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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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    15 minutes ago, RusGameTactics said:

    I can 100% confirm that the method of replacing RDR2.exe with version 1.0.1436.28 works on a license through the official Rockstar Games Launcher.
    1) Update the game through the official launcher to version 1.0.1436.31 and close the Rockstar Games Launcher.
    2) Open the Rockstar Games Launcher as an administrator and click "Run", during the launch, while the synchronization is in progress, you will need to transfer the RDR2.exe v.1.0.1436.28 file to the root folder with the game and replace it, the replacement may not be immediately , repeat this step and it will definitely replace the RDR2.exe file and the game will start successfully.
    3) After loading the main menu, the old trainer and all mods will work for you, as well as LML
    4) When you exit the game, you will need to delete the RDR2.exe v.1.0.1436.28 file from the root folder with the game and go to the Rockstar Games Launcher, it will automatically download the latest RDR2.exe
    5) The next time you start with mods, just repeat step #2
    From myself I can say that I myself have ASI and LML mods, including a mod that removes blur from TAA anti-aliasing, after these actions the game successfully works and starts with all mods. The only negative is the replacement and removal of RDR.exe in the root folder with the game. But everything works great.
    Who helped this method, please unsubscribe!
    All the best!

    Nope, with previous hooks it doesn't even start

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    1 minute ago, DanteVolf said:

    Nope, with previous hooks it doesn't even start

    You have literally a couple of seconds to have time to replace the RDR.exe file while the RGL is initializing and the window with the game does not open, this method requires speed. But it works 100%. So this method definitely works, but causes discomfort.

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    14 minutes ago, RusGameTactics said:

    You have literally a couple of seconds to have time to replace the RDR.exe file while the RGL is initializing and the window with the game does not open, this method requires speed. But it works 100%. So this method definitely works, but causes discomfort.

    You can't replace it if it already starting, so yes, I got in those seconds. Still doesn't work. Maybe I need a right api, or hook. Cheez. Tired of this stuff already, thanks to trash modding of this engine. No offence to authors, only to how hard developers done to mod something.

    Edited by DanteVolf
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    26 minutes ago, DanteVolf said:

    You can't replace it if it already starting, so yes, I got in those seconds. Still doesn't work. Maybe I need a right api, or hook. Cheez. Tired of this stuff already, thanks to trash modding of this engine. No offence to authors, only to how hard developers done to mod something.

    Why are you arguing?) I started the game calmly with all the mods and ASI plugins, and it works, but the method is extremely inconvenient. If you don't believe me. You can read the info here: https://www.nexusmods.com/reddeadredemption2/mods/56?tab=posts

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    Beta 10 isn't working: for some reason when I downloaded beta 9 a while back it went smoothly, however now I'm trying to download beta 10 and its just not downloading, I pressed the click here link for when it fails to download and it just loaded an error page, I was curios so I tried downloading beta 9 again to see if its just a problem with the newest version and it still didn't work then, what exactly should I do?

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    22 hours ago, WesternGamer said:

    @JammyDodger It might be one of your mods, can you send me a screenshot of the game directory so we can investigate further?

     I discovered that when I only have LML mods (in the LML folder), then the game loads OK. As soon as I add any ASI mods, then I get the infinite load problem.

    I have installed LML beta 10, ASI Loader, and RAGE ScriptHook V2.

    I made absolutely sure there are no old files from previous versions.

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    1 hour ago, JammyDodger said:

     I discovered that when I only have LML mods (in the LML folder), then the game loads OK. As soon as I add any ASI mods, then I get the infinite load problem.

    I have installed LML beta 10, ASI Loader, and RAGE ScriptHook V2.

    I made absolutely sure there are no old files from previous versions.

    @JammyDodger Remove all mods and add one by one until you get that issue, two people on discord has the same issue.

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    2 hours ago, JammyDodger said:

     I discovered that when I only have LML mods (in the LML folder), then the game loads OK. As soon as I add any ASI mods, then I get the infinite load problem.

    I have installed LML beta 10, ASI Loader, and RAGE ScriptHook V2.

    I made absolutely sure there are no old files from previous versions.

    @JammyDodgerIt is NoInvisibleSnipers.asi. It is causing the issue. Two other people had the same issue.

