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HUGE Problem with Modding RDR2 That No One is Talking About


Dagger323
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22 minutes ago, vincemeister55 said:

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.

Again, I understand what you are saying but I installed these mods specifically to break the game. I personally wouldnt play with whyem dlc or red dead offline just because of personal taste.

 

But the thing is we really need some definitive way to break these spawns or how to break them because Im not sure what to do.

 

Now I managed to break the spawns finally by mismatching some catalog settings first of all, then buying an invisible item from the trapper whyem wardobe menu, then I went ahead and died near a train, saved then reloaded the save and trains seem to be broken (used railroad enginner to track them because there is no other way I can think of right now, maybe thats also part of the problem. who knows at this point)
FUnnily enough tram passengers are still spawning, so what the conclusion? That the whole thing is nonsense.

 

 

 

PS: thats a huge amount of mods by the way that you are using im surprised that you are not having issues at this point :D

Edited by dundarrion
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48 minutes ago, vincemeister55 said:

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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Did you change the files like u did for whyems dlc, or just untouched, and wow that is a  lot of mods

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All I can say is install every texture mods that you can find on Nexus. Firearm Cosmetics mod is infamously known to cause the despawning issue. Make sure to install that. Also those upscaled texture series, install all of that. To further test it, install these mods in the stream folder if it uses the File Replacement method, otherwise install as it is. Install WhyEm DLC and equip as many WhyEm DLC items as you can. Dont install Railroad Engineer mod. Play the game and find the trains manually. Dont rely on blips. Dont just do your test for 5 minutes. Make it 20mins tops.  And dont stay on one place to test. Roam around so everything in the game world is loaded.

 

That's all really I could suggest. INSTALL EVERY TEXTURE MODS.

 

35 minutes ago, dundarrion said:

PS: thats a huge amount of mods by the way that you are using im surprised that you are not having issues at this point 😄

Yeah, a couple of my texture mods are edited. Using the original textures causes the despawning issue. It took a lot of time in testing to finally have a working setup.

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44 minutes ago, dundarrion said:


FUnnily enough tram passengers are still spawning, so what the conclusion? That the whole thing is nonsense.

 

You cant call it nonsense when in fact there are a lot of users who reported that its been happening in their game, too.

 

Saying that you havent experienced the issue, how about you provide a list of all the mods you have installed when doing your test? Perhaps somebody will try and replicate your mod setup. I for one wouldnt test it, for I already have a working setup. But maybe somebody with the issue still, will replicate.

Edited by vincemeister55
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23 hours ago, vincemeister55 said:

You cant call it nonsense when in fact there are a lot of users who reported that its been happening in their game, too.

 

Saying that you havent experienced the issue, how about you provide a list of all the mods you have installed when doing your test? Perhaps somebody will try and replicate your mod setup. I for one wouldnt test it, for I already have a working setup. But maybe somebody with the issue still, will replicate.

It would be good if the modlist was sent, I still have the issue and I can try to replicate

 

EDIT: I actually cant as I will be away for quite some time, maybe after I come back

Edited by Saber23454
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On 11/18/2024 at 4:14 AM, BitTitan said:

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!

 

IDK why that is, my update_1 path is *\Red Dead Redemption 2\update_1.rpf, and I always copy the path from OpenIV, so I guess there's something wrong with the script

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29 minutes ago, Edegon said:

 

IDK why that is, my update_1 path is *\Red Dead Redemption 2\update_1.rpf, and I always copy the path from OpenIV, so I guess there's something wrong with the script

Im not sure I undestand u correctly but every "update_1" "update_2".... etc should be just  update:/xxxxxx/xxxxx in install.xml

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3 hours ago, dundarrion said:

Im not sure I undestand u correctly but every "update_1" "update_2".... etc should be just  update:/xxxxxx/xxxxx in install.xml

I don't create it manually, it's the script of @werwolf969 that makes the install.xml, so that writes the path, not me

Edit: Since I already tagged you @werwolf969 I'll take the chance to also ask you about this thing lexo1000 said:
 

Quote

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>

I already guessed that it wasn't needed to put all the paths since in the end the game loads just one of the files (I guess) and I've seen the install.xml of other mods that don't have all duplicate paths that my .xml have, but I don't know which path should I put. Then there are also cases where I guess multiple paths should be put like:

 

      <FileReplacement allowDuplicate="true">
        <GamePath>dlc_mp006:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath>
        <GamePath>dlc_mp007:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath>
        <GamePath>dlc_mp008:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath>
        <FilePath>replace/mp_horse_01_head_000_c0_838_ab+hi.ytd</FilePath>

You didn't explain anything about this IIRC

Edited by Edegon
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In your source path does it have  C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\ -- which I think should be update_4.  I use CodeX instead of OpenIV for paths.  

