BitTitan 2 Posted Friday at 07:22 PM Share Posted Friday at 07:22 PM On 11/21/2024 at 5:32 AM, Edegon said: 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 Correct, just to highlight that I don't off hand know how it handles copying paths. (I'm being lazy and not looking right now) -- what does your source_paths look like? How are you copying the game paths? Somehow the _4 is being omitted and is being filled in with the full path (which looks like is wrong unless your edition of the game doesn't include an update-4.rpf for some reason) There is another possible solution if you don't want to figure out the root cause of the game paths being like they are; add update.rpf as a Mapping Key. Open up the .ps1 script, scroll down to this section: and add: "update.rpf" = "update:/" Also a general note, watchout for copying all the paths -- there are many files that are different and use the same name. The ones that recently got me are metaped.ymt and a number of weapon files, since the weapon ones for the M1899 are name the same as the base game -- I'm actually going through my list of repacked install.xml's to find more Allow Duplicates=True that are not just updates to the original file and a completely different file. 1 Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Friday at 07:41 PM Share Posted Friday at 07:41 PM 1 hour ago, Sptz said: 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 188.7 kB · 1 download Are you not using the duplicate version on the script? I noticed that your install.xml did not include any of the patches. This mod is definitely one of the ones that not all the files match up in one case replacing a model with less textures than the original, but 2 out of 4 lined up. I've also noticed that many of his blue clothes are lighter than their LOD version and there is only a +hi in the package. For me that causes some of the close to flicker between two different shades of blue depending on how far away they are. Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Friday at 09:55 PM Share Posted Friday at 09:55 PM 2 hours ago, BitTitan said: Are you not using the duplicate version on the script? I noticed that your install.xml did not include any of the patches. This mod is definitely one of the ones that not all the files match up in one case replacing a model with less textures than the original, but 2 out of 4 lined up. I've also noticed that many of his blue clothes are lighter than their LOD version and there is only a +hi in the package. For me that causes some of the close to flicker between two different shades of blue depending on how far away they are. what do you mean duplicate? I didn't touch the original install.xml from @werwolf969 except added the new 12 files in. Then, just fixed the GamePath node having whitespace and a newline after it which caused none of the items to load. That's literally all I did. Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Friday at 10:12 PM Share Posted Friday at 10:12 PM 15 minutes ago, Sptz said: what do you mean duplicate? I didn't touch the original install.xml from @werwolf969 except added the new 12 files in. Then, just fixed the GamePath node having whitespace and a newline after it which caused none of the items to load. That's literally all I did. Werewolf posted an updated script that detects duplicate paths such as this: <FileReplacement allowDuplicate="true"> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_m_r/cs_mrpearson_ms1_merge_3.ytd</GamePath> <GamePath>dlc_patchPack001:/x64/packs/base/models/component_textures/cs_mrpearson_ms1_merge_3.ytd</GamePath> <FilePath>replace/cs_mrpearson_ms1_merge_3.ytd</FilePath> I didn't see any allowDuplicate="true" in your install.xml. Now I'm having slight issues with some of the duplicate detection so I'm auditing the files the script picks up as the same to make sure they are the same. Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Saturday at 12:36 AM Share Posted Saturday at 12:36 AM 2 hours ago, BitTitan said: Werewolf posted an updated script that detects duplicate paths such as this: <FileReplacement allowDuplicate="true"> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_m_r/cs_mrpearson_ms1_merge_3.ytd</GamePath> <GamePath>dlc_patchPack001:/x64/packs/base/models/component_textures/cs_mrpearson_ms1_merge_3.ytd</GamePath> <FilePath>replace/cs_mrpearson_ms1_merge_3.ytd</FilePath> I didn't see any allowDuplicate="true" in your install.xml. Now I'm having slight issues with some of the duplicate detection so I'm auditing the files the script picks up as the same to make sure they are the same. Ah, I see. I just downloaded his zip file of his converted install.xmls a few posts back that included the install.xml for CharactersOverhaul. I only added the 12 new files from the latest update that’s all and after fixing the whitespaces the vsf.log shows all of them being loaded and I tested a few cutscenes and it looked like it was working fine. These models actually look amazing compared to vanilla. I do see what you mean by duplicate, those files should be replacing in more than one path correct? Im currently back to vanilla because I was seeing a few weird glitches but not sure if its just vanilla bugs, maybe Visual Redemption, not a fan of how weather changes really fast as well Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Saturday at 02:02 AM Share Posted Saturday at 02:02 AM 1 hour ago, Sptz said: Ah, I see. I just downloaded his zip file of his converted install.xmls a few posts back that included the install.xml for CharactersOverhaul. I only added the 12 new files from the latest update that’s all and after fixing the whitespaces the vsf.log shows all of them being loaded and I tested a few cutscenes and it looked like it was working fine. These models actually look amazing compared to vanilla. I do see what you mean by duplicate, those files should be replacing in more than one path correct? Im currently back to vanilla because I was seeing a few weird glitches but not sure if its just vanilla bugs, maybe Visual Redemption, not a fan of how weather changes really fast as well The duplicate thing is debatable, Werewolf was tinkering with it with some observations on one of the gun models -- not working until both paths replaced. I have rebuilt basically all of the install.xmls for modlist except OCU since it's such a pain with his script. Only had a fix a handful of wrongly combined dupes -- which without the dupes the script might have selected the wrong version anyways. Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Saturday at 02:44 AM Share Posted Saturday at 02:44 AM (edited) 43 minutes ago, BitTitan said: The duplicate thing is debatable, Werewolf was tinkering with it with some observations on one of the gun models -- not working until both paths replaced. I have rebuilt basically all of the install.xmls for modlist except OCU since it's such a pain with his script. Only had a fix a handful of wrongly combined dupes -- which without the dupes the script might have selected the wrong version anyways. is that what the duplicate thing is? To allow for a file to be replaced if it’s present on more than one location? Could you link me to the latest powershell script? So I can rebuild the install.xml? CharactersOverhaul is one of those mods that makes a HUGE difference. i noticed Chelonia dev updated the mod with the new method and is using the duplicate thing. He’s the same dev for CharactersOverhaul so hopefully he’ll update it soon Edited Saturday at 02:46 AM by Sptz Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Saturday at 04:00 AM Share Posted Saturday at 04:00 AM Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Saturday at 09:33 AM Share Posted Saturday at 09:33 AM (edited) 11 hours ago, BitTitan said: thank you! I guess the problem now is to use anything at all or not, been reading this thread more and there’s discussion that replace method doesnt really fix the issue at all. This is such a shame 😞 Was really hoping just using the replace method was the ticket. Really just wanted to use a visual mod like Chelonia and CharactersOverhaul but I don't want to ruin the experience 😕 Any idea if this helps? https://www.nexusmods.com/reddeadredemption2/mods/5238?tab=description Just realized I've been using Alexander's very old Scripthook 😮 Didn't know there was a new one here: https://www.nexusmods.com/reddeadredemption2/mods/1472 and even newer dinput8.dll? Should I be using these if I attempt to mod again? Edited Saturday at 03:02 PM by Sptz Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Saturday at 03:46 PM Share Posted Saturday at 03:46 PM So I am running Characters Overhaul and Van Der Linde Vision, among 130 other mods. There's been some hiccups along the way with using replace/duplicates to replace files that are not the same, lIke weaponcomponents.meta and catalog_sp.ymt. I don't see alot of trains, but that may be where I am at in the story. Traveling by train has people, I have chickens in Valentine, and trolleys have people in Denis....so as far as I can tell it's stable. So it's possible. Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Saturday at 04:03 PM Share Posted Saturday at 04:03 PM 15 minutes ago, BitTitan said: So I am running Characters Overhaul and Van Der Linde Vision, among 130 other mods. There's been some hiccups along the way with using replace/duplicates to replace files that are not the same, lIke weaponcomponents.meta and catalog_sp.ymt. I don't see alot of trains, but that may be where I am at in the story. Traveling by train has people, I have chickens in Valentine, and trolleys have people in Denis....so as far as I can tell it's stable. So it's possible. Interesting. Quote There's been some hiccups along the way with using replace/duplicates to replace files that are not the same Wdym with hiccups? I thought the duplicates was to actually replace the same files on different paths. Because I did see the same ytd file in different paths in wolf's source path list. So the script actually just looks for a "contains" type of search to replace files? Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Saturday at 04:48 PM Share Posted Saturday at 04:48 PM 27 minutes ago, Sptz said: Wdym with hiccups? No, and I won't run Wdym's stuff. 29 minutes ago, Sptz said: I thought the duplicates was to actually replace the same files on different paths. Because I did see the same ytd file in different paths in wolf's source path list. It is, 1 file multple paths. Where it really shines is mods like Horse Overhaul, that author uses a custom .ymt to replace 10-20 horses. So instead of maintaining those 10-20 files seperately and the extra space his custom horse take x10-20 -- 1 file. Granted his method and reasonings might not be common, but it's a great example of the benefits. The risks are files likes catalog_sp.ymt & weaponcomponents.meta (I think meta) -- these files have the same name in multiple locations, but only half are the same file, the other half are MP related but called the same. Weaponcomponents was a nasty one, the M1899 is called weaponcomponents along with base file. I also don't use wolf's source path lists and maybe that's part of my hiccups? I use CodeX, he does charge a $3 patreon sub to get the discord link. We'll see next month if he requires a month to month or not -- initially I don't see a restriction to get the most recent downloads once you have the link. He himself uploaded a copy a while back since it was getting leaked anyways, but updates still come out of the discord it seems. That older copy is out there on a nexus archiving site that I can't think of the name right now. I use CodeX in conjunction with a Power Automation Flow to handle the path lookup and copying it to the source_path file I've built for each mod; which has been a blessing and a curse for the reason I listed above. If I can definitively find that duplicate is not needed I'll have to build some sort of hierarchy priority to paths at some point. Wolf's 1st script, I think, used longest path which I've seen a couple of examples where it's not the "right" one. 41 minutes ago, Sptz said: So the script actually just looks for a "contains" type of search to replace files? Essentially, there's a section that lists all the keymaps he pulled from the vfs.logs (which that section is gold on it's own just to have them all in one place!) Quote Link to comment Share on other sites More sharing options...
