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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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    you make a version of lenny mod loader that doesn't work on red dead cracked because I can't afford to buy the original

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    19 hours ago, LMS said:

     

    As I said, a crash log. You provided an app hang, not a crash.

    If the game hang on loading, i provide what the game do, in this case hang.

    It doesn't let me in game, so can't crash, because stucks before game gets ready to play

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    10 hours ago, Chris2000 said:

    If the game hang on loading, i provide what the game do, in this case hang.

    It doesn't let me in game, so can't crash, because stucks before game gets ready to play

     

    I understand, alas there is not much I can do about this when the game is just stuck. It cannot be easily debugged since there is nothing apparently "breaking". If you have some basic computer skills, you could try to create a minidump of the threads active when it happens and send the dump alongside your current RDR2.exe my way. I cannot promise I will have the time to investigate it properly (as a hang can be difficult to pinpoint, especially when it does not happen for me), but it would be your best bet.

     

    Alternatively, since you said you are encountering stuttering: is your game installed on a SSD? If not, try that. You can also try to set some of the flags in the lml ini file to increase performance, such as disabling replace and stream and changing the log level so it logs less.

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    @LMS

    I would like to ask you for any advice or tips on trouble shooting horrendous stuttering/hitching/lagging when I install LML. Even with no other mods installed, and with no mods installed within LML it is awful, indeed unplayable imo. I have done some googling on this and I don't think the logging to disk reason is correct, at least not in my case. I'm running on quite a hefty machine:
    z90 board, i9-9900K water cooled, 32GB Ram, EVGA rtx 3080 XC3 ultra gaming 10GB GDDR6X
    System disk is a SATA SSD: Sandisk Ultra II (~390 MB/s write)
    Game disk is a NVMe M.2 SSD: Corsair Force MP600 (4,250MB/s max write)

    I have tried both beta 9 and 10 (and one earlier version, not sure which, probably 6 or 7) with the same result. I think beta 10 is worse for hitching in my case.

    Come to think of it the only thing that has changed on my end between beta 9 and 10 is that I moved and no longer have stable high speed internet (cable). I'm in a very rural location now and my only viable internet option atm (hurry up Elon I need starlink) is a cellular modem with a couple of directional antennas on the roof to get 'fair' signal strength (poor to zero inside the house). I can reliably get 5 Mb/s up and down, and off peak as much as 25Mb/s down. However, those speeds involve widely varying jitter and significant packet loss which varies with weather conditions.


    I wonder, could LML be triggering a flood of telemetry reporting to rockstar as well as increased local logging? With my case being more severe due to the poor internet connection? Seems plausible but idk.

    If not and you still believe it to be logging related, what log(s) and where does it/do they reside? I'll carve out a ramdisk for it/them so write times are as close to zero as you can get.

    I'd appreciate any guidance you would care to share on this. The LML mods have gotta so damn good with all the capability you've added and I would really like to try some of them out. Thank you for your work on LML and your time here.
     

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    Maybe game stucks, can help if i move to SSD? Is installed on External HDD, and maybe stuttering too. Just Vulkan stutters, dx12 no. I let you know

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    18 hours ago, LMS said:

     

    I understand, alas there is not much I can do about this when the game is just stuck. It cannot be easily debugged since there is nothing apparently "breaking". If you have some basic computer skills, you could try to create a minidump of the threads active when it happens and send the dump alongside your current RDR2.exe my way. I cannot promise I will have the time to investigate it properly (as a hang can be difficult to pinpoint, especially when it does not happen for me), but it would be your best bet.

     

    Alternatively, since you said you are encountering stuttering: is your game installed on a SSD? If not, try that. You can also try to set some of the flags in the lml ini file to increase performance, such as disabling replace and stream and changing the log level so it logs less.

    tried to move game in ssd, still hang!

