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John Marston's Hair


ThomasTrain777
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Edward RDRIII
4 hours ago, stag3coach2 said:

The bad guys won, at least PC players can enjoy John Marston as was originally intended before Rockstar broke down. We the poor guys are stuck with el Creaturo Marstono for ever and ever.

 

pw56zr46llf51.jpg

If Rockstar just add his original hair model and its original dark brown color, it will be good enough for me.

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4 hours ago, Dudu RDRII said:

If Rockstar just add his original hair model and its original dark brown color, it will be good enough for me.

To be fair is more probable that they update the body shape to the beta one than to put the original hait so they don't mess with the hair system following the 0 effort policy that the last 3 years Rockstar has been following religiously. And the probability of that is 0, so...

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Edward RDRIII
1 hour ago, stag3coach2 said:

To be fair is more probable that they update the body shape to the beta one than to put the original hait so they don't mess with the hair system following the 0 effort policy that the last 3 years Rockstar has been following religiously. And the probability of that is 0, so...

They could AT LEAST change his hair color to dark brown, it's the most annoying issue in my opinion, sometimes it's so easy to spot the difference between his hair and his beard colors.

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It's amazing to me how Rockstar thinks it's so much effort and work to get the protagonists body and hair right. This should've been fixed within the first week of the game launch, it shouldn't even have been an issue at all

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22 minutes ago, Dudu RDRII said:

They could AT LEAST change his hair color to dark brown, it's the most annoying issue in my opinion, sometimes it's so easy to spot the difference between his hair and his beard colors.

They don't give a sh*t, all the talented people left a long time ago. They are probably trying to figure out how to release GTA6 now that the alma mater of the company is gone and can't put their sh*t together.

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On 11/27/2021 at 9:02 AM, cp1dell said:

@RAMS8 If I remember correctly, it was mentioned a couple times in this thread, you can't force hair models with the save editor. I know you're talking about the game's regular hair that is accessible without mods, but assuming you're early on in the epilogue there's a script that forces John's hair to be short until a certain point. You'll just have to grow it to level seven yourself.

Yeah he has level 7 hair already. I thought I could replace level 7 right parted with John’s NPC hair. 

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6 hours ago, RAMS8 said:

Yeah he has level 7 hair already. I thought I could replace level 7 right parted with John’s NPC hair. 

Yeah you can't do that either with a save editor.

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  • 4 months later...

EDIT: There are some updates/extra notes to this guide that I have posted here pertaining to removing John's facial hair (so he doesn't have a large beard at the start of The Wheel) and how to use the actual NPC John hair model without causing clipping issues with hats.

 

I know @xuru has been asking for this for a while, and I'm sure some others are curious as well. I am also big on documentation because I believe the more people know how to edit files, and the more people dig around themselves and share what they find, the better for mods and the modding community as a whole. I'm busy with my other hobbies so I haven't had much time to mod or play RDR2, but here we go.

 

A while back I made a post about how I edited the shop_items.ymt file to give John his 1899 hair, and remove the beard, right from the start of The Wheel--as seen in the mission preview/replay screen. I provided a download link of the edited file that was based on the current version of the JMRP. Obviously there have been some updates since then, and the file is a little outdated if you're interested in whatever changes/updates have been made since then. So I'm going to walk you through how to edit the shop_items.ymt yourself, so you can make these same changes. I'll be using the game's default shop_items.ymt for this. But once you understand the file, and what is what, you can modify the already edited shop_items.ymt that comes with the JMRP if you prefer the extra stuff provided in the mod's version.

 

First thing's first, lets start OpenIV and extract the default shop_items.ymt. It's located in /update_4.rpf/x64/packs/base/data

Right-click it and export it as an .XML to your desktop, and open it in Notepad.

d4nPXoO.png

 

First thing's first, there's a couple extra things you need to remove from the file or else the game will crash when attempting to load it. That is

<UNK_TYPE_0xE3C1F165>

and

</UNK_TYPE_0xE3C1F165>

They are located at the top and bottom of the file. Simply edit them and remove UNK_TYPE so they become

<0xE3C1F165>
</0xE3C1F165>

 

Also, the first time you save your shop_items.ymt, you'll need to "Save As..."

