Leaderboard
-
in all areas
- All areas
- Articles
- Article Comments
- Pages
- Page Comments
- Natives
- Native Comments
- Parameters
- Components
- Component Comments
- Voices
- Voice Comments
- Speech Lines
- Speech Line Comments
- Tutorials
- Tutorial Comments
- Peds
- Ped Comments
- Animations
- Animation Comments
- Releases
- Release Comments
- Guides
- Guide Comments
- Features
- Feature Comments
- Settings
- Setting Comments
- Files
- File Comments
- File Reviews
- Images
- Image Comments
- Albums
- Album Comments
- Topics
- Posts
- Status Updates
- Status Replies
-
Month
-
All time
October 29 2019 - November 21 2024
-
Year
November 21 2023 - November 21 2024
-
Month
October 21 2024 - November 21 2024
-
Week
November 14 2024 - November 21 2024
-
Today
November 21 2024
- Custom Date
-
All time
Popular Content
Showing content with the highest reputation since 10/21/2024 in all areas
-
Version 0.5
22,060 downloads
First version of our trainer for RDR 1 PC. Features Spawn entities and mounts Change weather Invincibility, no clip, drunk Teleport Get all weapons, infinite ammo, infinite dead eye, all weapons gold New! Change player skin New! Configure via ini New! Freeze, advance and reverse time New! Infinite stamina for horse New! Heal player New! Spawn money (via loot) New! Increase honor (via sanctioned kill) New! Speed up horse New! One-hit kill New! Explosive ammo (requires valid target) New! Spawn War, Death, Pestilence, Famine and Unicorn in single player! Installation Drag all files into game directory Launch game You should hear a beep after a few seconds Press F9 in-game to open the menu. Press Enter/Backspace to navigate the menu. Config You can configure the trainer in the lst.ini file. DLC Horses To enable the DLC horses, set "LoadDlcAssets = 1" in the ini file under "Hook" (enabled by default). This also loads other DLC assets, so if there are issues in the game afterwards, please let me know and I can see if I can load assets more selectively. Installation Thanks a lot to Gan Ceann for their video tutorial! I want to drive cars! I know you really want to.. please head over here and thank @GLITCHEDMATRIX If you crash, try again. If it keeps happening, let us know! 🙂 And please do not upload this elsewhere. Thank you! Acknowledgements We would like to thank Sockstress, Foxxyy, CabooseSayzWTF and TheRouletteBoi for their fantastic research on Red Dead Redemption! This release would not be possible without it. Thanks to Evil Blunt for their help with cars.7 points -
Version 1.2
2,171 downloads
This is the official ScriptHook for the PC remake of Red Dead Redemption. Developers: You can find an example project including all the files you need to setup your mod for ScriptHook here: RDR1 Example Script Project Make sure to also download the sdk that is available via the files tab. Note: Every .asi mod that you register gets its own script thread, that means every actor, mount, etc. that you spawn will only owned by your script and cleanup'd by the engine automatically. You can hot reload all of your mods by enabling the reload hotkey (CTRL + R) in the ScriptHookConfig.ini file. Known issues: Sometimes the game can throw an Access Violation. However, you can just click OK and proceed to play the game normally. There is currently an issue with the registerFont export. For now please stick to the default fonts. I will work something out to resolve this asap! Thanks for your patience! ScriptHookRDR.dll SHA256: 3ecb2ebe440b31f9e0685858dc6f2f74913a9bd4d0a0ae1efa3c61c4a0ce2ebb dinput8.dll SHA256: 2881f90498c999ccbfd58e3616c8ea8b98051b04292b1072c0feb679cac1ac456 points -
Version 1.0.1
993 downloads
Adding this will overwrite any mod you have previously installed in the tune rpf file. Check the changelogs. Tutorial: Go into your game folder for RDR and simply overwrite the .rpf files after backing them up. I am still new to the Magic RPF tool but I'd imagine a tutorial on how to use it is on this site and youtube by now. These are new and old mods that are compatible or have been altered to be compatible with the official PC version. CabooseSayzWTF gets credit for the fully functioning rideable animals and creating the trainer. I highly suggest using this: I will be testing and updating more mods in the near future.5 points -
Im sorry but, Im a lawyer, WhyEm has no authority to tell you that you can or cannot share something that he has no rights to. His pack contains plenty of stuff made by Rockstar, in fact; after further inspection, every single model in "his" pack was made by Rockstar, he just did some editing and is now claiming rights to stolen property. Thats like stealing someones car, painting it and saying it's yours now. That's not how that works. Did he ask Rockstar if he can edit or share these files? I dont think so. RDR 2 is not like Skyrim where modding is "allowed" by the creator company. Every single mod made for this game can be taken down by Rockstar at any time they wish. WhyEm is the same as any other modder here(except script mods) and "his" files or rather, Rockstars files, are not free game but are shared until someone gets a cease and desist or a lawsuit from Rockstar only. The fact that you edited (compressed) those files is the same as what he did to Rockstars files, in fact; what he did is much much worse. He basically stole from Rockstar, made some edits and is presenting those files as if he created them from 0 and distributing them under false pretenses as if they were made by himself. WhyEM is just a power tripper and you definitely shouldnt listen to someone like that. There are no permissions to be given by someone who doesnt have any rights to those files since they were obtained in bad faith.5 points
