Sptz 2 Posted Sunday at 01:20 PM Share Posted Sunday at 01:20 PM 20 hours ago, BitTitan said: also don't use wolf's source path lists and maybe that's part of my hiccups? what do you mean by hiccups?? what list are you using then? I used wolfs source path list because I thought that was accurate Quote Link to comment Share on other sites More sharing options...
PartisanX 0 Posted Sunday at 02:22 PM Share Posted Sunday at 02:22 PM 5 hours ago, Sptz said: 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. Thanks for answer! And if i will delete all of my mods, my saves still corrupted like forever, right? Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Sunday at 04:41 PM Share Posted Sunday at 04:41 PM 14 hours ago, Edegon said: 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 So...are you running a cracked version? Yes metaped.ymt is one of the ones that exists in multiple folders with the same name but different files. I'm still researching on my own a better way to only replace the correct one. Looking at developing an automate flow that scans vfs.log to see what path is being opened -- but I'm still working on that one for myself. Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Sunday at 04:46 PM Share Posted Sunday at 04:46 PM (edited) 3 hours ago, Sptz said: what do you mean by hiccups?? what list are you using then? I used wolfs source path list because I thought that was accurate hiccups -- Extended Animations was crashing me for a long time until I found a gamepath doesn't wasn't right because the file was named the same but different. Game crashes with weaponcomponent.meta for the same reason. Newest one is Llama Police Overhaul doesn't seem to actually use any of the LML files because the install.xml seems to be way off. So fixing it has resulted in loosing access to zoom, interaction buttons, or even having enemies just stand around scratching their asses while getting shot. Llama's though I'm still working through my findings and verifying my theories and I want to fix it because it's the only recent bounty system overhaul on Nexus.... I actually don't know if his source path was accurate or not. I scan for the paths in CodeX (same could be done in OpenIV). I actually have a Power Automate Flow that takes an file I put in a designated folder and scans for the gamepaths, writes it to the mod specific source path, moves the file to the lml folder and generates an install.xml. I'm still looking to improve the process like reading exisiting install.xml, but only a few mod authors do anything in their install.xml that's not simple replacements; so the need hasn't arrisen much. Edited Sunday at 04:52 PM by BitTitan Quote Link to comment Share on other sites More sharing options...
dundarrion 10 Posted Sunday at 04:52 PM Share Posted Sunday at 04:52 PM (edited) 18 minutes ago, BitTitan said: So...are you running a cracked version? Yes metaped.ymt is one of the ones that exists in multiple folders with the same name but different files. I'm still researching on my own a better way to only replace the correct one. Looking at developing an automate flow that scans vfs.log to see what path is being opened -- but I'm still working on that one for myself. Replacing the correct one is not that difficult, it should always be the highest numbered one, if its in update_1,2,3 etc then it will be update:/ If its in patchpack005 or something its gonna be dlc_patchpack005:/ just go for the highest numbered one BTW i will have my video about this and a full modding guide out early next week for anyone that is unsure of things. This part in particular is very detailed and I show the different ways you can do filereplacement Edited Sunday at 04:59 PM by dundarrion Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Sunday at 04:55 PM Share Posted Sunday at 04:55 PM Just now, dundarrion said: Replacing the correct one is not that difficult, it should always be the highest numbered one, if its in update_1,2,3 etc then it will be update:/ If its in patchpack005 or something its gonna be dlc_patchpack005:/ just go for the highest numbered one In this thread -- it was speculated that replacing the old and new was required for some mods to work properly, still speculation and concept; which is werewolf wrote his script to use AllowDuplicates=True. Looking through vfs.log I personally haven't found any replacements that are called for more than one replacement of the same file in multiple locations. Quote Link to comment Share on other sites More sharing options...
dundarrion 10 Posted Sunday at 04:58 PM Share Posted Sunday at 04:58 PM Just now, BitTitan said: In this thread -- it was speculated that replacing the old and new was required for some mods to work properly, still speculation and concept; which is werewolf wrote his script to use AllowDuplicates=True. Looking through vfs.log I personally haven't found any replacements that are called for more than one replacement of the same file in multiple locations. I think that is pure speculation, as you just said there is no evidence of replacing the highest numbered update file not doing the job in fact I think replacing every file is probably gonna tax the game more memory wise so probably not advised. Quote Link to comment Share on other sites More sharing options...
BitTitan 2 Posted Sunday at 05:11 PM Share Posted Sunday at 05:11 PM 11 minutes ago, dundarrion said: I think that is pure speculation, as you just said there is no evidence of replacing the highest numbered update file not doing the job in fact I think replacing every file is probably gonna tax the game more memory wise so probably not advised. I see an argument for both for and against -- my current theory/observation is it's not needed and it's moot because vfs.logs only show it being used as a replacement in a single location; which as my understanding grows, should indicate that it's only being called for in that one place -- though I'm still learning and I have been spoiled by years of Bethesda modding using MO2 and XEDIT. (MO2 I have working well, but RDR2 lacks an XEDIT style utility) Quote Link to comment Share on other sites More sharing options...
PartisanX 0 Posted 8 hours ago Share Posted 8 hours ago Deleting all mods will improve situation or my saves will be still corrupted? Quote Link to comment Share on other sites More sharing options...
deadwoodd 1 Posted 2 hours ago Share Posted 2 hours ago 5 hours ago, PartisanX said: Deleting all mods will improve situation or my saves will be still corrupted? This still doesn't seem to be exactly confirmed. My save was certainly "bricked" with spawn issues after removing all of my mods, but some people have had different results. When I did further testing with replacing install.xml's, I started with a fresh unmodded save and I wound up not having any issues after fixing. Quote Link to comment Share on other sites More sharing options...
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