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HUGE Problem with Modding RDR2 That No One is Talking About


Dagger323
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1 hour ago, ydamao said:

A few months ago, I noticed this topic but didn’t have the time to fully read through it. Yesterday, I stayed up all night and read everything from start to finish. Oh my God, it’s been months and there’s still no good solution to this issue. Over the past few months, I’ve also tested many different days. My most serious problem is caused by the WhyEm DLC. I’m using WhyEm’s DLC Red Dead Offline Edition

For the life of me I dont understand why people are so attached to Whyem DLC when most of them even admit they only use it for 1 or 2 items. The same with RDO, it bloats up the game immensely and add things like "improved bow" or bolas that you never use in single player anyway. First thing to do if you want a stable game is to just top using these bloated messes or just live with bugs and wardrobe issues/disappearing equipment /clipping etc.

Edited by dundarrion
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2 hours ago, dundarrion said:

For the life of me I dont understand why people are so attached to Whyem DLC when most of them even admit they only use it for 1 or 2 items. The same with RDO, it bloats up the game immensely and add things like "improved bow" or bolas that you never use in single player anyway. First thing to do if you want a stable game is to just top using these bloated messes or just live with bugs and wardrobe issues/disappearing equipment /clipping etc.


The reason WhyEm DLC is so bloated is that it contains a lot of things. Some things are hard to find in single-function mods. For example, I wanted my horse to wear a mask, but I couldn't find any mod for that after searching for a long time. Also, for instance, the WhyEm DLC wardrobe lets you remove individual clothing accessories, and there are a lot of clothes that someone else might like, but of course, I won’t modify the clothing. So I had to compromise. It’s like the topic we’re discussing—deciding between the lively, original game and mods. Haha. By the way, do you know if there’s a standalone horse mask mod? If there is, I would give up WhyEm DLC.

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19 hours ago, Ides4 said:

Hey guys, I downloaded the Install.xml for Complete Horse Overhaul that Werwolf posted earlier in the thread that utilizes the file replacement method. I've replaced the default install.xml with his, placed the .ymt files in the base Complete Horse Overhaul folder, and placed the .ytd files inside the Textures folder inside the Complete Horse Overhaul folder. I swore I followed his instructions exactly but it is not working for me. Does anyone know what I'm doing wrong? 

 

"For example, Complete Horse Overhaul keeps its files in the lml/stream folder, so you need to move the textures (.ytd files) in the "Complete Horse Overhaul/Textures" folder, and the config files (.ymt files) just in the "Complete Horse Overhaul" folder next to the install.xml, and replace the install.xml with the one attached to this message."

install.xml 58.6 kB · 2 downloads


The way I do it is to use the script made by werwolf969 along with some other tools like Notepad++ and the script I uploaded here.

  • You have to place all files that would normally go on lml/stream to the mod folder, you can also create a folder inside the mod folder and name it whatever you want, it doesn't matter, they just need to be inside it.
  • Then you put the script inside where the install.xml will go, usually the mod folder.
  • Copy the path of the mod folder and paste it inside the script and do this for the path of source_paths.txt too (I just put .\source_paths.txt in the script file I use as base to copy-paste around, if you do this just be sure you always put source_paths.txt in the same folder of the script).
  • Create source_paths.txt and fill it with the paths of each original file of the mod from the game.
  • Then you run the script and rename the file it genereates to "install.xml" and you're done.

Sometimes there are other files that aren't replaced or streamed, look inside the original "install.xml" to check, if that's the case copy-paste the lines of that file.

Luckly for you I want to try this mod so I made the install.xml myself, saving you the hassle.
Install the mod normally but put the "stream" folder inside the "Complete Horses Overhaul" and rename it to "replace" then replace the "install.xml" with mine. It should look like this:
Could contain: text, screenshot, software, multimedia software, font, computer icon

install.xml

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On 11/7/2024 at 10:52 PM, Edegon said:

Anyway I'm just going to continue as I did until now since this thread is too long and, while it's good for discussion, it's very bad to find the solutions and all the important stuff (like that script you mentioned). (Also the file in the link has been deleted).