-
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 beginners4 points
-
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.4 points
-
4 points
-
Version 0.3
4,291 downloads
V0.3 has now been released and ported to scripthook. This is a w.i.p so expect bugs, issues, and features missing. We are trying to port most of everything but right now we have hit a few roadblocks. Updates will come when they come. You are free to use the WSC version to use any features currently missing. The WSC version was a quick port to pc. v0.2 was the last WSC script. It will no longer be maintained. You can read all the old info here Credits4 points -
Im just telling you how it actually works, it's your choice to do whatever you want. Nexus rules dont apply to other sites, I don't know why you think they're relevant here. And it's a bit bold to say "honesty, respect for author work and trust between community members."; when WhyEm is dishonest, has no respect for others and is obsessive with anyone that even remotely touches "his" mod which arent really his in the first place. No more off topic from me, you guys wanna be dominated by some low life, that's your choice.4 points
-
Okay, here's my take on compressing WhyEm DLC textures. Also, I re-made install.xml with few files that could be replaced instead of streaming them. UPDATE: Since I got explicit prohibition to share my edit from WhyEm, I removed download link. It is what it is, I guess. I attaching to this message two install.xml files with names for obvious variant you use. But other than that I could not help, sorry. install.xml_rdo install.xml_standard4 points
-
I am working on a comprehensive modding guide for RDR2 that will include this topic as well in detail. ETA this week3 points
-
3 points
-
3 points
-
Correct. Just copy them all. The script will insert a path with LML mount points for each of them if there is a file with the same name in the source folder. In fact, for even easier "non-brainer" install.xml file generation, you should use this version of the script. https://pastebin.com/ZyZePbjX A made changes. So, if there is more than one mount point for a source file in LML, the script will add the "allowDuplicate=true" option to the node. Thus, LML will replace the file in every archive within the game. And you will be sure that you actually loaded the replacement file into the game. You can search for files not by their full name, but by some similar part of their name. For example, if you have files to replace with names like: crp_berry.ytd crp_berry_aa_sim.yft crp_berry_har_aa_sim.yft You can search for crp_berry and copy all the paths into the source_paths. The script will choose only existing files from the source folder to paste into install.xml.3 points
-
Here's an example of this file. You can paste any path there, including the path to any file in the game archive, even if it is not in the source directory (making "source paths" a cheat sheet for the script). The script will only choose paths to files in the mod directory. However, for performance reasons, it's best to filter the data in this file to something similar to the source directory content. source_paths.txt3 points
-
3 points
-
3 points
-
@LMS Use this code on a loop for Infinite Ammo, Are you using the INFINITE_AMMO native that can be unstable, sometimes on console it can cause crashes never got to the bottom of the problem, it could be a certain weapon or something else in background that can cause a crash. To fix vehicles use this after spawning car or truck. Also put this on a loop and you can re enter the vehicle after leaving it.3 points
-
2 points
-
2 points
-
2 points
-
As you can see I'm pretty ignorant about this, so thank you for explaining. 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.2 points
-
Here's the source_paths.txt file with all possible paths to every file in the rpf archives. However, my install.xml generator script won't work with such a large file. You need to shrink it down to only the files you need to replace from mod, or modify my script so it use different method for parsing source_paths.txt. The source_paths.txt only exists because we can't parse the rpf archives without CodeX or OpenIV, and neither of those has any CLI or API for interacting with them. My logic for creating the install.xml generator was that mod authors might make mistakes like: 1) wrong file name; 2) wrong mount point in the mod install.xml, or wrong method for some files (like replacing a file that doesn't exist inside the rpf archive, or streaming a file that can be replaced); 3) duplicates in paths in install.xml. By manually adding paths to source_paths, we check 1 and 2, and 3 is resolved by the script. But if you certain that mod files are inside single rpf archive, you totally can make much simpler script, in this case, you really don't need source_paths.txt. you just paste paths inside xml nodes directly with correct pattern. I think such script was posted few pages ago. source_paths.7z2 points
-
