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Lenny's Mod Loader RDR 0.6.8470.31280

Replace any game file!
   (6 reviews)

4 Screenshots

The general idea of Lenny's Mod Loader is to provide an easy way to modify the game. In its current state for RDR 2 it will allow you to replace any file in the game, whether they are streaming files such as models or data files, font files etc. It also includes full UI support akin to the GTA V version.

 

The three screenshots show replaced assets, replaced font and an altered meta file to change the police response in Valentine to Saint Denis police. These are all provided in an example download, see "Examples" further down below for more information. 

 

Installation

1.) Copy all files from "ModLoader" into your RDR 2 game root folder so that files such as vfs.asi are in the same folder as your RDR2.exe.

2.) The Mod Manager folder can be anywhere and does not need to be inside the game folder.

3.) New mods go into lml folder or use the button "Download with Mod Manager" on the mod website if it is supported (see installation video for an example).

 

Beta 11 highlights - Data file merge and manifest support

A few new exciting features are part of this update. First, support for overriding files used very early during game load has been improved significantly. While I hope that this does not cause any side-effects, please let me know if mods that worked well previously no longer function correctly. For instance, it was not possible in previous versions to override the skydome textures to change the moon. Thanks to @VideoTech for testing.

 

Second, data file loading allows you to separate your changes to certain files, such as assets_* or metapeds into individual files so that you no longer have to modify the existing one (effectively merging them). This should make it a lot easier to create mods such as custom peds since you can contain most changes to separate files. Please note that this does not magically work for all games files but only those where the internal game parser supports additions (so no catalog for instance). In addition, custom manifest files for peds and maps are supported now. The ped support has been tested extensively, but map support will only really become useful once CodeX can generate these files for you. An example for these features is provided in the download courtesy of BHmaster.

 

Beta 9 highlights

Very much a maintenance update, this version hopefully fixes the random DRM integrity crashes. Thanks a lot to @calledme.kev who spent tens of hours testing various builds to find the issue! It also adds a lot of caching for collection calls that rely on read-only data, so LML should be a little less demanding.

 

Beta 8 highlights
This version adds a few new features such as allowing you to override the _manifest.ymf and _cache.ych files found in RPFs. Support to replace hashed files has also improved and now includes ymaps among other file types. The streaming folder now loads pso files, such as ymap, as text files, too. Most data files that are forced to be loaded as pso by the game have been patched to support being loaded as text files, such as cameras.ymt or the archetype definitions. Due to heavy refactoring to improve startup performance, previous builds are still made available. See changelog for more details.

Ymap & Ytyp support (beta 7)
This version introduces experimental support for ymap and ytyp. Two very simple examples are included that move some of the blue barrels around Valentine (check behind the saloon) via a different ymap and that make the lights inside the Saloon much brighter (ytyp - thanks to Modifiver). For ymap modifications, if you unload the imap via script and modify the file on disk, the changes will be applied on reload so no need to restart the game.

Bk2 support (beta 7)
Bink files were technically already supported in previous versions but caused some problems. In the current version they still behave somewhat differently in that they need to have two '.' in their file name as the extension '.bk2' is part of the actual file name. So name your file "movie.bk2.bk2" to make sure it gets replaced correctly. An example for replace would be "replace\movies_0\movies\filename.bk2.bk2".

Settings file (beta 7)
A settings file has been added that is to be placed in the game's root folder and called lml.ini. It is mostly geared towards developers and allows for more verbose logging output (or less..) making it easier to identify files you want to replace. If you set the log level to 0 you can see most of the game's requests to load files and it should be much easier to correctly identify the path you want to replace. Please note that many files are only loaded via hash and not via their name. You can also choose to disable the streaming and replace folders if you do not use them for added performance.