I think someone should make a separate thing with all the important info and resources like the scripts, so everyone can find it easy and the thread doesn't fill up with anymore questions that already have a (buried) answer.


I repeat that we need to make a separate thing (or, if it can be done here, a pinned comment) with all the findinings and fixes/workarounds that have been found and the resources like the scripts. This would:

  • Make every important information and resource easily accessible, this would in turn:
  • Stop the thread being filled with "dumb" questions like "does this mod work?" or "how do I do this thing that has already been explained about a few hundreds of times but that I didn't read because rightfully I don't want to spend hours reading a thread searching for the answer?".
  • Make the whole problem and workarounds more easily sharable (on top of accessible) so that it could become more noticed and known, in turn the modders would probably start paying attention to this and stop using streaming so much, but most importantly it increases the chances that a person that is able and willing fix this problem stumbles upon it, because no sane person would decide to read this whole thread just because.

In short: the thread has become too long, so if someone stumbles upon it it's not going to read it unless they have a lot of free time and interest, this also causes the thread to get filled with questions that don't help the discussion. I think we need some sort of board with a summary and the resources so that it's easier for everyone to get informed and involved, the discussion can continue and possibly a solution gets finally found.

I don't know how to do this and don't even have the knowledge to make the summary, not to mention I don't have the time that it would require me to do it by myself. I think it needs to be created in group, maybe by communicating on Discord (of course the main discussion about this topic will be kept here on this thread available to everyone).

The people that seemed to me the most knowledgeable in this thread are: @Dagger323, @Cratthorax, @HarrietOrtega, @riley5737, @Gunter Severloh, @kaozzz777, @RLTYProds, @Chirag3004, @black0cs, @vincemeister55 and @werwolf969. DominatorGT would be nice to have too.
I offer myself to help doing this as well if I can.

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3 hours ago, Ides4 said:

Thanks so much for your help! I do have one texture issue on a horse, John's Old Boy has white splotches. May be other horses with issues I haven't encountered yet. 

I haven't tried the mod yet, now I'll see if I have the same problem

Edit: I have the problem too and it goes away if install the mod normally, so I did something wrong. I'll see if I'm able to fix it.

 

Edit 2: Found the problem, it was a single line

install.xml

Edited by Edegon
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6 hours ago, Edegon said:

I haven't tried the mod yet, now I'll see if I have the same problem

Edit: I have the problem too and it goes away if install the mod normally, so I did something wrong. I'll see if I'm able to fix it.

 

Edit 2: Found the problem, it was a single line

install.xml 70.55 kB · 2 downloads

 

A lot of lines are missing in your install.xml.

i.e. all p_c_horse_01_h_merge_xx.ytd

 

Also I don't think we need to put line with game location like :

      <FileReplacement allowDuplicate="true">
        <GamePath>platform:/packs/base/data/metapeds.ymt</GamePath>
        <GamePath>platform:/dlcpacks/rowassetpack/row/x64/packs/ped_pack/data/metapeds.ymt</GamePath>
        <GamePath>C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt</GamePath>
        <GamePath>update:/x64/packs/base/data/metapeds.ymt</GamePath>
        <FilePath>metapeds.ymt</FilePath>
      </FileReplacement>

 

Writing the following line is enough:

      <FileReplacement>
        <GamePath>update:/x64/packs/base/data/metapeds.ymt</GamePath>
        <FilePath>metapeds.ymt</FilePath>
      </FileReplacement>

Edited by lexo1000
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7 hours ago, Edegon said:


I repeat that we need to make a separate thing (or, if it can be done here, a pinned comment) with all the findinings and fixes/workarounds that have been found and the resources like the scripts. This would:

  • Make every important information and resource easily accessible, this would in turn:
  • Stop the thread being filled with "dumb" questions like "does this mod work?" or "how do I do this thing that has already been explained about a few hundreds of times but that I didn't read because rightfully I don't want to spend hours reading a thread searching for the answer?".
  • Make the whole problem and workarounds more easily sharable (on top of accessible) so that it could become more noticed and known, in turn the modders would probably start paying attention to this and stop using streaming so much, but most importantly it increases the chances that a person that is able and willing fix this problem stumbles upon it, because no sane person would decide to read this whole thread just because.

