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  1. Today
  2. No, plenty of streaming mods work completely fine. It's mainly stuff like Why Em's, clothes mods, and large texture upscales. I'm running a John mod and Complete Horse Overhaul in streaming and everything works fine. Just test your setup with the methods Dundarrion outlined in his video. I also use the three you linked with no issues.
  3. Yesterday
  4. Hi all, I’ve tried to read most of the thread but a lot went over my head. Is this issue affected by ANY mod that uses the streaming method? Even small ones like these? https://www.nexusmods.com/reddeadredemption2/mods/5225 https://www.nexusmods.com/reddeadredemption2/mods/1689 https://www.nexusmods.com/reddeadredemption2/mods/1420 If these pose a problem or even if not, is it easy to convert them from streaming? And is the issue isolated to streaming method only? Or is there something more??
  5. do u have like a discord or sum to walk me through this
  6. Hey lovely people, I wanted to shill my video on the topic here, hope its OK. I offer up a very good way of measuring the level if ''fuckiness'' your game is at currently with mods. Please watch it on 1.5 or 1.75 speed if you are interested in the topic because its incredibly BORING! you have been warned. Next part will be a modding guide for beginners and not-so beginners
  7. In your source path does it have C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\ -- which I think should be update_4. I use CodeX instead of OpenIV for paths. Though werewolf's script really only looks for the .rpf -- for instance my paths are RDR2\blah\blah and it'll translated the .rpf's just fine. Missing that _4 is kind of important because there isn't a key for just update.rpf. I suppose you could that key in his script because all the update's mount at the same place.
  8. Last week
  9. I don't create it manually, it's the script of @werwolf969 that makes the install.xml, so that writes the path, not me Edit: Since I already tagged you @werwolf969 I'll take the chance to also ask you about this thing lexo1000 said: I already guessed that it wasn't needed to put all the paths since in the end the game loads just one of the files (I guess) and I've seen the install.xml of other mods that don't have all duplicate paths that my .xml have, but I don't know which path should I put. Then there are also cases where I guess multiple paths should be put like: <FileReplacement allowDuplicate="true"> <GamePath>dlc_mp006:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <GamePath>dlc_mp007:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <GamePath>dlc_mp008:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <FilePath>replace/mp_horse_01_head_000_c0_838_ab+hi.ytd</FilePath> You didn't explain anything about this IIRC
  10. nice that you finally figured out how to remove the horse deed! just wondering, could you also add a skip for the legal information screens, during the startup? it was already done before, during the switch modding days
  11. Im not sure I undestand u correctly but every "update_1" "update_2".... etc should be just update:/xxxxxx/xxxxx in install.xml
  12. IDK why that is, my update_1 path is *\Red Dead Redemption 2\update_1.rpf, and I always copy the path from OpenIV, so I guess there's something wrong with the script
  13. Does this mod include the RDO Sorrel Breton seen in the thumbnail? I was just curious because I know this mod has been updated a ton since then and I'm sure you're already aware but all the horses from RDO can corrupt your save if you try to keep them
  14. You cant call it nonsense when in fact there are a lot of users who reported that its been happening in their game, too. Saying that you havent experienced the issue, how about you provide a list of all the mods you have installed when doing your test? Perhaps somebody will try and replicate your mod setup. I for one wouldnt test it, for I already have a working setup. But maybe somebody with the issue still, will replicate.
  15. All I can say is install every texture mods that you can find on Nexus. Firearm Cosmetics mod is infamously known to cause the despawning issue. Make sure to install that. Also those upscaled texture series, install all of that. To further test it, install these mods in the stream folder if it uses the File Replacement method, otherwise install as it is. Install WhyEm DLC and equip as many WhyEm DLC items as you can. Dont install Railroad Engineer mod. Play the game and find the trains manually. Dont rely on blips. Dont just do your test for 5 minutes. Make it 20mins tops. And dont stay on one place to test. Roam around so everything in the game world is loaded. That's all really I could suggest. INSTALL EVERY TEXTURE MODS. Yeah, a couple of my texture mods are edited. Using the original textures causes the despawning issue. It took a lot of time in testing to finally have a working setup.
  16. Again, I understand what you are saying but I installed these mods specifically to break the game. I personally wouldnt play with whyem dlc or red dead offline just because of personal taste. But the thing is we really need some definitive way to break these spawns or how to break them because Im not sure what to do. Now I managed to break the spawns finally by mismatching some catalog settings first of all, then buying an invisible item from the trapper whyem wardobe menu, then I went ahead and died near a train, saved then reloaded the save and trains seem to be broken (used railroad enginner to track them because there is no other way I can think of right now, maybe thats also part of the problem. who knows at this point) FUnnily enough tram passengers are still spawning, so what the conclusion? That the whole thing is nonsense. PS: thats a huge amount of mods by the way that you are using im surprised that you are not having issues at this point :D
  17. Dude, if that's the case then good for you. You're probably the luckiest RDR2 PC gamer out there when it comes to using mods. lol As for your question about making trains despawn, I cannot give you a concrete answer. It just happens if you are using different combination of mods. Its already been proven. You're the first person I know who uses those mods and still has no issues. So if I were you, I wont bother trying to replicate the problem. But if you still insists, perhaps you could download every possible texture mods available out there, then install it via the stream folder. Because as far as we know, texture mods are the main culprit on the despawning issue.
  18. I finally have a working mod setup now. I am finally playing the game. Currently in Chapter 3 already. For reference, here is my complete set of mods. My LML-enabled mods, my ASI mods, and the 272 mod items in my STREAM folder. And for additional info, I'm playing on 1080p, with a 5800X3D CPU, 6700xt GPU, and 32GB RAM. Some say you'll have more leeway on 1080p. I cannot confirm nor deny, as I only have a 1080p monitor and havent tested on 1440p or 4K. But it is fully working on my end. Hope this helps in any way, shape, or form. This is probably my last stop at trying to find a fix for the modding issues about the game. I will play and hopefully finish a playthrough for the first time.
  19. I understand where you are coming from, but let me rephrase the quesiton then. How do you actually MAKE the trains stop spawning? I have been experimenting with well over 100 mods now with WHYEM+RDO and Terrain Textrues overhaul just the ''normal'' stream setup and trams still have people, I still see roseta spoonbills, Trains are still spawning, I have been using railroad engineer to track them for now, and they are always there. All this with full vanilla gameconfig on a save that is not even new.... So how do I definitively stop trains form spawning then? What do I need to do? Tried completing a mission with this setup, save/load manually. I want to break the spawns in the game so I can have a test ground for repair but its impossible to do now for some weird reason
  20. The best way to test spawning trains organically, at least on my side, is to travel from one place to another. When I was testing, I traveled from Valentine at 6am all the way to St.Denis. At full gallop, I usually arrive after 10 real minutes, and since Im using the Timescale mod set at 10minutes real life = 1 hr in-game, that is enough time to test the spawns. Because like Ive said in my previous posts, there are times when you thought the spawn issue is fixed after loading a save, but it turns out that after a couple of minutes the problem persists. In my test, I usually enter St.Denis via the Lemoyne bridge, stop there, and search for the rare bird flamingo, then enter St.Denis, roam around a little to check if the trams have passengers, if there are variation of trolleys and carts. Then return back to the bridge, wait for there for like a minute or 2, then the passenger train will arrive at St. Denis, use the binoculars and spot the passengers. It works every time. At 8am in-game time.
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