 

Ymt support (beta 5)

The biggest new feature in this update is the support for ymt file editing even if the source file contains unknown hashes. In order to replace a file, export the ymt to xml with OpenIV and then either use replacement via install.xml or the replace folder to replace the original file. Since you are replacing the ymt file, make sure that your file also has the ymt extension even though it contains xml. For the replace folder method you also need to match the file name. Now you can edit the file in plaintext and the game will treat it as a ymt with all names fixed up when loading. See the included examples for more information.

 

If you do end up finding a file where you feel that it is not properly fixed up by LML (for instance when exporting the file directly from OpenIV without any changes breaks the game), please let me know. The only file I know of that will currently cause problems is weapons.ymt, but this is not due to LML but because of an export bug in OpenIV which cuts off certain weapon flags. The High-Roller revolver example has these flags manually restored and hence works fine, but this is not the case when exported directly from OpenIV. I have notified the team and trust that they will fix this export problem in the future. Until then you will have to manually inspect the ymt, gather the flags and restore them manually in the xml for weapons if you plan to use them. Please note that this requires advanced knowledge of game structures.

 

Ymt Examples

This download comes with extensive examples courtesy of @Modifiver that modify various aspects of the game. Check them out in the included examples folder and copy them to your lml folder to try them out!

 

Upgrading from earlier LML versions without install.xml support (beta 2 and earlier)

This version of Lenny's Mod Loader introduces install.xml files to instruct LML on how to load your mods. Thus, mods can be separated in folders and no longer require nested folder structures. This is a proven concept from our GTA V version and has now been ported over. You can still use the replace and stream folder under your lml folder. Please note, however, that the Mod Manager UI will only pick up mods that use the new install.xml system so it is recommended to convert your mods to the new system. Only mods using install.xml support Download with Mod Manager. Consult the examples below to learn how to use the new system.

 

Examples

You can find more examples by @Modifiver here:

https://www.rdr2mods.com/downloads/rdr2/mods/80-modifivers-six-shooter-teaser-pack/

 

More examples with detailed documentation on the new install.xml system can be found here:

https://www.rdr2mods.com/downloads/rdr2/mods/77-examples-for-lennys-mod-loader/

 

Verify your file got replaced

If you feel that your file is not being replaced properly, have a look at the log file and see if you can find any entry related to it. Perhaps the path was not correct and hence it did not work. Search for "replaced" for files in replace and "adding" for files in stream.

 

Support

Since this is the first release for RDR I expect there to be quite a few problems and certain files might not work as expected. If you have trouble replacing specific files, please do not hesitate to comment here or reach out and include your modified file and file structure so I can have a look.

 

Installation Video

 Please find a detailed installation video including a guide through our examples here (thanks to @Gan Ceann)

 

 

Detailed explanation of stream vs replace (older versions)

In the lml folder you can find two subfolders, one called "replace" and one called "stream". Both can be used for the same thing but replace is ultimately more powerful, but also more advanced. The stream folder you might recognize from Map Editor or Rampage Trainer and just loads streaming files directly.

 

Stream

As mentioned, similar to other tools available this merely loads streaming files into the game when the game is loading. For instance, model or texture files would go in there and will replace the existing assets in the game. If you do not know the name of an asset, but only its hash, simply name it 0xhash.ext (e.g. 0x9E54B506.ytd for w_melee_machete01+hi.ytd) and it will still be recognized and replace the asset correctly.

This is the most convenient way to quickly replace streaming files as you do not have to worry about where in the game files they are located but only their name.

 

Replace

This folder creates a virtual mapping of the entire game file structure and hence allows you to replace any game file, granted you know its full location. This is similar to the paths you can see in OpenIV when navigating RPFs, but not exactly the same. If you want to change the dispatch.meta file for instance, you will need to modify it in update.rpf, as the one in common.rpf is superseded by that. To do that, you would create the following structure: "replace\update\common\data\dispatch.meta". This is exactly the path you would use in OpenIV (without the .rpf ending for update). Now, whenever the game wants to access this file, it will load yours instead. It is that simple!

 

If you want to replace the font file font_lib_efigs.gfx in scaleform_frontend.rpf for instance, you would create the following structure: "replace\update\x64\patch\data\cdimages\scaleform_frontend\font_lib_efigs.gfx".

