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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
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    Recommended Comments



    On 5/16/2022 at 5:24 AM, shadowcreed4 said:

     

     

    even though I installed LML correct and launched the game .. It still says WAITING FOR GAME

    can someone please help

     

    image.thumb.png.4c70b67717cae31b8f824f0df0d385e8.png

    I got the same problem. Mods doen't work no more either. Mod lader says that mod is activated but doesn't work ingame

     

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    On 5/15/2022 at 11:24 PM, shadowcreed4 said:

     

     

    even though I installed LML correct and launched the game .. It still says WAITING FOR GAME

    can someone please help

     

    image.thumb.png.4c70b67717cae31b8f824f0df0d385e8.png

    @shadowcreed4 That is the mod manager, not LML. LML is probably working, but you will have to install the mods manually.

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    Thank you, I am currently using 1436.31 at present

    Gantz 于 2022 年 5 月 20 日下午 2:48 说道:

    您好,我不会说英语,它在 1436.28 中对我有用,使用以下文件和模块,希望对您有所帮助:
     


    -LML 测试版 8

    -ASI 装载机 2.1

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

     

    我的 ASI MODS 是:
    -AllWeaponUnlocked
    -Autogreat
    -longer_days
    - 本地培训师
    -横冲直撞
    -vfs 显然

     

    在 LML 中,我有:
    -AMOO 名称
    - 无退化
    -Ped准确性修复
    -溪流

    -Whyemm(我只有 item_Catalog、item_References.item_Textures、item_Titles 文件夹直接位于 LML 文件夹的根目录中)(我有这些文件夹是因为我有一个非合法的游戏副本,并且省略了武器参考文件夹使Whyemm 模组工作为了我)

     

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    When I install LML, FPS drops.
    Even if you don't have any mods, there will be a noticeable lag.

    The game data is on the SSD. Is there a solution?

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    I downloaded LML so I could use ped damage overhaul. but now I have a whole bunch of additional stuff in shops and wardrobe. weapon "variations", rings, ponchos, fence items. but none of them work. how do I fill it all out so it's all functional? is there another mod that makes all that stuff usable?

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    Okay I have this issue that I have everything but the game just won't load and each time I remove the vsf.asi file the game loads but without LML mods but then when i put the file back in again it it crashes again. I also looked in the task manager and it says that rdr2 pops up but only for like 2 seconds then its gone

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    For whatever reason LML keeps waiting on the game. So it doesn't load any mod and the game remains the same. Any idea how to fix this?

     

    I tried going back to an earlier version like Beta8 but the result is the same. Regardless of what i try, no mod is being loaded, and mod manager is waiting eternally for the game.

    Edited by NightmareGK13
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    Here to say that I'm having the same problem as the last two commenters. The game loads fine with Rampage, LST, etc. but the nanosecond I put in LML and its files, it crashes when I try to start the game. It works fine without LML files. Removing VSF.asi gets the game to load (no beeping) without the LML mods. I've also tried deleting NativeInterop with the same results. ScriptHook and ASI Loader are up to date so I am absolutely at a loss right now. 😕Trying to run an earlier version of LML just gets me a crash before the game can even fully boot into the startup shotgun screen. It was working fine earlier today before I decided to clean up my RDR2 install and start over from scratch since it was getting cluttered and complicated in there. I'm disappointed, was really looking forward to playing with some custom horse coats.

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    Ive been trying to get the mod loader to work but i cant. I am running it on the steam version of rdr2. Can anyone help? Here is a screenshot of my game folder.

    Capture.PNG

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    So I'm struggling to get the updated version working right. I've got the new scripthook and everything. I've attached a photo of what comes up when I open the mod loader. For some reason it's not recognizing the ModManager.Core.dll file. ?
    It has loaded two mods but won't load any other mods and am having to manually load mods.
    My game version is on steam and I'm running it from a different drive than my program (C:) drive. Don't know if that might make a difference. But the files are in the same folder as the .exe for the game.

    Capture.JPG

    Edited by lgoins
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    On 6/20/2022 at 12:52 AM, miso2112 said:

    Here to say that I'm having the same problem as the last two commenters. The game loads fine with Rampage, LST, etc. but the nanosecond I put in LML and its files, it crashes when I try to start the game. It works fine without LML files. Removing VSF.asi gets the game to load (no beeping) without the LML mods. I've also tried deleting NativeInterop with the same results. ScriptHook and ASI Loader are up to date so I am absolutely at a loss right now. 😕Trying to run an earlier version of LML just gets me a crash before the game can even fully boot into the startup shotgun screen. It was working fine earlier today before I decided to clean up my RDR2 install and start over from scratch since it was getting cluttered and complicated in there. I'm disappointed, was really looking forward to playing with some custom horse coats.

    Commenting to echo this. I have the most recent versions of the game, version.dll, lml, and scripthook. ModManager.NativeInterop.Dll causes my game to crash while loading. If I remove the file, my game loads, but LML mods don't work. I've tried using combinations of previous versions of all the aforementioned mods with no results.

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    18 hours ago, Thegamerman said:

    Ive been trying to get the mod loader to work but i cant. I am running it on the steam version of rdr2. Can anyone help? Here is a screenshot of my game folder.

    Capture.PNG

    @Thegamerman LML does not indicate ingame if it is working. Looking at the folder, log files are being generated, so I believe it is working. 