And change the filename from "shop_items_ymt" to "shop_items.ymt"

And also changing the "Save type as" to "All files."

JSYVUWM.png

 

Now, lets go over some notes I've taken down during my investigation. Special thanks to the guys at RDR2Mods and their hash generator, and clothes database.

There are two things going on in shop_items.ymt. One controls hair, facial hair, clothing etc. for Arthur, the other duplicate sections are for John. Obviously we don't want to change any hair models or anything for Arthur, so we want John's section. For starters, we want John to have his 1899 hair in The Wheel. Meaning we need to edit his "Left Parted" hairstyles. That portion is located under "0x834F7AE9"

So go ahead and find (Ctrl+F) that inside your shop_items.ymt.

6Hcu73p.png

These are the properties for John's hair ranging from Level 1 to Level 7. What we want to pay attention to is what model is used for each level of hair growth. You can see yourself how the models' names begin with "PLAYER_ZERO," clearly indicating that John just uses a recolored model of Arthur's hair models. Now, if I remember correctly when starting The Wheel, John starts with a level two left-part. So lets take a look at this section:

        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0xC003685E</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_ZERO_HAIR_S02_L04_P0</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>

Lets break down the model name and what everything means. These models can be found in /packs_1.rpf/packs/base/models/metapeds_player.rpf\ by the way.

PLAYER_ZERO_HAIR_S02_L04_P0

S02 is the style. In this case Left-Parted.

L04 is the length. Don't ask me why left-parted's model lengths range from L03 to L09 instead of something like L01 to L07. Maybe someone smarter than me can answer that.

P0 is whether it's the pomade version of the hair or not. In this case, it's the regular, non-pomade model. The pomaded version would be P1.

 

So we want to replace all of John's non-pomaded, left-parted hair lengths, with the 1899 hair model. Which by the way, its' hash (the one JMRP uses) is 0xFD9BA0D7. Technically, it isn't the 1899 hair model, since that has clipping issues with non-tilted hats. But it's a Del Lobo hair model that is very, very similar to John's 1899 hair.

So go ahead and replace all the model entries from "PLAYER_ZERO_HAIR_S02_L04_P0" to "PLAYER_ZERO_HAIR_S02_L09_P0" with 0xFD9BA0D7.

x4pJD29.png Kw8bGNI.png

Go ahead and save, and there you have it! John's left-parted lengths from two through seven, replaced with his 1899 hair. Meaning from the very start of The Wheel, he will have his 1899 hair.

 

Now, if you're someone who is very strict about detail, and wants hair growth to be functional for John, you can do this instead of the above instructions.

As pointed out by others, John's canon hair is actually a right-part. Lets say you also want his other hair lengths, but you want the max (7/7) to be his 1899 hair, 'cause that just makes sense.

Instead of going to John's left-parted section in shop_items.ymt, go to his right-parted section. That's 0xB920F6EF

Scroll down and find the right-parted max length model, that is "PLAYER_ZERO_HAIR_S01_L09_P0" and simply replace it with the 1899 hair hash: "0xFD9BA0D7"

There you have it. John will have his length two left-part from the start of The Wheel, but if you change his part to a right-part, and grow it out to the max length, you'll have his 1899 hair.

 

Now, I'm not going to write out detailed instructions for this section, because it works the same way as the above.

 

So, you want to also make sure John doesn't have a beard at the start of "The Wheel," as depicted in the mission replay screen, too? It's the same as replacing the hair model, except instead of replacing his facial hair with a different model, you're replacing it with a supposed "invisible model." Most models in OpenIV that have a size of 1kb will do. I use 0x3244EFFF. I've never noticed any issues, but if you do, go ahead and find a different "invisible" model and please, share it!

The other difference is, we need to replace the models for his different lengths of facial hair for his chin, chops, and mustache. There are other variations of each length, for their respective alternate styles, but we'll be focusing on the basic, un-styled version.

 

It works the same as my previous instructions. Find the portion for John's facial hair components. Those are:

John's Chin 0x4F585B0F
John's Chops 0x4FB035E3
John's Mustache 0x0CE2B7AE

 

John's chin hair models for example. In "The Wheel" he starts with a level four chin, chops, and mustache.