 

Word of caution: File paths do not always match their RPF names unfortunately, hence this is a bit more advanced but also allows greater control. Say you want to replace player_zero_coat_001_open.ydd which is present in both packs_1.rpf (original) and dlc.rpf (from patchpack001, an update to the file). Files DLCs follow a slightly different pathing scheme. The full path to this file would be "replace\dlc_patchPack001\x64\packs\base\models\component_models\player_zero_coat_001_open.ydd". As you can see, it does not match the file path directly, which is also why for many files using the stream folder is just simpler. This is because the game maps some files differently and when you open the dlc.rpf (in patchpack001) and its setup2.xml you will see why: the device name is dlc_patchPack001 which is the "root" of all files inside this archive. Thus the path starts at "dlc_patchPack001" and then follows the RPF structure until you arrive at "replace\dlc_patchPack001\x64\packs\base\models\component_models\player_zero_coat_001_open.ydd". Not that complicated, but certainly not as easy as the streaming folder and something to look out for.
 

 

Acknowledgements

Thanks to NTA for his work on fwEvents, hooking, fiDevice and sysAllocator
Thanks to listener for his work on fiDevice and advice over the years (hope you are well!)
Thanks to the OpenIV team for OpenIV
Thanks to dexyfex for CodeWalker

Thanks to Gan Ceann, Will and GameRoll for testing as well as Jewels, GuiCORLEONEx794, jack.sharif and Modifiver for providing example assets

What's New in Version 0.6.8470.31280   See changelog

Released

0.6.8470.31280

Add manifest loading support (thanks to BHmaster for testing)

Add data file loading support (thanks to BHmaster for testing)

Improve overriding of files at game startup (thanks to VideoTech for testing)

You only need to replace vfs.asi when upgrading

 

0.5.8262.28299

Fixed an issue where certain files were not detected correctly when using the replace folder

You only need to replace vfs.asi when upgrading

 

0.5.8154.2388

Added support for build 1436.31 - Preliminary, perhaps, but seems stable

 

0.5.7872.2247
Improved start up performance by adding pattern cache

Improved performance of many collection calls by caching read only data

Potential fix for random DRM crashes (thanks a lot to calledme_kev who spent tens of hours testing various builds!)

 

0.5.7852.27033

Added support for manifest.ymf overrides
Added support for _cache.ych overrides
Added support for hashed replacement files
Added support for files loaded from stream replacing pso variants as xml
Added general purpose hook to allow loading most pso data files as xml (cameras and archetypes among the most interesting)
Added more known file extensions for logging
Improved support for install.xml relative overrides
Improved streaming resource check
Improved startup performance

 

0.5.7837.34504

Added yld and ydd to streaming files auto detection

Added game version logging
Added support for large string replacements (up to 4kb per string up from 512bytes)
Added settings file (lml.ini) to configure log level and other features
Added experimental ymap support

Added experimental ytyp support
Added support for bk2 files

Improved string parser when dealing with special characters

Improved Mod Manager handling of protected folders (should no longer crash)
 

0.4.7818.38572

Added support for adding custom strings and replacing existing ones (see example included that renames navy revolver)

Improved ymt compatibility for certain files (fixes missing icons in catalog)

Improved support for certain ymt files such as landing_sp.ymt (thanks to Bob Ross, Gunslinger and natsu for their help)

 

0.4.7805.278

Added experimental support for editing .ymt files as raw xml with unknown tags and values

Added new ymt examples (courtesy of @Modifiver)

Added support for hashed files in nested structures using the replace folder

Improved audio overwrite logging

Improved file support for "menu"-level textures such as graphics.ytd (thanks to Gunslinger for their help)

Improved support for scenario files (thanks to Modifiver for their help)

 

0.4.7798.30656

Improved memory allocation strategy for hooking memory (which also makes it compatible with 1355)

 

0.4.7794.32766

Added new install.xml system

Added UI support

Added more examples (courtesy of @Modifiver)

  • Like 28
  • Thanks 6
  • Haha 1
  • Confused 3

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  • User Feedback

    Recommended Comments



    alkman6

    Posted

    3 hours ago, HairyConts said:

    Game stutters after installing the mod loader. I have tried both version 7 and 8. Only Lenny's Simple Trainer and LML installed. Any fix to the stuttering?