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    I'm hoping that I can explain my issue in a way that you'll understand what is going on, at least on my end:

     

    I am currently using Lenny's Mod Loader vBeta 10 (the latest version on RDR2Mods), along with Alexander Blade's Scripthook and ASI Loader.  However, none of the mods that I am using work on vBeta 10 (I have W.E.R.O, Gun-Metal-Rework, Crime and Law Rebalance, and a few others).  But, all of the mods I am using work just fine on vBeta 9 and earlier.  Now, naturally, I would just continue to use vBeta 9, but when I use any version prior to vBeta 10, my game has these moments where it will freeze for a split-second or two, then continue working as normal - but it will do this repeatedly (otherwise, I would just deal with it).

     

    After a bunch of different testing, what I have determined is that is definitely Lenny's Mod Loader that is causing the issue - specifically any version earlier than vBeta 10.  Here is what I did to determine this:

     

     - Using vBeta 9, I removed each mod one by one until there were no mods installed except Lenny's Mod Loader vBeta 9.  Even with just vBeta 9 running standalone without any mods, it will still have these same periods of the game freezing.

     

     - I then repeated all the same exact steps mentioned above using vBeta 8 and vBeta 7, all providing the same results, even while using just Lenny's Mod Loader standalone.

     

     - I then installed vBeta 10 as a standalone without any mods, I never experienced any sort of freezing whatsoever (the game functions normally).

     

     - I added a single mod, that I confirmed worked on all prior versions of Lenny's Mod Loader, but it does not ever load up in-game.  I then installed all of the other mods that I used in the versions prior to vBeta 10, and none of them would load either.

     

     - The only mod I have been able to make work on vBeta 10, is the "Companions" mod.  All other mods that I use do not work at all, they do not load in-game whatsoever.  All .asi files load fine though - just no mods that require Lenny's Mod Loader.

     

     - Also to note:  I do not notice the freezing happening in any specific area of the map.  It happens at Horseshoe Overlook (seems the most consistent in freezing there), it happens in Valentine, when riding through Emerald Ranch, etc.  It doesn't matter the time of day, and doesn't seem to happen when the game is under more of a load, versus no load, it's just ... random.  The only information I have found in any sort of relation to this, is a response from the mod creator (LMS) in another thread, who had said that there is a lot of logging that happens within the game when Lenny's Mod Loader is running that can use additional resources, however, I don't really think that is the issue in this particular situation.  Reviewing the asiloader.log, ScriptHookRDR2.log, and ModManager.log, I do not see any issues or failed messages.  Everything appears to be loading correctly - unfortunately, there is just something between vBeta 9 and vBeta 10 that is different and is removing the ability for me to use any mods on the most recent version, yet can use all mods on prior versions.

     

    So ultimately, the issue I am having, is that if I use any version of Lenny's Mod Loader prior to vBeta 10, all of the mods work just fine - but, I experience periodic freezing in-game.  Yet, when I use vBeta 10, I do not experience any freezing, but none of the mods work.  It's a lose-lose situation unfortunately.

     

    The only difference I can determine between each version (which goes along with the install instructions), is that the vsf.asi file is the only different file between each version.  So whether I do a clean install of Lenny's Mod Loader for each version, or whether I just update the vsf.asi file, it doesn't make a difference.  Do you know of anything between vBeta 9 and vBeta 10 that changes within the vsf.asi file making the mods incompatible with the latest version?  I am really hoping that this is something that can be fixed - or there if there is some sort of remedy on my end I can try to fix this, but no matter my research, I cannot find anyone who is having this same issue.  I was so beyond excited when I had stepped down to vBeta 9 and found out all of the mods I had installed had begun working, but no matter what I do, the game starts to freeze periodically, making the earlier versions unusable for myself, it bothers me way too much, I'd rather just play without the mods.

     

    Anyway, I hope this all makes sense - and I hope someone is able to provide me with some insight / assistance.  Thank you for your time; this Mod Loader is absolutely amazing, and extremely simple to use - I just hope I am able to experience its full benefits!