dundarrion 10 Posted Saturday at 05:52 PM Share Posted Saturday at 05:52 PM 2 hours ago, BitTitan said: So I am running Characters Overhaul and Van Der Linde Vision, among 130 other mods. There's been some hiccups along the way with using replace/duplicates to replace files that are not the same, lIke weaponcomponents.meta and catalog_sp.ymt. I don't see alot of trains, but that may be where I am at in the story. Traveling by train has people, I have chickens in Valentine, and trolleys have people in Denis....so as far as I can tell it's stable. So it's possible. It is indeed possible. Trains are unreliable anyway (most are scripted), testing trams and chickens is the best way (or find something else that is easy to reproduce on a constant basis). If you are getting 8/10 trams with people in St. Denis I'd say your game is stable at least when it comes to spawns. Those tram spawns are super low priority so if the game has memory management issues those will be heavily affected. 1 Quote Link to comment Share on other sites More sharing options...
Arimati 0 Posted Saturday at 06:55 PM Share Posted Saturday at 06:55 PM Hi there! I am new here but I have been following the thread as attentively as possible. Maybe I overlooked it but were the negative outcomes of memory issues already discussed? Meaning aside from no spawning of low priority peds and a higher likelihood of crashes. Are there any other risks involved with that? Quote Link to comment Share on other sites More sharing options...
someguylarz21 0 Posted Saturday at 07:10 PM Share Posted Saturday at 07:10 PM 13 minutes ago, Arimati said: Hi there! I am new here but I have been following the thread as attentively as possible. Maybe I overlooked it but were the negative outcomes of memory issues already discussed? Meaning aside from no spawning of low priority peds and a higher likelihood of crashes. Are there any other risks involved with that? Im not an expert myself, but basically memory leaks makes the game unstable. That means very unexpected things can happen, nobody really knows what tho. Quote Link to comment Share on other sites More sharing options...
Arimati 0 Posted Saturday at 08:32 PM Share Posted Saturday at 08:32 PM 1 hour ago, someguylarz21 said: Im not an expert myself, but basically memory leaks makes the game unstable. That means very unexpected things can happen, nobody really knows what tho. Thanks for the answer. I am still kind of confused regarding this issue, because I finished my playthrough with the huge GFA+WhyEm+EEE merge without any issues, at least when it comes down to crashes - ped/train spawning aside - but that was before this problem came to my knowledge. Therefore I am curious what the 'real' problem behind memory leaks is. Quote Link to comment Share on other sites More sharing options...
Edegon 11 Posted Sunday at 01:47 AM Share Posted Sunday at 01:47 AM On 11/22/2024 at 8:22 PM, BitTitan said: Correct, just to highlight that I don't off hand know how it handles copying paths. (I'm being lazy and not looking right now) -- what does your source_paths look like? How are you copying the game paths? Somehow the _4 is being omitted and is being filled in with the full path (which looks like is wrong unless your edition of the game doesn't include an update-4.rpf for some reason) There is another possible solution if you don't want to figure out the root cause of the game paths being like they are; add update.rpf as a Mapping Key. Open up the .ps1 script, scroll down to this section: and add: "update.rpf" = "update:/" Also a general note, watchout for copying all the paths -- there are many files that are different and use the same name. The ones that recently got me are metaped.ymt and a number of weapon files, since the weapon ones for the M1899 are name the same as the base game -- I'm actually going through my list of repacked install.xml's to find more Allow Duplicates=True that are not just updates to the original file and a completely different file. I search the file in OpenIV and right click on the results which are from the game files (since it shows also the ones from lml), then I click on "Copy path" to paste it into source_paths.txt. I'll take as example the metapeds.ymt file, in my source_paths.txt it looks like this: C:\GAMEZ\Red Dead Redemption 2\packs_0.rpf\packs\base\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\rowpack_0.rpf\dlcpacks\rowassetpack\row.rpf\x64\packs\ped_pack\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\update_4.rpf\x64\packs\base\data\metapeds.ymt And in my install.xml it looks like this: <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> Isn't update.rpf being omitted instead of update_4.rpf as you say? About that multiple files thing: how do I know which one is which? And when the files are streamed how does the game differentiate? Thanks for the line to add to the script, I'll try it, but I'd like to know why it doesn't work properly by itself Quote Link to comment Share on other sites More sharing options...
