Fan-made mod. Not affiliated with, endorsed by or sponsored by Rockstar Games or Take-Two Interactive.

A story-mode mod for Red Dead Redemption 2 on PC

RedemptionEditor

Your last minute on the frontier is always on tape. Save it with one key, walk a free camera through it, and turn it into a film.

How it works

From the saddle to the cutting room

  1. Play

    Ride, hunt, get into trouble. The buffer quietly keeps the last minute of everything around you.

    Always on, or F4 to mark a start

  2. Save

    Keep the moment as a clip in ReplayClips, named after the place where it started.

    Shift+F4 saves the last 60 s

  3. Direct

    Open the editor, play the clip, scrub to the moment and lay down camera markers with the free camera.

    F2 editor, F11 free camera

  4. Export

    Choose a format, blur and look, and let the game render the film frame by frame.

    Ctrl+E export dialog In development

The design follows how GTA V's replay system works: state is recorded per entity and replayed on stand-ins, and the editor never touches the game engine directly. Each engine hook checks that the game code matches what it expects and switches itself off, with a line in the log, when it does not.

Requirements and install

Four files in the game folder

Requirements

Game
Red Dead Redemption 2 for PC, Story Mode
Platform
PC. Current game update. Tested on the Steam build; on another build some features may switch themselves off and the log says which.
Prerequisites

ScriptHookRDR2. By Alexander Blade: ScriptHookRDR2.dll and the ASI loader dinput8.dll in the game folder, for the current game update.

ReShade 6.6.2 or newer, "with full add-on support". Installed for RDR2.exe with the API the game uses (Vulkan or DirectX 12). Without ReShade the recording still works, but the editor does not open.

Disk space for clips
Clips are saved in the game folder. A saved 60-second buffer clip in a busy town measured about 72 MB.
Renderer for export
In developmentGame on the Vulkan renderer, FFmpeg, and an NVIDIA GPU for the NVENC presets.
Version
Test build 0.177.4. Recording and editing In testing, export In development

Install

  1. Close the game.
  2. Copy the four files into the folder with RDR2.exe: ReplayProbe.asiReplayEditor.addon64ReplayEditorCore.dllReplayProbe.ini
  3. Start the game and load Story Mode. ScriptHookRDR2.log should list ReplayProbe.asi, and ReplayProbe.log appears next to it.
  4. Uninstall by deleting the four files (and the ReplayClips folder if you do not want the clips).
Default keys
Shift+F4Save the last 60 seconds as a clip
F4Mark a start; again to save from the mark to now
F7Play / stop the last recording
F2Open / close the editor
F1Help inside the editor
KPause / resume playback
, .Scrub back / forward (Shift: frame by frame)
F11Free camera during playback
[ ]Playback speed
Shift+F1Save a bug report folder

FAQ

Questions at the campfire

Does it work in Red Dead Online?

No. Redemption Editor is for Story Mode only and never touches online mode. Do not use it in Red Dead Online.

How much performance does recording cost?

Measured in game in a scene with dozens of ranchers and horses: about 0.32 ms per frame of mod time while recording in the normal configuration, and about 0.72 ms with the developer overlay switched on. Frame time at the 95th percentile rose by roughly 0.09 ms and the frame rate stayed at 60 fps (VSync on).

In an 18-minute session parked in Valentine with the town's population around, the 60-second buffer stayed between 65 and 110 MB of memory, under its 128 MB budget.

Do I have to remember to press record?

No. With the buffer on, the mod always keeps the last 60 seconds. Press Shift+F4 after something happens and it becomes a clip. For longer takes, F4 starts a manual recording with no time limit.

Where are my clips?

In <game folder>\ReplayClips, named with a counter and the place where the recording started, for example 042-Valentine.rpclip (shown as "042 Valentine" in the editor). Exported videos go to Documents\Rockstar Games\Red Dead Redemption 2\Videos\Redemption Editor\ by default.

Will it break after a game update?

Every engine hook checks that the game code matches what it was built for. On a different build, the affected feature switches itself off and the log says which one, instead of guessing. Clips recorded on another game build are refused rather than loaded wrong.

Is anything not recorded yet?

Yes, a few things: the lasso rope, weapons stowed on the horse, food held in hand, explosion audio, and footprints and dirt on the ground. Speech and sounds already playing are not cut when you start scrubbing.

Does export need a specific GPU?

The hardware presets (H.264, H.265, AV1) use NVIDIA NVENC and were tested on an RTX 5070 Ti. ProRes, DNxHR, FFV1 and PNG are encoded on the CPU. Export needs the game on the Vulkan renderer; on DirectX 12 it refuses to start. Export is still in development.

When can I download it?

There is no public release yet. The mod is going through test builds now; the download will be posted on this page.

Download

Coming soon

No public release yet. Recording and editing are in testing; export is in development.

Current test build: 0.177.4