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    On 7/19/2022 at 8:24 AM, Chris2000 said:

    @LMS Are you going to help me with this crash? Or not? Jesus, i'm asking for help to you, to the creator, i posted up this page log files, that YOU asked for Events, and i have posted vfs.log

     

    I am asking last time kindly, help me with my problem, i don't know how i have to ask for a help, i'm waiting since friday, i can't play with modmanager, please i want a concrete answer, i'm going to wait, but answer please

     

     

    You do realize that this is not their job, right?  They still have a life, a career, and likely a family.  Working on Lenny's Mod Loader is not their life - you cannot actually be coming off the way you are, asking "Are you going to help me with this crash?  Or not?", then proceed to be rude and impatient.  Keep in mind, this is a 100% FREE MOD LOADER, while I'm sure @LMS appreciates the users of their mod, that doesn't mean they are going to bend over backwards to fix and issue that isn't widely reported - there isn't even a guarantee it is actually LML's fault - it could be a mix of your hardware, the version of the game you are using, corruption / and issue within a random game file, etc.

     

    Be patient, and be respectful.  Coming off the way you are is the absolute worst way to garner a response - let alone a helpful response.  This mod loader is absolutely amazing, I too am having issues with the loader and have asked for assistance, but I'm going to be as patient as necessary for a response and hopefully help.

     

    In other words, LMS will get to it, when they get to it.

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    @CrWbb26 No significant changes in beta 10 vs beta 9 other than compatibility with the latest game update. Can you post your modmanager and vfs log for when it does not work (on v10)?

     

    @Chris2000 Moving to SSD will help with stuttering, not necessarily with your app hang. See if Vulkan works better then.

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    @LMS, thank you for the quick response, I appreciate it!  Turns out, it seems like it was an issue with the version of the game I was running.  I have upgraded to 1436, and it appears to be working just fine now - smooth as butter, no issues.

     

    Thank you again!

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    12 minutes ago, CrWbb26 said:

    @LMS, thank you for the quick response, I appreciate it!  Turns out, it seems like it was an issue with the version of the game I was running.  I have upgraded to 1436, and it appears to be working just fine now - smooth as butter, no issues.

     

    Thank you again!

    @CrWbb26 I had suspected from the beginning that you might be running an older version, and it seems I was right all along. At least you found out what the issue was. I would recommend in the future checking what version of the game you are on and checking that the mod supports that specific version of the game. You may have to use an older version of a mod to get it to work. Hope that these tips help you in the future!

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    Just now, WesternGamer said:

    @CrWbb26 I had suspected from the beginning that you might be running an older version, and it seems I was right all along. At least you found out what the issue was. I would recommend in the future checking what version of the game you are on and checking that the mod supports that specific version of the game. You may have to use an older version of a mod to get it to work. Hope that these tips help you in the future!

     

    I'm not sure if you had noticed in my original comment, or maybe I wasn't very clear, I feel like I was kind of "dragging on" in my explanation.  Anyway, I had tried using all versions of LML available.  I tried Beta v7, v8, v9 and v10 - with v7, v8, and v9, LML was causing the periodic hiccup (freezing) while playing (even without any other mods installed, except LML standalone), then with v10, the mods would not load in-game at all (but, there was no freezing whatsoever with LML running standalone).  So, it was coming down to choosing - either no more mods that require the use of LML period ... or ... deal with the freezing that came along with all of the previous versions of LML.  It also did not matter which version of the *asiloader, *scripthook, or the mods I was running, up to date, or previous versions, they refused to work on v10.

     

    But yes, now that I am running the recent version of the game, everything seems to be working without any noticable issues - at least in the multiple hours of playing I did last night, so I am confident in calling this "resolved".

     

    Thank you for the tips!

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    4 minutes ago, CrWbb26 said:

     

    I'm not sure if you had noticed in my original comment, or maybe I wasn't very clear, I feel like I was kind of "dragging on" in my explanation.  Anyway, I had tried using all versions of LML available.  I tried Beta v7, v8, v9 and v10 - with v7, v8, and v9, LML was causing the periodic hiccup (freezing) while playing (even without any other mods installed, except LML standalone), then with v10, the mods would not load in-game at all (but, there was no freezing whatsoever with LML running standalone).  So, it was coming down to choosing - either no more mods that require the use of LML period ... or ... deal with the freezing that came along with all of the previous versions of LML.  It also did not matter which version of the *asiloader, *scripthook, or the mods I was running, up to date, or previous versions, they refused to work on v10.