someguylarz21 0 Posted Sunday at 07:07 AM Share Posted Sunday at 07:07 AM 21 hours ago, Sptz said: thank you! I guess the problem now is to use anything at all or not, been reading this thread more and there’s discussion that replace method doesnt really fix the issue at all. This is such a shame 😞 Was really hoping just using the replace method was the ticket. Really just wanted to use a visual mod like Chelonia and CharactersOverhaul but I don't want to ruin the experience 😕 Any idea if this helps? https://www.nexusmods.com/reddeadredemption2/mods/5238?tab=description Just realized I've been using Alexander's very old Scripthook 😮 Didn't know there was a new one here: https://www.nexusmods.com/reddeadredemption2/mods/1472 and even newer dinput8.dll? Should I be using these if I attempt to mod again? use this gameconfig and use the dinput8.dll from Ultimate asi Loader (on github) and scripthook v2 Quote Link to comment Share on other sites More sharing options...
PartisanX 0 Posted Sunday at 07:19 AM Share Posted Sunday at 07:19 AM So, i'm kinda stupid and english isnt my native language. Can somebody explain step by step what should i do with actual files attached? I mean to resolve problems with trains, animal spawns etc. Please Quote Link to comment Share on other sites More sharing options...
ydamao 2 Posted Sunday at 07:33 AM Share Posted Sunday at 07:33 AM Does anyone know where I can download CodeX? I can't find it on NexusMods. Quote Link to comment Share on other sites More sharing options...
dundarrion 10 Posted Sunday at 08:38 AM Share Posted Sunday at 08:38 AM 1 hour ago, ydamao said: Does anyone know where I can download CodeX? I can't find it on NexusMods. Codex is currently locked behind patreon, but its rather cheap. It's better than OpenIV by miles when it comes to RDR2 but I would only recommend it if you are actually a bit serious about modding. https://www.patreon.com/c/dexyfex/ Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Sunday at 09:02 AM Share Posted Sunday at 09:02 AM 1 hour ago, PartisanX said: So, i'm kinda stupid and english isnt my native language. Can somebody explain step by step what should i do with actual files attached? I mean to resolve problems with trains, animal spawns etc. Please In theory, we shouldn't need to do anything and modders should update their install.xml for their own mods. Instanity is doing it for CharactersOverhaul and for Chelonia Visuals for example. But still, it hasn't still been absolutely proven that doing this magically resolves those issues. AFAIK. 2 Quote Link to comment Share on other sites More sharing options...
ydamao 2 Posted Sunday at 10:41 AM Share Posted Sunday at 10:41 AM (edited) 20 小时前,dundarrion 说: Codex 目前被锁定在 patreon 后面,但它相当便宜。就 RDR2 而言,它比 OpenIV 好得多,但我只会在你真的对 Mod 有点认真的情况下推荐它。 https://www.patreon.com/c/dexyfex/ 谢谢。我正在学习使用 RDR2 Texture Toolkit 导出和编辑文件以在游戏中使用,这稍微改善了情况,但并没有完全解决问题。看了 DDS 文件后,我注意到我导出的压缩格式与其他格式不同。从其他人的 DDS 文件导出的 YTD 文件在我的系统上运行良好,没有问题,所以我怀疑问题出在我的压缩格式上。 Edited 21 hours ago by ydamao Quote Link to comment Share on other sites More sharing options...
Sptz 2 Posted Sunday at 10:46 AM Share Posted Sunday at 10:46 AM 3 hours ago, someguylarz21 said: use this gameconfig and use the dinput8.dll from Ultimate asi Loader (on github) and scripthook v2 https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases which one? I'm guessing Win64 right? Quote Link to comment Share on other sites More sharing options...
someguylarz21 0 Posted Sunday at 11:50 AM Share Posted Sunday at 11:50 AM 1 hour ago, Sptz said: https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases which one? I'm guessing Win64 right? yeah Quote Link to comment Share on other sites More sharing options...
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