     

    This also happen to me when I use  1311.23 version, with steam version latest patch LST 1.41 and LML 6 installed runs fine.   

    STX

    Posted

    On 7/16/2021 at 4:20 AM, Modifiber said:

    I'm using a reshader and I have 2 dxgi files. When I install this mod (I tried all versions), the game doesn't want to start. Seems that the mod loader is not compatible with the dxgi files. Is it possible for this to get fixed? 

     

    Renaming dxgi.dll to d3d12.dll works for me.

    overlord24

    Posted

    How to fix the problem "waiting for game" when the game actually is running? I use Epic Games

    jamiethomaswhite

    Posted

    Is there any chance that LMS will include ASI files in this?

     

    That way, we can easily download, install and manage script mods just like any other mod. Seems logical to me, so not sure why it isn't this way already. Except that I do know ASI works very differently. But a more automated and fool proof method is always worth it in my opinion.

     

    I would just love to be able to flip the switch on the fly so that when troubleshooting I can easily find the problem script through a process of elimination. I still can now, but it is a pita.

    thelapisfox

    Posted (edited)

    Ok, so I've been having the same crashes as every one else, with the exact same event viewer error. After having read the comments and doing some testing, I have come to the following conclusions:

     

    1. LML works by itself without any issues and regardless of version or lml mod installed;
    2. My game does not crash if I use any asi mods with Scripthook except in the next point;
    3. If I try to use LML and asi mod (doesn't matter what mod(s)), game will consistently crash. This does not matter if it is Scripthook or LST, if it and LML are both installed, game crashes less then a minute after selecting story mode on the main menu. Everything works just fine if it is one or the other.

     

    I have been testing this for the past 8 hours trying to get my game to work and the only conclusion I could find was that, for some unknown reason, LML is now clashing with ASI loaders. This was done on a completely clean install of RDR2 so there was no leftovers to cause issues. Also, I tried Beta 6, 7, and 8 and had the same issues. I find this unfortunate as there are a bunch of mods I use under both lml and asi but as it stands right now, it seems I must choose one or the other.

     

    LML Mods Used During Testing:

    Crime & Law Rebalance

    Grips & Stocks

    Gun Metal Rework

    No Vignette

    Ambient Gang

    Friendlier NPC Greetings

    More Perfect Animals

    Remove Reticle Sway 1.1

     

    ASI Loaders Used During Testing:

    Lenny's Simple Trainer 14.1 (including replacing version.dll with the one from RDR 2 Asi Loader 0.2.1)

    ScriptHookRDR2 v1.0.1436.25

     

     

    ------------------

    UPDATE

    ------------------

     

    Did some more testing, this time in reverse (starting with asi then adding lml). As it turns out, Remove Reticle Sway was causing the crashing, which is weird because it only crashes when an asi loader is installed as well. Anyways, I started by using Beta 6 this testing round and have been playing it for the past 2 hours without a crash so I am pretty sure this fixed my issue.

    Edited by thelapisfox
    SneedsFeed

    Posted (edited)

    I suppose I'm doing something wrong. The mod loader doesn't launch when I start RDR2 as stated in the readme, if I start the mod loader manually and then start RDR2 the loader just says "waiting for game". I'm on beta 9. Could I please get some guidance?  

    Edited by SneedsFeed
    FileFinder

    Posted

    The latest working version is Beta7, B8 and B9 do not work...

    SneedsFeed

    Posted

    11 hours ago, FileFinder said:

    The latest working version is Beta7, B8 and B9 do not work...

    Which game version(s) does it work with then?