werwolf u are an absolute gentleman my good sir!! I was wrong about the configs too the AB10 is best for most consistent train spawns - thank you so much for the tools for utilizing the replacement method, I've replaced all my textures and my stream folder is now empty and everything is replaced and working wonderfully, not noticed any difference in spawns from replacement alone, mostly the config mixed with systemsettings.ymt - I mean't to ask, the system.xml in docu, should that be locked to keep the perframe=25 along with the systemsettings.ymt or best to keep it un-hidden if using systemsettings.ymt absolute legend tho - you've helped me sososo much with the informaiton n tools you've shared <3 EDIT: further testing is showing Tkoul config may be better, I rarely see ambient trains with AB10 only when near towns etc2 points
-
Unfortunately, I noticed some of the multiplayer actors don't work, particularly the DLC ones as from the Liars & Cheats DLC for example. Although the Undead Nightmare multiplayer actors do. When trying them it instakills me. I suspect its because some of the multiplayer DLCs aren't included in with the PC port. Maybe there is a way to add them back? I'd personally love to run around as some of those actors.2 points
-
This is not a competition, I do appreciate the "kind" words, but please refrain from saying such things. Alot of rage modders have a competitive mindset. I really don't like this. However this is just how the rdr modding com has been ever since rdr modding was a thing. I guess the same can be said about alot of game modding communities. However, I will not strive to be the best, i'm just doing me. Everybody should just be having fun and encouraging others to be better and to do better. I used to be competitive modding wise so I really don't have alot of room to talk. But that's all past me. At the end of the day, this is just a game we are talking about.2 points
-
2 points
-
2 points
-
If you want to add prompts to your trainer let me know i got prompts working with my console trainer. When i get some free time ill jump on the discord server and try explain using them with the "Generic_Dbuffer##_#", I assume pc version still using them as your using the NET_PLAYER_LIST. And for those of you that want the car to work, you will prob have to wait for an updated version as i assume the code is not added to the vehicles on spawn which will make them work (just a guess could be wrong).2 points
-
2 points
-
2 points
-
2 points
-
All steps are the same for any WhyEm DLC variant, as the textures files have no differences. So yes, delete the item_textures folder and replace the install.xml file with one from my message. Don't forget to change the extension to .xml.2 points
-
Other mods have the same textures, I only re-created the install.xml file for each one listed, so LML replaces full files in memory instead of streaming them in chunks, as streaming is one of the main causes for the problems we discuss in this thread. You can download these mods from Nexus, as I don't think it's appropriate to re-upload the full mod archive. However, here are the install.xml files for each of the mods listed in my post. You need to rearrange the files a bit in these folders, just look at the install.xml and if there is a *folder name*/modded.filename in <FilePath></FilePath> node, then you need to place the modded file in the *folder name*, and if it's just *modded.filename*, you need to just place it in the mod name folder next to install.xml. 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. RemadeInstallxmlforUpscales.7z2 points
-
1 point
-
1 point
-
Hey Thanks for the Credit Lenny. I am blown away by the fact that RDR on PC has brought us all together instead of against eachother like the console modding days. This community is making progress and I hope we can make this game better than ever. Can't wait til we get the servers figured out so we can host some insane shit on a MTA or SAMP level some day. I have some questions if its possible to spawn more npcs around town automatically and also being able to swap weapon fx from the fx materials via menu. I know where all the assets are, they just need to be told what to do.1 point
-
1 point
-
The train blips number dropping to numbers like 7 is normal (or at least it is in my game when I remove all mods but the scripts for Rampage and Railroad Engineer). Unfortunately I don't know exactly what affects the numbers of trains on the map (visible with the blips). But I guess the important thing is that every train on the map spawns when you get near the blip, and that the trains and trams have normal ped spawning. That's as far as my knowledge goes1 point
-
1 point
-
1 point
-
Well, in your example you use FileReplacements node, that replace files from specified folder. You could even use it without gamepath, LML still will find proper rpf where files needs to be replaced. Issue with this method, as I found by testing, is performance decrease in the game. But it’s indeed an option and you don’t need any script to do that, just some copy pasting into folders and few edits in install.xml.1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