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    Hello! In fact, there is a way out of this situation. I was helped by LMS to fix a crash when loading a story mode when using LML 10, updated ASI and alternative Script Hook 2.0.
    And so, let's start in order. Everyone who has more than 5 mods in the LML folder and uses script modifications in the ASI format - it’s worth considering why the game crashes, one of the reasons may be an incompatible version of the ASI script mods, for me personally it was the second option that caused the crash. What needs to be done to solve the problem?
    1) Update the game to the latest current version: 1.0.1436.31
    2) Download LML 10 and updated ASI from these links:
    https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
    https://www.rdr2mods.com/downloads/rdr2/tools/9-rdr-2-asi-loader/page/3/
    as well as this alternative Script Hook 2.0. Of course, we put all the files in the root folder with the game and make a replacement. Also, for 100% work, we delete all files with the "log" extension from the root folder with the game - these are the so-called logs.
    3) We start the game, during the loading of the story mode, most likely your game will simply crash to the desktop without an error, or an eternal load will occur.
    4) After leaving the game, you need to go to the Win search and type "eventvwr" find eventvwr.exe and open, then the "Windows logs - Applications" tab. We open it and look, in the error code there will be a failed module that led to the game crash, or there will be several of them - this means that these ASI scripts, or LML mods should be temporarily removed.
    5) After you have removed the scripts or mods that cause a crash during the loading of the story mode, just go back and try to load the story mode.
    On my own behalf, I can add that this method completely helped me personally, my game is in the RGL and now it works flawlessly. I also want to note that it is best to open the RGL on behalf of the administrator.
    Please unsubscribe to whom this method helped as well as me!

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    On 4/30/2022 at 4:30 PM, RusGameTactics said:

    You have literally a couple of seconds to have time to replace the RDR.exe file while the RGL is initializing and the window with the game does not open, this method requires speed. But it works 100%. So this method definitely works, but causes discomfort.

    The old exe replace method has been working for me with all my mods and scripts. I don't find it any trouble at all.

     

    Going to wait it out before updating everything I think.

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    After couple of tries yes, I found what the problem and changing exe is working. And I used eventvmr earlier, it shows nearly every mod. If that really what causing crashes - i'd better continue use an old .exe, because there's no point 

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    Hello,

    I am unable to get any mods to work, including the example mods downloaded with this mod manager. I have installed exactly as described, dropped the contents of ModLoader into my game folder and installed the mods with the Mod Manager UI. The game doesn't crash or anything, it's like the mod manager doesn't load the mods at all

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    10 hours ago, micool22 said:

    Hello,

    I am unable to get any mods to work, including the example mods downloaded with this mod manager. I have installed exactly as described, dropped the contents of ModLoader into my game folder and installed the mods with the Mod Manager UI. The game doesn't crash or anything, it's like the mod manager doesn't load the mods at all

     

    I'm going to take a wild guess that you don't have an ASI loader downloaded.

     

    RDR 2 Asi Loader 0.2.2

     

    And as of writing this, that's the only one that works seeing as dinput8.dll is probably never going to get updated.

     

    Outside of that, go read my write up on page 14.  It's accurate outside of what I mentioned above.  I might go back and edit it but too lazy atm.

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    7 hours ago, Entreped said:

     

    I'm going to take a wild guess that you don't have an ASI loader downloaded.

     

    RDR 2 Asi Loader 0.2.2

     

    And as of writing this, that's the only one that works seeing as dinput8.dll is probably never going to get updated.

     

    Outside of that, go read my write up on page 14.  It's accurate outside of what I mentioned above.  I might go back and edit it but too lazy atm.

    That fixed it, thank you for the quick reply!

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    Am I meant to merge every install.xml into a single file? Am I meant to have a bunch of folders in the 'lml' folder and then inside those folder the install.xml files exist? What if I have multiple mods that want to just sit in the lml folder but they all have their own install.xml files? What do I do then? There is SO MUCH missing information on this page.... and I've been modding Skyrim for a decade.

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    7 hours ago, grimjimslim said:

    Am I meant to merge every install.xml into a single file? Am I meant to have a bunch of folders in the 'lml' folder and then inside those folder the install.xml files exist? What if I have multiple mods that want to just sit in the lml folder but they all have their own install.xml files? What do I do then? There is SO MUCH missing information on this page.... and I've been modding Skyrim for a decade.

    ?

    No, each mod with an install.xml goes into it's own folder under the lml directory.