        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x7947D3BD</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_04</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>

Here is length four. Simply replace "PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_04," or even all of the chin model lengths, with your "invisible" model, in this case "0x3244EFFF"

It's the same process for the chops, and mustache sections. And if after any point after "Motherhood," you want John to be able to grow a beard, because you just wanted him to start "The Wheel" with no beard until you had access to shaving, simply don't change the models. The easiest way would be to make your 1899 hair changes, save that as your "with beard" version, and then make a "without beard" copy where you apply these changes to the chin, chops, and mustache models.

 

Hope this helps some people understand the shop_items.ymt a little bit more, and how to make their own changes to it.

 

Again, my instructions talk about extracting the .ymt from OpenIV, but that's if you're only concerned about just the 1899 hair and/or facial hair. If you want whatever other changes @GuiCORLEONEx794 made to shop_items.ymt, simply make these changes to his shop_items.ymt provided with the most recent/preferred version of JMRP.

Edited by cp1dell
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  • 3 months later...

An essential modification for John Marston has finally been made public, originally locked behind a $20 Patreon tier. I highly recommend giving it another go on your next playthrough, as it makes the transition to RDR1 far less jarring. 

 

https://www.nexusmods.com/reddeadredemption2/mods/1562?tab=description

 

Rockstar, hire fans.

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I'm using the mod which restores Marstons beta face and hair but there seems to be a small bug when using a hat. On the top right just below the hat some part of the hair is missing and it looks akward. Any fix to that? Can post a screenshot later. Only happens when you have a hat.

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24 minutes ago, Emmi said:

I'm using the mod which restores Marstons beta face and hair but there seems to be a small bug when using a hat. On the top right just below the hat some part of the hair is missing and it looks akward. Any fix to that? Can post a screenshot later. Only happens when you have a hat.

No, it can't be fixed.

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  • 3 months later...
On 4/13/2022 at 10:28 PM, cp1dell said:

I know @xuru has been asking for this for a while, and I'm sure some others are curious as well. I am also big on documentation because I believe the more people know how to edit files, and the more people dig around themselves and share what they find, the better for mods and the modding community as a whole. I'm busy with my other hobbies so I haven't had much time to mod or play RDR2, but here we go.

 

A while back I made a post about how I edited the shop_items.ymt file to give John his 1899 hair, and remove the beard, right from the start of The Wheel--as seen in the mission preview/replay screen. I provided a download link of the edited file that was based on the current version of the JMRP. Obviously there have been some updates since then, and the file is a little outdated if you're interested in whatever changes/updates have been made since then. So I'm going to walk you through how to edit the shop_items.ymt yourself, so you can make these same changes. I'll be using the game's default shop_items.ymt for this. But once you understand the file, and what is what, you can modify the already edited shop_items.ymt that comes with the JMRP if you prefer the extra stuff provided in the mod's version.

 

First thing's first, lets start OpenIV and extract the default shop_items.ymt. It's located in /update_4.rpf/x64/packs/base/data

Right-click it and export it as an .XML to your desktop, and open it in Notepad.

d4nPXoO.png

 

First thing's first, there's a couple extra things you need to remove from the file or else the game will crash when attempting to load it. That is

<UNK_TYPE_0xE3C1F165>

and

</UNK_TYPE_0xE3C1F165>

They are located at the top and bottom of the file. Simply edit them and remove UNK_TYPE so they become

<0xE3C1F165>
</0xE3C1F165>

 

Also, the first time you save your shop_items.ymt, you'll need to "Save As..."

And change the filename from "shop_items_ymt" to "shop_items.ymt"

And also changing the "Save type as" to "All files."

JSYVUWM.png

 

Now, lets go over some notes I've taken down during my investigation. Special thanks to the guys at RDR2Mods and their hash generator, and clothes database.

There are two things going on in shop_items.ymt. One controls hair, facial hair, clothing etc. for Arthur, the other duplicate sections are for John. Obviously we don't want to change any hair models or anything for Arthur, so we want John's section. For starters, we want John to have his 1899 hair in The Wheel. Meaning we need to edit his "Left Parted" hairstyles. That portion is located under "0x834F7AE9"

So go ahead and find (Ctrl+F) that inside your shop_items.ymt.

