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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)

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    Recommended Comments



    9 hours ago, WesternGamer said:

    @Chernobog Please refer to my unofficial troubleshooting guide: 

     I would recommend replying in the post of the guide so I can help you without going through many comments if you need to.

    Thanks i got it 😄 the problem was that i did not have scripthook

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    Is this like the GTA 3D Era mod loader? Where all you do is name a folder inside the lml, put the mod contents inside that folder, and thats it?

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    On 11/14/2021 at 9:26 PM, LMS said:

    I don't have access to the game right now, but if you can show me your vfs.log maybe I can spot the issue. Also set the log level to trace (0 I think) for more verbose output.

     

    Seems my vfs.asi is not loaded by script hook (although all other asis are loaded), thus I have no log.

    What could prevent script hook from loading the file?

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    7 hours ago, HughJanus said:

     

    Seems my vfs.asi is not loaded by script hook (although all other asis are loaded), thus I have no log.

    What could prevent script hook from loading the file?

    @HughJanusVfs.asi is actually loaded by dinput.dll, not scripthookrdr2.dll.

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    @WesternGamer Script Hook works as it should. All the asis (except for vfs.asi) are loaded according to its log. What I dont have is the vfs.log (telling me which mods LML is loading) and according to your post it is loaded by dinput.dll (which is not part of Script Hook) - why do you suggest reinstalling Script Hook? I am a bit lost here.

     

    Edit: Saw that dinput.dll IS a part of script hook and reinstalled. Unfortunately it didnt change anything.

    Do I maybe have to use the Mod Manager that comes with the loader? I didnt install that one.

    Edited by HughJanus
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    3 hours ago, HughJanus said:

    @WesternGamer Script Hook works as it should. All the asis (except for vfs.asi) are loaded according to its log. What I dont have is the vfs.log (telling me which mods LML is loading) and according to your post it is loaded by dinput.dll (which is not part of Script Hook) - why do you suggest reinstalling Script Hook? I am a bit lost here.

     

    Edit: Saw that dinput.dll IS a part of script hook and reinstalled. Unfortunately it didnt change anything.

    Do I maybe have to use the Mod Manager that comes with the loader? I didnt install that one.

    @HughJanus Refer to this guide for help: 

     

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    Hello dear author! 

    First of all, I want to thank you for creating this amazing tool for easy installation mods!


    But unfortunately, not everyone can use and enjoy this tool...
    A few days ago I download last versions of ScriptHookRDR2 (ScriptHookRDR2_1.0.1436.25) and LML (lml_rdr_beta_9). I installed a few mods that use ScriptHookRDR2 (No dead eye effect, Ped damage overhaul, Duels, and no bullet trails) and the game works fine! Then I installed LML (using all instructions) and the game won't launch.

    If I delete LML and keep ScriptHookRDR2, the game starts.

    If I delete ScriptHookRDR2 and keep LML, the game starts.

    But if I use both the game won't start.

    For test LML I used "no hitmarker mod" and without ScriptHookRDR2 game start and this mod works well. But other mods didn't work (like Duels and Ped damage overhaul).

     

    In vfs.log I have this error: ERROR d:\gtav\vfs\vfs\vfs\hooking\hooking.cpp:54: Failed to allocate hooking memory!

    I spend several hours googling this problem, but can't find a solution. 

     

    Interesting thing: The game can very rarely launch and it works perfectly. But it is super rare.

     

    I using the Rockstar version and game installed in C:\Games\Red Dead Redemption 2

     

    P.S. Also tried run as administrator (launcher, game, etc).

     

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    8 hours ago, HughJanus said:

    @WesternGamer installing the Mod Manager fixed it. I still have no vfs.log, but the Mod Manager created a mods.xml in the lml folder - now my mod is loading.

    Ah, somehow on my computer, I didn't need to install the mod manager. Since that worked, vfs.asi might not have the correct permissions to write to the folder of the rdr2 installation but does have the permissions to read files. Also you can use the mod manager as free as you want but I personally don't recommend it as it is sometimes unreliable. So, check the folder permissions to see if they are correct. Also if you mean the mod manager .dlls then you do need to put them in with vfs.asi.

    Edited by WesternGamer
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    6 hours ago, Masson1864 said:

    Hello dear author! 

    First of all, I want to thank you for creating this amazing tool for easy installation mods!


    But unfortunately, not everyone can use and enjoy this tool...
    A few days ago I download last versions of ScriptHookRDR2 (ScriptHookRDR2_1.0.1436.25) and LML (lml_rdr_beta_9). I installed a few mods that use ScriptHookRDR2 (No dead eye effect, Ped damage overhaul, Duels, and no bullet trails) and the game works fine! Then I installed LML (using all instructions) and the game won't launch.