    FileFinder

    Posted

    I use the following files

    Rdr2 v1.0.1436.25

    ScriptHookRDR2.dll  (version v1.0.1436.25 from 19.7.2021)

    I do not use dinput8.dll

    vfs.asi from Beta 7  (Beta8 and Beta 9 not working - NEVER)

    and version.dll from rdr2_asi_loader_02_1

    With this configuration, everything works flawlessly

    With vfs.asi from Beta 8 and Beta 9 the game crashes 100%

    SneedsFeed

    Posted (edited)

    13 minutes ago, FileFinder said:

    I use the following files

    Rdr2 v1.0.1436.25

    ScriptHookRDR2.dll  (version v1.0.1436.25 from 19.7.2021)

    I do not use dinput8.dll

    vfs.asi from Beta 7  (Beta8 and Beta 9 not working - NEVER)

    and version.dll from rdr2_asi_loader_02_1

    With this configuration, everything works flawlessly

    With vfs.asi from Beta 8 and Beta 9 the game crashes 100%

    Interesting. Our setups are identical, the only thing that happens when I start the game is that lml finds the game for a moment and then goes back to waiting for the game. Have you ever experienced something similar? 

    EDIT: Nevermind, turns out the Rockstar Game Launcher installed a second installation of RDR2 elsewhere on my PC during a previous update. My bad. 

    Edited by SneedsFeed
    FileFinder

    Posted (edited)

    PLS, send me asiloader.log , ScriptHookRDR2.log, vfs.log

     

    sorry, need mods.xml from lml folder to

    Edited by FileFinder
    Sergius

    Posted (edited)

    The manager interface is not active. The folder with the manager is located as on your video - on the desktop ... How to fix it?

    NOVYI-RISUNOK.thumb.jpg.b2d538ddc5f545df8f47067bf0e30891.jpg

    Edited by Sergius
    FileFinder

    Posted

    Please select a valid game follder:

    C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\

    Sergius

    Posted (edited)

    47 minutes ago, FileFinder said:

    Пожалуйста, выберите действительную папку с игрой:

    😄 \ Program Files (x86) \ Steam \ steamapps \ common \ Red Dead Redemption 2 \

    here it is stated in the second paragraph:  

    Installation

    1.) Copy all files from "ModLoader" into your RDR 2 game root folder so that files such as vfs.asi are in the same folder as your RDR2.exe.

    2.) The Mod Manager folder can be anywhere and does not need to be inside the game folder.

    3.) New mods go into lml folder or use the button "Download with Mod Manager" on the mod website if it is supported (see installation video for an example).

    but, following your advice, I placed the manager in the game folder - the same effect, unfortunately ...

     

    I have a game not in the online version, but in the story mode, perhaps this is the reason for the manager's inactivity? 😄

    Edited by Sergius
    FileFinder

    Posted

    55 minutes ago, Sergius said:

    The manager interface is not active. The folder with the manager is located as on your video - on the desktop ... How to fix it?

    NOVYI-RISUNOK.thumb.jpg.b2d538ddc5f545df8f47067bf0e30891.jpg

     

    RDR2.png

    • Like 1
    efren05

    Posted

    On 7/17/2021 at 12:26 AM, displaynameee said:

    Even with the new update? the mods from the install xml and stream works but the replace folder does not work for me after the update.

    yea even with the new update

    JasonBrody

    Posted (edited)

    For those who's having problems with replace folder: the update.rpf was divided in multiple files, you just need to change the update folder name to the corresponding name (update_1.rpf, update_2.rpf...).