6Hcu73p.png

These are the properties for John's hair ranging from Level 1 to Level 7. What we want to pay attention to is what model is used for each level of hair growth. You can see yourself how the models' names begin with "PLAYER_ZERO," clearly indicating that John just uses a recolored model of Arthur's hair models. Now, if I remember correctly when starting The Wheel, John starts with a level two left-part. So lets take a look at this section:

        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0xC003685E</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_ZERO_HAIR_S02_L04_P0</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>

Lets break down the model name and what everything means. These models can be found in /packs_1.rpf/packs/base/models/metapeds_player.rpf\ by the way.

PLAYER_ZERO_HAIR_S02_L04_P0

S02 is the style. In this case Left-Parted.

L04 is the length. Don't ask me why left-parted's model lengths range from L03 to L09 instead of something like L01 to L07. Maybe someone smarter than me can answer that.

P0 is whether it's the pomade version of the hair or not. In this case, it's the regular, non-pomade model. The pomaded version would be P1.

 

So we want to replace all of John's non-pomaded, left-parted hair lengths, with the 1899 hair model. Which by the way, its' hash (the one JMRP uses) is 0xFD9BA0D7. Technically, it isn't the 1899 hair model, since that has clipping issues with non-tilted hats. But it's a Del Lobo hair model that is very, very similar to John's 1899 hair.

So go ahead and replace all the model entries from "PLAYER_ZERO_HAIR_S02_L04_P0" to "PLAYER_ZERO_HAIR_S02_L09_P0" with 0xFD9BA0D7.

x4pJD29.png Kw8bGNI.png

Go ahead and save, and there you have it! John's left-parted lengths from two through seven, replaced with his 1899 hair. Meaning from the very start of The Wheel, he will have his 1899 hair.

 

Now, if you're someone who is very strict about detail, and wants hair growth to be functional for John, you can do this instead of the above instructions.

As pointed out by others, John's canon hair is actually a right-part. Lets say you also want his other hair lengths, but you want the max (7/7) to be his 1899 hair, 'cause that just makes sense.

Instead of going to John's left-parted section in shop_items.ymt, go to his right-parted section. That's 0xB920F6EF

Scroll down and find the right-parted max length model, that is "PLAYER_ZERO_HAIR_S01_L09_P0" and simply replace it with the 1899 hair hash: "0xFD9BA0D7"

There you have it. John will have his length two left-part from the start of The Wheel, but if you change his part to a right-part, and grow it out to the max length, you'll have his 1899 hair.

 

Now, I'm not going to write out detailed instructions for this section, because it works the same way as the above.

 

So, you want to also make sure John doesn't have a beard at the start of "The Wheel," as depicted in the mission replay screen, too? It's the same as replacing the hair model, except instead of replacing his facial hair with a different model, you're replacing it with a supposed "invisible model." Most models in OpenIV that have a size of 1kb will do. I use 0x3244EFFF. I've never noticed any issues, but if you do, go ahead and find a different "invisible" model and please, share it!

The other difference is, we need to replace the models for his different lengths of facial hair for his chin, chops, and mustache. There are other variations of each length, for their respective alternate styles, but we'll be focusing on the basic, un-styled version.

 

It works the same as my previous instructions. Find the portion for John's facial hair components. Those are:

John's Chin 0x4F585B0F
John's Chops 0x4FB035E3
John's Mustache 0x0CE2B7AE

 

John's chin hair models for example. In "The Wheel" he starts with a level four chin, chops, and mustache.

        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x7947D3BD</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_04</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>

Here is length four. Simply replace "PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_04," or even all of the chin model lengths, with your "invisible" model, in this case "0x3244EFFF"

It's the same process for the chops, and mustache sections. And if after any point after "Motherhood," you want John to be able to grow a beard, because you just wanted him to start "The Wheel" with no beard until you had access to shaving, simply don't change the models. The easiest way would be to make your 1899 hair changes, save that as your "with beard" version, and then make a "without beard" copy where you apply these changes to the chin, chops, and mustache models.

 

Hope this helps some people understand the shop_items.ymt a little bit more, and how to make their own changes to it.