     

    But yes, now that I am running the recent version of the game, everything seems to be working without any noticable issues - at least in the multiple hours of playing I did last night, so I am confident in calling this "resolved".

     

    Thank you for the tips!

    @CrWbb26 That is pretty interesting that no version of LML worked before updating. Never saw anything like that, but at least the issue is "resolved".

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    1 minute ago, WesternGamer said:

    @CrWbb26 That is pretty interesting that no version of LML worked before updating. Never saw anything like that, but at least the issue is "resolved".

     

    Well, technically, yes, no version of LML worked on the prior version (to clarify was 1311.23).  But, also to clarify again, that v7, v8 and v9 all "worked" per se, as in all of the mods loaded and functioned just fine, but LML itself would cause the occasional hiccup where the game would freeze for a split second, then continue working - it wasn't a huge deal, other than the fact it would happen multiple times in a short period of time, so it was more a nuisance than anything.  However, it was just v10 that would flat out "not work", as in no mods would load, or act as if they were installed. 

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    23 minutes ago, CrWbb26 said:

     

    Well, technically, yes, no version of LML worked on the prior version (to clarify was 1311.23).  But, also to clarify again, that v7, v8 and v9 all "worked" per se, as in all of the mods loaded and functioned just fine, but LML itself would cause the occasional hiccup where the game would freeze for a split second, then continue working - it wasn't a huge deal, other than the fact it would happen multiple times in a short period of time, so it was more a nuisance than anything.  However, it was just v10 that would flat out "not work", as in no mods would load, or act as if they were installed. 

    @CrWbb26 All now makes sense, thanks and have a great day!

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    Just now, WesternGamer said:

    @CrWbb26 All now makes sense, thanks and have a great day!

     

    You as well, sorry for the confusion - and thank you!

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    Hey All,

    I've been having an issue with the PED Damange Overhaul mod and Lenny's Mod Loader: Whenever I press f9 I am not getting a message showing that the mod is properly installed.

    I've downlaoded version 10 of LML and whenever I load RD2, I am getting an error message on LML that says it's waiting for the game to start. Using the steam version.

     

    Any ideas one what's happening?

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    12 minutes ago, NuclearCowboy said:

    Hey All,

    I've been having an issue with the PED Damange Overhaul mod and Lenny's Mod Loader: Whenever I press f9 I am not getting a message showing that the mod is properly installed.

    I've downlaoded version 10 of LML and whenever I load RD2, I am getting an error message on LML that says it's waiting for the game to start. Using the steam version.

     

    Any ideas one what's happening?

    @NuclearCowboy You need a scripthook and asi loader if you did not install them. If you did, make sure the asi file is in the main game directory. Follow the installation instructions for the mod carefully.

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    I've already installed the redhook scripthook and ASI loader + the native trainer. Is this because I am using the steam version?

    image.thumb.png.bf57aa818a7578f0c0945f4510288379.png

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    15 hours ago, NuclearCowboy said:

    I've already installed the redhook scripthook and ASI loader + the native trainer. Is this because I am using the steam version?

    image.thumb.png.bf57aa818a7578f0c0945f4510288379.png

    @NuclearCowboy I would use AB scripthook instead of Redhook as Redhook has not been maintained for a long time. Also the window that you opened for the mod manager is not actually LML, it just manages the lml mods. This means lml is working as long as it is generating a log file called vfs.asi. 

    Edited by WesternGamer
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    12 minutes ago, JunipusMaximus said:

    When manually moving mods into the lml folder, they wouldn't show up in the Mod Loader app.

    @JunipusMaximus Try running the game first, then open the app.

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    4 minutes ago, JunipusMaximus said:

    Aha, figured it out, thanks though!

    @JunipusMaximus The reason that this works is because LML stores a list of mods and the list gets updated when the game runs. 

     

    The mods did not show up in the mod manager as the list was empty, because the game had not ran with the mods installed, thus the list did not update.

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