    Here is a topic that explain this change and that's why replace folder is supposedly not working: new update rpf's in RDR 2's directory folder - RDR2 Mods Discussion - RDR2Mods.com

    rdr2 update rpf.jpg

    Edited by JasonBrody
    Zamael

    Posted (edited)

    i have the problem of lml not recognizing the game running " cannot find running game. OneClickService is not available" i have also tried both version 6, 8, 9

    image.thumb.png.0c95c29c09f4c2d4a749c89e673c22d5.pngimage.png.38a8cdf61c4b4f530d9fbdf2a8562c11.png

    Edited by Zamael
    Silbert

    Posted

    16 hours ago, Zamael said:

    i have the problem of lml not recognizing the game running " cannot find running game. OneClickService is not available" i have also tried both version 6, 8, 9

    image.thumb.png.0c95c29c09f4c2d4a749c89e673c22d5.pngimage.png.38a8cdf61c4b4f530d9fbdf2a8562c11.png

     

     

    Same here. I am playing EGS version with the latest update. Tried ver. 6,7,8,9 of the LMM

    Zamael

    Posted

    so for those wondering, after i installed "ScriptHookRDR2" and the files include  "dinput8.dll, NativeTrainer.asi, ScriptHookRDR2.dll" the modloader started recognizing the game, i am not sure if that did the trick, but try it out for yourselves. i hope it helps out ^^

    SUNGLASSBEER

    Posted (edited)

    On 7/16/2021 at 8:22 PM, Hakkin said:

    Hello,

     

    I've been experiencing crashes using this mod loader, and I can 100% confirm it's the mod loader (Or most likely user error when installing said mod loader).

    I've installed three mods using this and several script hook mods that I've just pasted into the game directory. Without mod loader or anything installed, RDR2 is 100% stable, no crashes, nothing, even with all the script hook mods running. With the mod loader though, regardless of which of the mods it's running, it will cause crashes. 

    The three mods I've installed with the mod loader is the Law Rebalance mod, NPC Catalog and Dark Nights. I've removed these mods one by one, but regardless of if the mod loader runs 0-3 mods, it will cause random crashes, even if it's just running with no mods in the LML. 

     

    These crashes are sort of a freeze or stutter followed by a CTD. It happens after everywhere from 20 to 1 hour of gameplay, and can be triggered by everything from crafting something, just riding, or being in a cutscene, so pretty much everything can cause it. A small stutter occurs for around 1 second, then the whole game CTDs, no crash log, no nothing.

     

    I've reinstalled this three times during the past week, and this occured before the new update to RDR2 that was released a few days ago, so that's not the cause. 

    Just to check if it could be anything else I've also removed all the script hook mods and just run the mod loader, removed reshade and everything, but as long as the mod loader is running and has files in the game directory, the game becomes unstable.

     

    Does anyone have any idea what could cause this? I've followed the manual, and I believe I've installed it correctly, but you never know. Appreciate any help.

     

    Kind regards, 
    Hakkin

    Same problem here. Is LML broken after the latest patch? 

     

    [0730/001101:WARNING:ipc_channel_win.cc(46)] Unable to create pipe named "rgsc_gameipc" in client mode.
    [0730/001104:WARNING:ipc_channel_win.cc(153)] failed to create pipe: 2

     

    debug log says this. The problem was Armadillo restoration project. 

    Edited by SUNGLASSBEER
    Sica47

    Posted (edited)

    Impossible to launch RDR since this morning. When i click on play on the rockstar launcher, nothing happens...

     

    In the vfs log, I have this error : d:\gtav\vfs\vfs\vfs\hooking\hooking.cpp:50: Failed to allocate hooking memory!

     

    Could you help me?

    Edited by Sica47
    OHMU

    Posted

    Doesn't do anything for me. ModManager says mods are installed(all items menu) but theres nothing of that sort when I start the game.

     

    Is it because I have the steam version?

    SugaryPhoenixxx

    Posted

    How do I use a mod that requires the stream folder? I have tried creating a stream folder & using it like I used to, but the mods do not work anymore. I am really bummed because my favorite mods used the streaming system, how do I work around this issue?

    Jimmysta

    Posted (edited)

    I install all the file but the loader dont read mi game when it is running , it dont load any mod, so in the vfs log i global replace all the mods but it dont see mi game is running , wtf. Somebody knows what to do?

     

    Edited by Jimmysta

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