 

Again, my instructions talk about extracting the .ymt from OpenIV, but that's if you're only concerned about just the 1899 hair and/or facial hair. If you want whatever other changes @GuiCORLEONEx794 made to shop_items.ymt, simply make these changes to his shop_items.ymt provided with the most recent/preferred version of JMRP.

I have some new updates/notes I wanted to add on to this.

 

For one,  @xuru told me this a while ago and I forgot to edit it in, but the "invisible model" method to remove facial hair can cause issues. Because well, it's not really anything "invisible." It's a small sized model I assumed was nothing, but it's a small object that when used with this guide, would be attached on John's body. A better, alternative method to remove the facial hair, is by simply deleting it from shop_items.ymt. For instance, in the file find John's chin facial hair (0x4F585B0F) and go a couple lines up to the <Item> bracket, and delete everything from <Item> to the </Item> that follows the "Length 10" entry.


This is what you're deleting:

Spoiler

 

    <Item>
      <UNK_MEMBER_0xCDE429DD/>
      <name>0x4F585B0F</name>
      <UNK_MEMBER_0x86B901A9/>
      <UNK_MEMBER_0x7998A458>BEARDS_CHIN</UNK_MEMBER_0x7998A458>
      <UNK_MEMBER_0x39721B28>UISW_COTTON_000</UNK_MEMBER_0x39721B28>
      <UNK_MEMBER_0x1A6F303C>METAPED_TINT_COMBINED_LEATHER</UNK_MEMBER_0x1A6F303C>
      <UNK_MEMBER_0xD9E51949 value="196"/>
      <UNK_MEMBER_0xDFA524C9 value="76"/>
      <UNK_MEMBER_0x60B3A6E0 value="10"/>
      <UNK_MEMBER_0xA9973338>
        <Item>
          <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_02</UNK_MEMBER_0xC720CAAA>
          <UNK_MEMBER_0xC8D27281>BEARD_MR1_000_C0_005_AB</UNK_MEMBER_0xC8D27281>
          <normal>BEARD_MR1_000_C0_000_NM</normal>
          <UNK_MEMBER_0x7A84E7BF>BEARD_MR1_000_C0_000_M</UNK_MEMBER_0x7A84E7BF>
          <UNK_MEMBER_0x66771820>METAPED_TINT_HAIR</UNK_MEMBER_0x66771820>
          <UNK_MEMBER_0x48EA2F7E value="11"/>
          <UNK_MEMBER_0x368C8AC3 value="8"/>
          <UNK_MEMBER_0xB69E0AE8 value="13"/>
          <probability value="255"/>
        </Item>
      </UNK_MEMBER_0xA9973338>
      <UNK_MEMBER_0x409626E4>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0xA68AF260</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_03</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x7947D3BD</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_04</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x9B479F29</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_05</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x6E977C58</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_06</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x920F6A7A</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_07</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0xDB2884A3</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_08</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0xE13B7C97</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_09</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
        <Item>
          <UNK_MEMBER_0xCDE429DD/>
          <name>0x47214797</name>
          <UNK_MEMBER_0xA9973338>
            <Item>
              <UNK_MEMBER_0xC720CAAA>PLAYER_THREE_MS1_BEARD_SHV_CHIN_000_10</UNK_MEMBER_0xC720CAAA>
              <UNK_MEMBER_0xC8D27281/>
              <normal/>
              <UNK_MEMBER_0x7A84E7BF/>
              <UNK_MEMBER_0x66771820/>
              <UNK_MEMBER_0x48EA2F7E value="255"/>
              <UNK_MEMBER_0x368C8AC3 value="255"/>
              <UNK_MEMBER_0xB69E0AE8 value="255"/>
              <probability value="255"/>
            </Item>
          </UNK_MEMBER_0xA9973338>
          <UNK_MEMBER_0x0D2112FA/>
          <UNK_MEMBER_0x2FE021C3/>
        </Item>
      </UNK_MEMBER_0x409626E4>
      <UNK_MEMBER_0x0D2112FA/>
      <UNK_MEMBER_0x2FE021C3/>
    </Item>

 

It's the same idea for the chops (0x4FB035E3) and moustache (0x0CE2B7AE).

