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HUGE Problem with Modding RDR2 That No One is Talking About


Dagger323
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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.

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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.

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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

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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.

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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 by Sptz
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5 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 😞

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