 

Though werewolf's script really only looks for the .rpf -- for instance my paths are RDR2\blah\blah and it'll translated the .rpf's just fine.  Missing that _4 is kind of important because there isn't a key for just update.rpf.  I suppose you could that key in his script because all the update's mount at the same place.

 

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Hey lovely people,

 

I wanted to shill my video on the topic here, hope its OK. I offer up a very good way of measuring the level if ''fuckiness'' your game is at currently with mods.

Please watch it on 1.5 or 1.75 speed if you are interested in the topic because its incredibly BORING! you have been warned.

Next part will be a modding guide for beginners and not-so beginners

 

 

 

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Hi all,

 

I’ve tried to read most of the thread but a lot went over my head.

 

Is this issue affected by ANY mod that uses the streaming method? Even small ones like these?


https://www.nexusmods.com/reddeadredemption2/mods/5225

https://www.nexusmods.com/reddeadredemption2/mods/1689

https://www.nexusmods.com/reddeadredemption2/mods/1420
 

If these pose a problem or even if not, is it easy to convert them from streaming?

 

And is the issue isolated to streaming method only? Or is there something more??

 

 

 

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No, plenty of streaming mods work completely fine. It's mainly stuff like Why Em's, clothes mods, and large texture upscales. I'm running a John mod and Complete Horse Overhaul in streaming and everything works fine. Just test your setup with the methods Dundarrion outlined in his video. I also use the three you linked with no issues. 

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12 hours ago, dundarrion said:

Hey lovely people,

 

I wanted to shill my video on the topic here, hope its OK. I offer up a very good way of measuring the level if ''fuckiness'' your game is at currently with mods.

Please watch it on 1.5 or 1.75 speed if you are interested in the topic because its incredibly BORING! you have been warned.

Next part will be a modding guide for beginners and not-so beginners

 

 

 

Thanks a lot for the video, it made me realize a very important thing when you talked about priorities for spawning: while the method I was using to check if my game was ok (the same one I posted here) was indeed working 100% of the time to see if trains spawned with Railroad Engineer installed (with WhyEm's DLC or a lot of heavy mods they didn't, meanwhile when I removed those they did), trains spawning isn't necessairly a good indicator for the game working correctly in general since trains are probably on a higher end of priority compared to other stuff, in fact those chickens you show in the video weren't spawning with my current set of mods (even if trains were), and the more heavy mods I removed the more chickens spawned each time. I also discovered that trams for some reason sometimes used to stop spawning completely while using Railroad Engineer, so I removed it since I don't need it anymore for testing, because now I can use your method.
Thanks again. Now I have all trams with people inside in Saint Denis and, most importantly, chickens in Valentine.

(Since you didn't provide a save file I used the same one I was using taken from Nexus, which I'll link again: https://www.nexusmods.com/reddeadredemption2/mods/4015)

Edited by Edegon
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37 minutes ago, Edegon said:

Thanks a lot for the video, it made me realize a very important thing when you talked about priorities for spawning: while the method I was using to check if my game was ok (the same one I posted here) was indeed working 100% of the time to see if trains spawned with Railroad Engineer installed (with WhyEm's DLC or a lot of heavy mods they didn't, meanwhile when I removed those they did), trains spawning isn't necessairly a good indicator for the game working correctly in general since trains are probably on a higher end of priority compared to other stuff, in fact those chickens you show in the video weren't spawning with my current set of mods (even if trains were), and the more heavy mods I removed the more chickens spawned each time. I also discovered that trams for some reason sometimes used to stop spawning completely while using Railroad Engineer, so I removed it since I don't need it anymore for testing, because now I can use your method.
Thanks again. Now I have all trams with people inside in Saint Denis and, most importantly, chickens in Valentine.

(Since you didn't provide a save file I used the same one I was using taken from Nexus, which I'll link again: https://www.nexusmods.com/reddeadredemption2/mods/4015)

thanks for the feedback, im really happy you made good use of the chicken method.

 

Here is the save file I used btw: https://www.nexusmods.com/reddeadredemption2/mods/3693

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17 hours ago, BitTitan said:

In your source path does it have  C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\ -- which I think should be update_4.  I use CodeX instead of OpenIV for paths.  

 

Though werewolf's script really only looks for the .rpf -- for instance my paths are RDR2\blah\blah and it'll translated the .rpf's just fine.  Missing that _4 is kind of important because there isn't a key for just update.rpf.  I suppose you could that key in his script because all the update's mount at the same place.

 

Sorry but the only thing I really understood of what you wrote is that you use CodeX instead of OpenIV for paths and that I'm doing something wrong, but I can't understand what and how to correct it

Edit: I also found out that the program you use is paid so it's not a solution for everyone

Edited by Edegon
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7 hours ago, Ides4 said:

No, plenty of streaming mods work completely fine. It's mainly stuff like Why Em's, clothes mods, and large texture upscales. I'm running a John mod and Complete Horse Overhaul in streaming and everything works fine. Just test your setup with the methods Dundarrion outlined in his video. I also use the three you linked with no issues. 