In short: the thread has become too long, so if someone stumbles upon it it's not going to read it unless they have a lot of free time and interest, this also causes the thread to get filled with questions that don't help the discussion. I think we need some sort of board with a summary and the resources so that it's easier for everyone to get informed and involved, the discussion can continue and possibly a solution gets finally found.

I don't know how to do this and don't even have the knowledge to make the summary, not to mention I don't have the time that it would require me to do it by myself. I think it needs to be created in group, maybe by communicating on Discord (of course the main discussion about this topic will be kept here on this thread available to everyone).

The people that seemed to me the most knowledgeable in this thread are: @Dagger323, @Cratthorax, @HarrietOrtega, @riley5737, @Gunter Severloh, @kaozzz777, @RLTYProds, @Chirag3004, @black0cs, @vincemeister55 and @werwolf969. DominatorGT would be nice to have too.
I offer myself to help doing this as well if I can.

I am working on a comprehensive modding guide for RDR2 that will include this topic as well in detail. ETA this week

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3 hours ago, dundarrion said:

I am working on a comprehensive modding guide for RDR2 that will include this topic as well in detail. ETA this week

Would it be possible to create a comprehensive modding  video guide as well? 

Edited by Rusho
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12 hours ago, lexo1000 said:

 

A lot of lines are missing in your install.xml.

i.e. all p_c_horse_01_h_merge_xx.ytd

 

Also I don't think we need to put line with game location like :

      <FileReplacement allowDuplicate="true">
        <GamePath>platform:/packs/base/data/metapeds.ymt</GamePath>
        <GamePath>platform:/dlcpacks/rowassetpack/row/x64/packs/ped_pack/data/metapeds.ymt</GamePath>
        <GamePath>C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt</GamePath>
        <GamePath>update:/x64/packs/base/data/metapeds.ymt</GamePath>
        <FilePath>metapeds.ymt</FilePath>
      </FileReplacement>

 

Writing the following line is enough:

      <FileReplacement>
        <GamePath>update:/x64/packs/base/data/metapeds.ymt</GamePath>
        <FilePath>metapeds.ymt</FilePath>
      </FileReplacement>


Thank you, I forgot to put those. About the "writing the following line is enough", sometimes there are so many paths and don't know which I should choose, so I just put them all. I'm not a modder, I just use the script made by werwolf969

Edited by Edegon
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There's something wrong with your update_1 path.  Where it has the full path /update.rpf/blah/blah instead of update:/ -- that should be an update_1 and translated by the script to be update:/

 

Since I've been writing a powerautomate routine to query the path's from CodeX I've learned that R* likes to reuse names sometimes, weaponcomponents.meta just bit me in the ass for most of the night trying to figure out why I was crashing since the M1899 pistol and the base weapons both share the same name.

 

But I'm gone through and rebuilt 150 mod's installs at this point with only a few problematic ones.  I just restarted so I need to fly over to Denis and see if the trolley have people still, but my stream folder is running pretty thin; which is great!

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6 hours ago, BitTitan said:

Might as well be called "Yet Another Gamerconfig.xml"  So it's a band aid, or in the case of one of the gameconfig.xml's will actually cause the bug

Like you said, its kinda weird, trains and wildlife spawns are okay, but trams are empty

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so the problem is again, how to reliably check for train spawns?  Railroad engineer sometimes can track them, sometimes they lose track of them until you reload a save file... is that considered a train bug or railroad engineer bugging out?

Scripted trains will always spawn, so for example when you load a save file near a station or when you are in a mission etc... these will spawn on a game that is heavily modded as well

 

So what would be the best way to reliably track if we are getting spawn issues or not? rely solely on tram passengers? It's hard to tell what is a "scripted train" and what would be a normal train "in the wild". THis might be why sometimes people think that their spawn issues are actually resolved when it is not

Edited by dundarrion
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The best way to test spawning trains organically, at least on my side, is to travel from one place to another. When I was testing, I traveled from Valentine at 6am all the way to St.Denis. At full gallop, I usually arrive after 10 real minutes, and since Im using the Timescale mod set at 10minutes real life = 1 hr in-game, that is enough time to test the spawns. Because like Ive said in my previous posts, there are times when you thought the spawn issue is fixed after loading a save, but it turns out that after a couple of minutes the problem persists.