     

    Do you have any lml mods installed? If not, the game will act like that lml is not installed.

     

    Also remove dinput8.dll as version.dll does the same thing and I would want to eliminate that as a possible problem.

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    Can you try to find a fix on why everytime i use lml i get 5-10% fps drops i tested my fps in saint denis while lml is active (no mods) and i also tried with lml disabled i get more fps with lml disabled idk how or why. My fps in saint denis while lml is active is 40-54 then with lml disabled i get around 45-62. Please try to find a solution for this.

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    14 hours ago, Sin of Greed15 said:

    Can you try to find a fix on why everytime i use lml i get 5-10% fps drops i tested my fps in saint denis while lml is active (no mods) and i also tried with lml disabled i get more fps with lml disabled idk how or why. My fps in saint denis while lml is active is 40-54 then with lml disabled i get around 45-62. Please try to find a solution for this.

    Is your RDR2 install on an SSD?

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    Is LML working for anyone else? I've never had a problem with it but now, whenever I have the LML files in my directory the game refuses to start. But removing the LML files the game starts up.

    I'll Hit "PLAY" from steam, then it seems to begin the process of starting up, then it'll just stop, prompting me to start the game again.

    Anyone have any advice? 

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    On 6/22/2022 at 12:41 PM, lgoins said:

    So I'm struggling to get the updated version working right. I've got the new scripthook and everything. I've attached a photo of what comes up when I open the mod loader. For some reason it's not recognizing the ModManager.Core.dll file. ?
    It has loaded two mods but won't load any other mods and am having to manually load mods.
    My game version is on steam and I'm running it from a different drive than my program (C:) drive. Don't know if that might make a difference. But the files are in the same folder as the .exe for the game.

    Capture.JPG

    Okay so fixed my own problem.

     

    First I had a problem with the mod loader having all options greyed out and not working at all.. What fixed that was the lml folder under ....steamapps>common>Red Dead Redemption 2 was in lower case. When I capitalized it to LML, I could point the mod loader to the file and the mod loader started to work.


    But I was getting the above message about ModManager.Core.dll. The directions state to load the files into the same folder with the RDR2.exe but I got the warning to go away by copying the ModManager.Core.dll and pasting it ino the LML file. Then I got a similar warning about another file when I opened the mod manager. I copied that file into the LML file. There were 4-5 files it I got messages on and then the mod loader was finally happy. Hope this helps anyone else out with a similar issue.

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    19 minutes ago, lgoins said:

    Okay so fixed my own problem.

     

    First I had a problem with the mod loader having all options greyed out and not working at all.. What fixed that was the lml folder under ....steamapps>common>Red Dead Redemption 2 was in lower case. When I capitalized it to LML, I could point the mod loader to the file and the mod loader started to work.


    But I was getting the above message about ModManager.Core.dll. The directions state to load the files into the same folder with the RDR2.exe but I got the warning to go away by copying the ModManager.Core.dll and pasting it ino the LML file. Then I got a similar warning about another file when I opened the mod manager. I copied that file into the LML file. There were 4-5 files it I got messages on and then the mod loader was finally happy. Hope this helps anyone else out with a similar issue.

    @lgoins I would not recommend using the mod manager as it is more of a pain than manually installing. And I think the mod manager was actually asking you to select the game folder, not the lml folder.

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    8 hours ago, WesternGamer said:

    @lgoins I would not recommend using the mod manager as it is more of a pain than manually installing. And I think the mod manager was actually asking you to select the game folder, not the lml folder.

    Selecting the game folder didn't work.
    I have some mods that require Lenny's to work that I'd like to use. I have no idea how to install them otherwise. Specifically some .ymt files. Any advice?

    Edited by lgoins
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    On 6/24/2022 at 6:35 PM, Cyan said:

    Is your RDR2 install on an SSD?

    Yes and I already managed to fix it by updating my drivers and windows

    • Like 1
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    I've got a question, when editing mod loadout and trying to have a mod overwrite another, where should they be in the list? 
    Is the mod loadout top of the list loads 1st, bottom of the list loads last?

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    4 minutes ago, D1mossa said:

    Is beta 10 broken? Doesnt seem to work on my end.

    @D1mossa Beta 10 is not broken, make sure that you are running the latest version of the game. Also make sure that you have a asi loader installed.

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    -Add ability to drag mods around to change one's load order instead of just using arrows to move them.

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    @LMS

    Hi i have tried beta 10, using DirectX12, and stuck on loading screen, and i discovered that. Removing vfs.asi game loading, but if i remove asi file, my ModManager didn't work. Can you add compatibility with DX12 please? With Vulkan is really stuttering my game, and DX12 no. Let me know please, i hope at least

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    4 hours ago, Chris2000 said:

    @LMS

    Hi i have tried beta 10, using DirectX12, and stuck on loading screen, and i discovered that. Removing vfs.asi game loading, but if i remove asi file, my ModManager didn't work. Can you add compatibility with DX12 please? With Vulkan is really stuttering my game, and DX12 no. Let me know please, i hope at least

     

    LML itself is render-engine agnostic, but if you do get a crash when running it on DX12 (and do not get the crash without LML), feel free to send me the details. Go to eventvwr.exe -> Windows Logs -> Application and look for RDR2 related entries.

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