 

Thanks for the swift reply. Much appreciated.

 

I wanted to try this one for example, which is a re-work of all main and side chars textures: https://www.nexusmods.com/reddeadredemption2/mods/4987

 

But I couldn't find a way to change the install.xml to the replace method instead of streaming. Is there a post you can link me to in this thread?

 

Is it even worth to change the other 3 I linked above to replace method as well?

 

Essentially, my goal for RDR2 modding is just Visual Redemption and a couple of mods that fix issues like those 3 and something like this one. Just visual stuff, nothing like WhyEm's DLC etc, nothing huge or changing all horses etc. I want to keep it as close to vanilla as possible

Edited by Sptz
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On 10/23/2024 at 4:22 PM, werwolf969 said:

swatches_gunsmith.ytd is little icons for engravings and gun parts colour when you customize your gun in gunsmith menu

other two are engravings and stock engravings textures. WhyEm DLC added some. You can merge this files with yours. You're welcome! 

Also, for me, only one mod causes broken spawns, and it's "Weapons Textures Upscale" by WickedHorseMan. Even after scaling down, compressing, and proper loading with LML, this mod's textures break the game logic. I guess it's because the textures have too much quality per pixel, so the game engine can't process them when other upscaled mods are loaded.

For now, I have these upscaled textures, and the game works perfectly.

Blackwater Terrain Textures Overhaul

CharactersOverhaul (remade install.xml)

Complete Horse Overhaul (remade install.xml)

Terrain Textures Overhaul

Upscaled Animals AIO (remade install.xml)

Upscaled Documents (remade install.xml)

Upscaled Fires (remade install.xml)

Upscaled Journal (remade install.xml)

Upscaled Signs & Posters (remade install.xml)

Upscaled Vegetation

WhyEm_DLC (compressed and remade install.xml)

alongside with other asi scripts and config editing mods.

 

EDIT: Never mind, saw you posted your install.xml for CharactersOverhaul 🙂 Is it just the case of replacing the old one and leaving the folder structure intact?

 

Its the only big texture overhaul I want to use. All I'm using is seen below. All of these are streaming apart from Visual Redemption of course. These are pretty small so shouldn't impact anything.

 

When I tried CharactersOverhaul (with its default stream install.xml), loading a 60% save I saw a ped despawn in front of me in the camp, as soon as the game loaded lol

 

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Edited by Sptz
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20 hours ago, dundarrion said:

Hey lovely people,

 

I wanted to shill my video on the topic here, hope its OK. I offer up a very good way of measuring the level if ''fuckiness'' your game is at currently with mods.

Please watch it on 1.5 or 1.75 speed if you are interested in the topic because its incredibly BORING! you have been warned.

Next part will be a modding guide for beginners and not-so beginners

 

 

 

Subscribe to this man NOW

Edited by Saber23454
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4 hours ago, Sptz said:

 

EDIT: Never mind, saw you posted your install.xml for CharactersOverhaul 🙂 Is it just the case of replacing the old one and leaving the folder structure intact?

 

Its the only big texture overhaul I want to use. All I'm using is seen below. All of these are streaming apart from Visual Redemption of course. These are pretty small so shouldn't impact anything.

 

When I tried CharactersOverhaul (with its default stream install.xml), loading a 60% save I saw a ped despawn in front of me in the camp, as soon as the game loaded lol

 

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i think you should be fine with this mod list for sure. Even if you are streaming textures and not replacing. Although I am not sure how big is character's overhaul or how that would affect the game. But the ones in your modmanager are fine

Edited by dundarrion
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11 hours ago, dundarrion said:

i think you should be fine with this mod list for sure. Even if you are streaming textures and not replacing. Although I am not sure how big is character's overhaul or how that would affect the game. But the ones in your modmanager are fine


What do you mean by this? How can I replace files rather than stream them? Will this fix spawning issues?

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14 hours ago, dundarrion said:

i think you should be fine with this mod list for sure. Even if you are streaming textures and not replacing. Although I am not sure how big is character's overhaul or how that would affect the game. But the ones in your modmanager are fine

 

Well, it's 1.6GB , 848 files. So I reckon it's quite big, I'm currently using it with @werwolf969 install.xml but since the mod has been updated to include 12 more files. I've updated it here in case anyone wants it. Cross-checked with @werwolf969 awesome source path list.

This is for V1.4 of https://www.nexusmods.com/reddeadredemption2/mods/4987?tab=files
 

install.xml

Edited by Sptz
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Now that I decided to look at vfs.log it looks like it's not replacing all files from CharactersOverhaul?

 

Can only see 18 loading. Any ideas?

vfs.log

 

Found out what the issue was, it was only loading my newly added files. Problem was empty space and a newline right after GamePath on the original install.xml. Fixed it and now ALL of them load:

 

 

install.xml

Edited by Sptz
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