    If I delete LML and keep ScriptHookRDR2, the game starts.

    If I delete ScriptHookRDR2 and keep LML, the game starts.

    But if I use both the game won't start.

    For test LML I used "no hitmarker mod" and without ScriptHookRDR2 game start and this mod works well. But other mods didn't work (like Duels and Ped damage overhaul).

     

    In vfs.log I have this error: ERROR d:\gtav\vfs\vfs\vfs\hooking\hooking.cpp:54: Failed to allocate hooking memory!

    I spend several hours googling this problem, but can't find a solution. 

     

    Interesting thing: The game can very rarely launch and it works perfectly. But it is super rare.

     

    I using the Rockstar version and game installed in C:\Games\Red Dead Redemption 2

     

    P.S. Also tried run as administrator (launcher, game, etc).

     

    @Masson1864 

    Refer to this guide for help: 

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    1 hour ago, WesternGamer said:

    Ah, somehow on my computer, I didn't need to install the mod manager. Since that worked, vfs.asi might not have the correct permissions to write to the folder of the rdr2 installation but does have the permissions to read files. Also you can use the mod manager as free as you want but I personally don't recommend it as it is sometimes unreliable. So, check the folder permissions to see if they are correct. Also if you mean the mod manager .dlls then you do need to put them in with vfs.asi.

    No, the actual mod manager (not the dlls).

    I also dont like having a separate program to manage mods (I like to do it by hand), but it didnt work for me any other way.

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    9 hours ago, Masson1864 said:

    Hello dear author! 

    First of all, I want to thank you for creating this amazing tool for easy installation mods!


    But unfortunately, not everyone can use and enjoy this tool...
    A few days ago I download last versions of ScriptHookRDR2 (ScriptHookRDR2_1.0.1436.25) and LML (lml_rdr_beta_9). I installed a few mods that use ScriptHookRDR2 (No dead eye effect, Ped damage overhaul, Duels, and no bullet trails) and the game works fine! Then I installed LML (using all instructions) and the game won't launch.

    If I delete LML and keep ScriptHookRDR2, the game starts.

    If I delete ScriptHookRDR2 and keep LML, the game starts.

    But if I use both the game won't start.

    For test LML I used "no hitmarker mod" and without ScriptHookRDR2 game start and this mod works well. But other mods didn't work (like Duels and Ped damage overhaul).

     

    In vfs.log I have this error: ERROR d:\gtav\vfs\vfs\vfs\hooking\hooking.cpp:54: Failed to allocate hooking memory!

    I spend several hours googling this problem, but can't find a solution. 

     

    Interesting thing: The game can very rarely launch and it works perfectly. But it is super rare.

     

    I using the Rockstar version and game installed in C:\Games\Red Dead Redemption 2

     

    P.S. Also tried run as administrator (launcher, game, etc).

     

    I have exactly the same problem...

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    Hi all! I hope someone might help me. So I recently installed LML "Lenny's mod Loader"  and it stutters the living daylights out of my game, And whenever I delete the vfs.asi file to disable LML the game runs smooth as butter, The files that I use with LML is taa fix mod and WERO which effects ragdoll physics. I have tried reinstalling the game and disabled the mods and ran them one by one and even tested other mods, so the issue is more than likely with LML. I would like to just run this one mod (TAA FIX) as I find it game changing and removes the vaseline effect "blurry effect" on 1080p. So my question here is, does someone know how to stop the stuttering when running LML or how to use OpenIV so I can replace the file ->visualsettings.dat<- in the update.rpf file. I can see the file in openiv but for some reason when I open up update.rpf whilst in edit mode it disables it and I cannot edit or replace any files. Thank you! 🙂

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    1 hour ago, Raziel said:

    Hi all! I hope someone might help me. So I recently installed LML "Lenny's mod Loader"  and it stutters the living daylights out of my game, And whenever I delete the vfs.asi file to disable LML the game runs smooth as butter, The files that I use with LML is taa fix mod and WERO which effects ragdoll physics. I have tried reinstalling the game and disabled the mods and ran them one by one and even tested other mods, so the issue is more than likely with LML. I would like to just run this one mod (TAA FIX) as I find it game changing and removes the vaseline effect "blurry effect" on 1080p. So my question here is, does someone know how to stop the stuttering when running LML or how to use OpenIV so I can replace the file ->visualsettings.dat<- in the update.rpf file. I can see the file in openiv but for some reason when I open up update.rpf whilst in edit mode it disables it and I cannot edit or replace any files. Thank you! 🙂

     

    8 hours ago, WesternGamer said:

    @Masson1864 

    Refer to this guide for help: 

     

    Start reading.  Enjoy!  👍

     

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    22 hours ago, WesternGamer said:

    @Masson1864 

    Refer to this guide for help: 

     

    Unfortunately, this didn't help, because I made no mistakes to refer this guide.