 

In my test, I usually enter St.Denis via the Lemoyne bridge, stop there, and search for the rare bird flamingo, then enter St.Denis, roam around a little to check if the trams have passengers, if there are variation of trolleys and carts. Then return back to the bridge, wait for there for like a minute or 2, then the passenger train will arrive at St. Denis, use the binoculars and spot the passengers. It works every time. At 8am in-game time.

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15 minutes ago, vincemeister55 said:

The best way to test spawning trains organically, at least on my side, is to travel from one place to another. When I was testing, I traveled from Valentine at 6am all the way to St.Denis. At full gallop, I usually arrive after 10 real minutes, and since Im using the Timescale mod set at 10minutes real life = 1 hr in-game, that is enough time to test the spawns. Because like Ive said in my previous posts, there are times when you thought the spawn issue is fixed after loading a save, but it turns out that after a couple of minutes the problem persists.

 

In my test, I usually enter St.Denis via the Lemoyne bridge, stop there, and search for the rare bird flamingo, then enter St.Denis, roam around a little to check if the trams have passengers, if there are variation of trolleys and carts. Then return back to the bridge, wait for there for like a minute or 2, then the passenger train will arrive at St. Denis, use the binoculars and spot the passengers. It works every time. At 8am in-game time.

I understand where you are coming from, but let me rephrase the quesiton then. How do you actually MAKE the trains stop spawning? I have been experimenting with well over 100 mods now with WHYEM+RDO and Terrain Textrues overhaul just the ''normal'' stream setup and trams still have people, I still see roseta spoonbills, Trains are still spawning, I have been using railroad engineer to track them for now, and they are always there.

All this with full vanilla gameconfig on a save that is not even new....

So how do I definitively stop trains form spawning then? What do I need to do? Tried completing a mission with this setup, save/load manually. I want to break the spawns in the game so I can have a test ground for repair but its impossible to do now for some weird reason

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I finally have a working mod setup now. I am finally playing the game. Currently in Chapter 3 already.

 

For reference, here is my complete set of mods. My LML-enabled mods, my ASI mods, and the 272 mod items in my STREAM folder.

 

And for additional info, I'm playing on 1080p, with a 5800X3D CPU, 6700xt GPU, and 32GB RAM. Some say you'll have more leeway on 1080p. I cannot confirm nor deny, as I only have a 1080p monitor and havent tested on 1440p or 4K. But it is fully working on my end. Hope this helps in any way, shape, or form. This is probably my last stop at trying to find a fix for the modding issues about the game. I will play and hopefully finish a playthrough for the first time.

 

 

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Could contain: text, screenshot, software, multimedia software, graphics software, editing, computer icon

Could contain: text, screenshot, software, multimedia software, graphics software, computer icon, editing

Could contain: text, screenshot, software, multimedia software, graphics software, editing, computer icon

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17 minutes ago, dundarrion said:

I understand where you are coming from, but let me rephrase the quesiton then. How do you actually MAKE the trains stop spawning? I have been experimenting with well over 100 mods now with WHYEM+RDO and Terrain Textrues overhaul just the ''normal'' stream setup and trams still have people, I still see roseta spoonbills, Trains are still spawning, I have been using railroad engineer to track them for now, and they are always there.

All this with full vanilla gameconfig on a save that is not even new....

So how do I definitively stop trains form spawning then? What do I need to do? Tried completing a mission with this setup, save/load manually. I want to break the spawns in the game so I can have a test ground for repair but its impossible to do now for some weird reason

Dude, if that's the case then good for you. You're probably the luckiest RDR2 PC gamer out there when it comes to using mods. lol

 

As for your question about making trains despawn, I cannot give you a concrete answer. It just happens if you are using different combination of mods. Its already been proven. You're the first person I know who uses those mods and still has no issues. So if I were you, I wont bother trying to replicate the problem.

 

But if you still insists, perhaps you could download every possible texture mods available out there, then install it via the stream folder. Because as far as we know, texture mods are the main culprit on the despawning issue.

Edited by vincemeister55
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