Arthur was satiated with the ability to summon * parents * and bring the fallen animals back from death. Once you summon these creatures under the leadership of Arthur. These abilities cost Arthur some of his dead.

Ask them to follow you, move to a location, or even fight next to you. Be careful though, as the re-raised animals have a short life span, and you do not want to stand near them when they die again. Once they die, they will release their energy to you.

You will need all the help you can get, as Arthur is cursed. Any human who kills him will rise from behind the grave. Once the enemy gets up, it gets tougher than ever and won’t be happy with you. However, they are particularly vulnerable to fire and water. After the enemy is killed again, they will die forever.

Installations:
If you haven’t already, create directory scripts in the RDR2 installation folder. Copy “Beastmancer.dll” and “Beastmancer.ini” to the “Scripts” folder.

Play:

You call the parents
Press and hold the “beep” button. After a few seconds, if you have enough deaths, each * familiar * specified in ini fill will be called.

Animal revival
Shoot (with a weapon) an animal on the ground, and press the “Sentinel” button. If you have enough deadeye, the creature will be revived.

Issuing orders
To drive an individual animal, aim them (with a weapon) and press “Keeper” to choose that animal. Then target another site and hit Guard again. If you target a human enemy or animal when you hit it, it will attack. If you target the earth, the animal will move to this location.

Requesting the undead animal to attack will cause them to run to the target and explode. A familiar request to attack will naturally attack the target.

If you have already called up or raised an animal, whistle again to ask it to follow you. Press the guard button (without aiming at anything) to issue the command to attack any enemies in the vicinity.

Undead enemies
If Arthur kills a human being, he will rise from the dead.

** Note **: The time it takes to get out of death depends on whether it was collected * by the Ministry of Defense. The Department of Defense will collect all nearby humans in a specified time period (defined by “collect_peds” in INI). Until a person is collected by the Ministry of Defense, they will not rise. Also, a person must have been originally killed by Arthur, not one of your animal friends.

These living enemies are much healthier than usual. The head scams will do the trick, as will shoot or entice them into the water (even the small ponds).

INI file
* Families * are defined in the “ini” file. To change and rename it, follow the example provided. Create a section for each Familiar, and add each Familiar Name to the “Allies” value within Global, separated by a comma.[global] The Allies = Artemis, Teddy

…[Artemis] Name = Artemis
Model = A_C_Cougar_01
Speed ​​multiplier = 10[Teddy] name = teddy
Model = A_C_BearBlack_01
Speed ​​multiplier = 8

Hopefully the other options in the .ini file will be self-explanatory. ** NOT ** I recommend changing the “collect_peds” value. This specifies a time interval for the model to collect all the animals and humans around it (which modification uses to track living enemies). It appears to crash the game if it is too short.

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