     

    Even without any mods, the game crashes if I use ScriptHookRDR2 and LML together.  

     

    about guide:

    1. I have a licensed version of the game bought in Rockstar Launcher.

    2. For the test I off antivirus. Didn't help.

    3. I have the latest versions of lml and Scripthookrdr2.

    4. All directories are right. The mod manager auto detects the root of the game.

    5. I have Scripthookrdr2, and with Scripthookrdr2 LML won't start the game.

    6. I not using version.dll with ScriptHookRDR2.dll. I have dinput8.dll from ScriptHookRDR2.

     FOR LML ONLY:
    7. For testing I use simple mods like no hitmarkers and etc.

     

    Sometimes for proper work of that type of program, in other games, need to install something technical like Net framework and etc. Maybe I need something to additional install? 

    Edited by Masson1864
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    Hello! So I've been using this loader for a long, long time and have never had any issues.

     

    However, I've only just recently begun to notice a really strange graphical glitch that happens when moving my cursor over any clickable graphics, such as the options tab, mod names, and even the close/maximize/minimize buttons.

     

    While this doesn't affect functionality, it is really strange and ugly and reinstalling the loader doesn't seem to help.

     

    I attached a screenshot of an example of what I've been encountering while the program is in use:

     

    LML_Glitch.png.6f25b0d2a6023060a41fa324dd89627e.png

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    11 minutes ago, schlopp96 said:

    Hello! So I've been using this loader for a long, long time and have never had any issues.

     

    However, I've only just recently begun to notice a really strange graphical glitch that happens when moving my cursor over any clickable graphics, such as the options tab, mod names, and even the close/maximize/minimize buttons.

     

    While this doesn't affect functionality, it is really strange and ugly and reinstalling the loader doesn't seem to help.

     

    I attached a screenshot of an example of what I've been encountering while the program is in use:

    LML_Glitch.png.6f25b0d2a6023060a41fa324dd89627e.png

    @schlopp96 That is not a problem with the mod manager, the mod manager depends on a gui library for its ui so it is most likely a issue with the gui library.

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    9 hours ago, Masson1864 said:

     

    Unfortunately, this didn't help, because I made no mistakes to refer this guide.

     

    Even without any mods, the game crashes if I use ScriptHookRDR2 and LML together.  

     

    about guide:

    1. I have a licensed version of the game bought in Rockstar Launcher.

    2. For the test I off antivirus. Didn't help.

    3. I have the latest versions of lml and Scripthookrdr2.

    4. All directories are right. The mod manager auto detects the root of the game.

    5. I have Scripthookrdr2, and with Scripthookrdr2 LML won't start the game.

    6. I not using version.dll with ScriptHookRDR2.dll. I have dinput8.dll from ScriptHookRDR2.

     FOR LML ONLY:
    7. For testing I use simple mods like no hitmarkers and etc.

     

    Sometimes for proper work of that type of program, in other games, need to install something technical like Net framework and etc. Maybe I need something to additional install? 

    Try using dinput.dll with version.dll as it does not break on my pc if both are installed at the same time.

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    3 minutes ago, WesternGamer said:

    @schlopp96 That is not a problem with the mod manager, the mod manager depends on a gui library for its ui so it is most likely a issue with the gui library.

     

    Ahh I see... So wouldn't the library be included with the download in that case? Or is it a gfx library contained within the game's folder? Or on my PC? How would I go about fixing this? Forgive my ignorance, I'm still in school for comp sci so I don't always understand how these things work. I'm considering just opening up the .dll's in the installation folder and finding where the graphics are imported from.

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    24 minutes ago, schlopp96 said:

     

    Ahh I see... So wouldn't the library be included with the download in that case? Or is it a gfx library contained within the game's folder? Or on my PC? How would I go about fixing this? Forgive my ignorance, I'm still in school for comp sci so I don't always understand how these things work. I'm considering just opening up the .dll's in the installation folder and finding where the graphics are imported from.

    It is a dll library that is supposed to be with the download.

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    20 hours ago, WesternGamer said:

    Try using dinput.dll with version.dll as it does not break on my pc if both are installed at the same time.

    Thank you for the advice, but unfortunately, this makes no changes - the game continues crashing. I do not even see the loading screen of the game. In the Rockstar launcher, I see a button "loading", after a minute it changes to "Quitting" and that's it.

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