 

The other new development, is using NPC John's hair, instead of the Del Lobo hair that was "close enough." Before we "couldn't" use NPC John's hair because of the clipping issue it would cause with hats in the epilogue, where you could see the hair clipping through the top. This was because the model was made in mind with the hat tilt that NPC John uses. But now, we can use that hair model if we add the NPC expressions to player_three.ymt.

 

For starters, in shop_items.ymt, instead of using this

0xFD9BA0D7

for John's hair, use: CS_JOHNMARSTON_MS1_HAIR_000 (this is the hair model NPC John in chapters one through six uses)

 

Then, go into your player_three.ymt (assuming you have a modded version you're using to restore the beta head) and find every instance of <UNK_MEMBER_0x86CF602A/> (or <expressions/> if it's dehashed) and replace it with:

      <expressions>
        <Item>
          <id value="38169"/>
          <value value="-0.78800000"/>
        </Item>
        <Item>
          <id value="16009"/>
          <value value="0.04000000"/>
        </Item>
        <Item>
          <id value="63781"/>
          <value value="-0.02000000"/>
        </Item>
        <Item>
          <id value="9584"/>
          <value value="0.04000000"/>
        </Item>
        <Item>
          <id value="3437"/>
          <value value="-0.29700000"/>
        </Item>
        <Item>
          <id value="9586"/>
          <value value="-0.22600000"/>
        </Item>
      </expressions>

This will make it so John in the epilogue wears his hats tilted, just like in chapters one through six, meaning the hair model (CS_JOHNMARSTON_MS1_HAIR_000) will not clip through his hats in the epilogue.

 

I've noticed that the above expressions can cause the hair to slightly clip into John's head. Alternatively, you can remove one of the expression ids that controls the hat tilt to remedy this, and wear the hat regular, while still mitigating the hair clipping through the top of the hat. Giving a closer appearance to prerelease screens of John.
 

Simply exclude this from the above

        <Item>
          <id value="3437"/>
          <value value="-0.29700000"/>
        </Item>

 

Edited by cp1dell
  • Like 4
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  • 2 months later...

Sup guys. Might be a dumb question, but I've been checking this forum and other stuff, but have anyone tried save wizard to use Del Lobo's hair on John? Or it doesn't work like that? I don't own save wizard, so I can't really check myself. And what happens if you try to use John's hair hash? I've seen comments on youtube saying that the hash has been found, however it makes John bald. Does that happen on 1.00 version too? If anyone can explain this stuff to me I'll be very grateful, because despite my searches I still haven't found any explanation.

Edited by leer228
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  • 4 weeks later...

I won't ever stop asking Rockstar to fix John, they need to right that wrong.

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gnome child
1 hour ago, Drimes said:

I won't ever stop asking Rockstar to fix John, they need to right that wrong.

There is no John, just a malignant Arthur with a bottle of black hair dye :cringekek:

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  • 3 weeks later...
crazedZ10

I somehow have managed to give John Arthur’s bright blue eyes and can’t figure out how to revert it 

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  • 3 weeks later...
billiejoearmstrong8

Having now actually played the game I agree that John's hair just being Arthur's darker is annoyingly obvious after looking at Arthur's hair so much beforehand. However since I always wear a hat I can deal with it. Right parted level 6 length with pomade for greasiness is the best non modded way right? That's the best I've come up with. 

 

Is anyone else more annoyed by John's facial hair though? There's no way to have a real stubble look, It seems like level 2 is super short/almost clean shaven but level 3 is too long and more like an actual beard (which is accentuated by his hair being much darker than in RDR1). How do people do his facial hair for a close to RDR1 look?

Edited by billiejoearmstrong8
  • Like 1
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Cutter De Blanc

I just give him a Snidely Whiplash mustache and glitched haircut (by applying pomade while bald)

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22 hours ago, Cutter De Blanc said:

I just give him a Snidely Whiplash mustache and glitched haircut (by applying pomade while bald)

How does it look like?

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Cutter De Blanc
2 hours ago, kubon352 said:

How does it look like?

He looks like a right sh*tbag

jYXkOIc.jpg

 

I'm also on 1.00 so no Arthur Marston for me

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