I have been following this thread since it got made and even though I play at 1920x1080p (which means I have less chance of facing the issue as someone said above), I found some mods that cause problems even for me. Here is the testing process - I would always go at 5 am just out of Horseshoe outlook camp and check the train for passengers. Then I would increase the time to somewhere around 12 pm using Rampage and teleport to San Dennis and roam around for about sometime to check the spawning of passengers in trams and those passenger carts. I checked for multiple types of them that I won't be listing here. Then around 12.30 pm to 1pm, a train would pass through San Dennis, I would check it again for passengers. There is also a parked cargo train there. I would also check it. I sometimes found that some mod would cause the passenger train to appear with passengers but the parked cargo train to not appear. Then I would go out of San Dennis, towards South. There is a spot where about 4-5 Rosebill or something like that name of a bird appears and on an small island few Tricoloured and Blue coloured Herons appear. I would check for their presence and in their presence, I would check for the dip in numbers. Some mod caused one or two dip in numbers. I won't be listing them below. I am okay with it. I then went Northwards and checked for the presence of Whooping Cranes and Sandbill Cranes. I also checked North of Horseshoe Outlook multiple times to check the spawning of Wild Bay and Grullo Dun mustang. The tests were performed with Rampage, Snappy UI, Legal Screen Skip, Rainroad mod and Scripthook v2 and Online Content Unlocker installed. I checked it for all of the mods one by one or in a bunch of 4-5 mods installed. I have a hunch that trains does not spawn with passengers during rainy and stormy weathers. Someone test this. Here are the mods that caused disappearance in passengers or disappearance of passenger carts, trains or cargo train or of wildlife - Improved Wildlife Penetration Realistic Gun Metals (Metals update) Rowboat animations Dismember everyone Less Meat - Hunting Automatic greet replies Any horse Pre order mods caused problems for me. I tried about 3 of them, I guess 2 from nexus and one from this site. Here are the mods that I have installed right now and I am playing with. NOTE - My stream and replace folder is empty. These are the mods that did not cause issues to me or was too less to actually affect the gameplay. Rampage Legal Screen Skip Scripthook v2 Online Content Unlocker Snappy UI Duels Auto gold medals So you lost your hat Non Sticky hats Performed armed executions in non combat stance Disable Combat Stance Optional Duel wield Ingame world sounds only Remove screen effects (both main file) Collyrium Redone No deadeye reload and glow No auto ammo pickup Just quit trolling already Flo Longer Horse Names Corn sack fix No auto horse holstering realistic loot rebalance less money Banking Realistic reload Corpse spawn distance Higher resolution content Horse Loadout Rifle Holster (thin one) Improvements in Blood LLRO Just bleed already PED accuracy fix Horse Persistance Kill Children Quick Outfit customisation Auto Challenges Zen Seats Serenity Smoking Complete Bottoms Up No stamina drain while running fix Manual Pickup Portable Dynamite Plunger No Health Regen in Combat Bounties Rebalance Vegetation Tricks No Time Slow wheel Economy Rebalance by Maybelle Ambient Gangs Bandit Hideouts I have everything working right now and the spawns including animal ones are good. After testing I added the experimental game config too to stay on the safe side. I also play tested the game for about 30 hours. I have deleted my save though and starting again afresh now without changing the mods ever again. I have got about 533 hours of gameplay but have not even played it lol. Here are the mods that I don't have installed but while testing alone I did not find any issues. You can use these unless mentioned otherwise - Bounty Hunting - Expanded and Enhanced ( I had turned all of the extra features off while testing) No forced scope with no Spread and no sway by IMaverick Shop Horses Unlocker Just Shut up already Serving Spoon fix Timer message bugfix No auto horse equip Extra Difficulty settings Buel Seam fix Deputy fix Irregular Lawman fix NPC dualwield mod (The testing listed above was successful but I noticed that it does not do what it sets out to do. Without this mod, the men with dual holster appeared but while using this mod they did not appear for me. I was testing in Van Horn. I think it does not work well with Scripthook v2) Unlock Bonus Cores Injuries Overhaul Immersive Faction Interaction tweaks No out of Bounds Sniper (I tested the one by WesternandCo on Nexus) Horse Shine Fix LAW Real Guns Cowgirls Revisioned Lost Treasures of New Austin Happy Gamingg!!! EDIT - I forgot to mention my graphics settings - Almost everything is set to Ultra for me. I also play at 1920x10801 point
-
I've downloaded dominatorgt's install file and followed his instructions for installing the texture mods (though I'm only using it for the environmental textures and not the upscaled windows or registers), but it took a long time to decipher what he was trying to say because of the language barrier and the fact that he uses a translator. The problem is that I've seen zero improvement with his method, because I didn't notice a spawning issue with the environmental texture mods before even when they were installed via the "incorrect" file streaming method. The other problem is that I don't know how to implement more mods into using his file replacement method that might be currently causing the spawn issues through being loaded as streaming files. And finally, the "Upscaled Animals AIO" mod by garbageman42069 does apparently use the new file replacement method, and it ABSOLUTELY still causes a massive spawning problem with trains, peds, and wildlife. As soon as I installed the mod I saw animals practically vanish from the world with only about three birds in the sky and one or two deer in the Heartlands. So either that mod is still loading incorrectly, or the file replacement method is not all it's cracked up to be. And if the latter is the case, then we're essentially back to square one and no working solution has yet been found at all. Just some food for thought.1 point