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    Buenas noches a todos, no hablo ingles, traduzcan mi texto con el traductor de google.
    Pude hacer funcionar LML en la version 1436.28 con esta combinación de archivos:

    -LML beta 8

    -ASI  LOADER  2.1

    -ScriptHookRDR2.dll-1472-1-02-1651255908

    Mis MODS ASI son:
    -AllWeaponUnlocked
    -Autogreat
    -longer_days
    -Native trainer
    -Rampage
    -vfs Obviamente

    En LML tengo:
    -AMOO Names
    -No degradation
    -Ped Accuracy fix
    -stream

    -Whyemm (solo tengo las carpetas item_Catalog, item_References. item_Textures, item_Titles directamente en la raiz de la carpeta LML) (Tengo esas carpetas porque tengo una copia no legitima del juego y omitiendo la carpeta weapons_references los mods de whyemm me funcionan)

    pd.- no me juzguen, si tengo el juego comprado pero en xbox series X, la copia de pc solo la baje por los mods 😛

    Si les sirvió de algo mi ayuda por favor comenten 😄
    😛

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    Hi guys! Found a bug.

     

    I noticed that beta 10 is breaking spawn of some animals. As an example take a look at location called Osman Grove (https://reddead.fandom.com/wiki/Osman_Grove). Usually there are chickens and squirells around the house, but with Mod Loader beta 10 installed there is none of them. Even if I remove all mods from lml folder - they still don't spawn. Meanwhile animals like deers, goats, rabbits spawn just fine. And if I remove Mod Loader files chickens and squirells start spawn again.

     

    My game version is 1436.31, R* Launcher. AB Scripthook is installed.

     

    UPDATE

     

    It appears that LML was also blocking spawn of badgers and trains for me somehow.

    Edited by Avelium
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    vfs.asi is causing my game to be stuck in a infinite loading screen I'm using lml beta 10 all my mods are updated

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    On 5/1/2022 at 4:52 AM, RusGameTactics said:

    Hello! In fact, there is a way out of this situation. I was helped by LMS to fix a crash when loading a story mode when using LML 10, updated ASI and alternative Script Hook 2.0.
    And so, let's start in order. Everyone who has more than 5 mods in the LML folder and uses script modifications in the ASI format - it’s worth considering why the game crashes, one of the reasons may be an incompatible version of the ASI script mods, for me personally it was the second option that caused the crash. What needs to be done to solve the problem?
    1) Update the game to the latest current version: 1.0.1436.31
    2) Download LML 10 and updated ASI from these links:
    https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
    https://www.rdr2mods.com/downloads/rdr2/tools/9-rdr-2-asi-loader/page/3/
    as well as this alternative Script Hook 2.0. Of course, we put all the files in the root folder with the game and make a replacement. Also, for 100% work, we delete all files with the "log" extension from the root folder with the game - these are the so-called logs.
    3) We start the game, during the loading of the story mode, most likely your game will simply crash to the desktop without an error, or an eternal load will occur.
    4) After leaving the game, you need to go to the Win search and type "eventvwr" find eventvwr.exe and open, then the "Windows logs - Applications" tab. We open it and look, in the error code there will be a failed module that led to the game crash, or there will be several of them - this means that these ASI scripts, or LML mods should be temporarily removed.
    5) After you have removed the scripts or mods that cause a crash during the loading of the story mode, just go back and try to load the story mode.
    On my own behalf, I can add that this method completely helped me personally, my game is in the RGL and now it works flawlessly. I also want to note that it is best to open the RGL on behalf of the administrator.
    Please unsubscribe to whom this method helped as well as me!

    Hello! I have tried this and found that the vfs.asi is what is causing my crashing. Once I deleted that the game loaded fine but then some of my other mods didn't work.

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    @WesternGamer I'm using the most updated version of the scripthook vfs.asi is the only thing not working rampage and reshade both load in fine if I remove vfs.asi from my directory

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    Had a question after the release of Beta 10...

    My stream folder loaded my stuff just fine before this update and stuff, but now after installing all the new updated programs/various necessary things, my stream folder no longer loads my retextures/assets I have, and I have the new install.xml file in the folder... I noticed the "asset_replace" folder in the examples mod... how does that work, do I need to move my files that retexture/replace assets into that folder now? I miss my horse and clothing retextures...

     

    Essentially, what am I doing wrong?

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