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  1. werwolf969

    werwolf969

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  2. LMS

    LMS

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  3. vincemeister55

    vincemeister55

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  4. HelloImCrimson

    HelloImCrimson

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Popular Content

Showing content with the highest reputation since 10/02/2024 in all areas

  1. Version 0.4

    8,120 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) 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. 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
  2. Version 1.0.0

    111 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: At the moment every script is running on the same thread, which means every spawned Mount, Actor, etc. will be owned by the same script, this will hopefully be changed in the future so every script has its own thread, just like we are used to in RDR2. However, this won't affect your gameplay by any means and is mainly just relevant for developers to know. Known issues: Sometimes the game can throw an Access Violation. However, you can just click OK and proceed to play the game normally. ScriptHookRDR.dll SHA256: 3ecb2ebe440b31f9e0685858dc6f2f74913a9bd4d0a0ae1efa3c61c4a0ce2ebb dinput8.dll SHA256: 2881f90498c999ccbfd58e3616c8ea8b98051b04292b1072c0feb679cac1ac45
    4 points
  3. 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_standard
    4 points
  4. Version 1.0.0

    238 downloads

    Adding this will overwrite any mod you have previously installed in the tune rpf file. - To ride some animals such as the bear, you must quickly pull out your knife and hold it in the "slashing" animation while mounted. - cars can only be spawned with a trainer. - freeze time deadeye slows deadeye mode to 0. Currently it only allows you to shoot 1 target. These are 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. I will be testing and updating more mods in the near future.
    3 points
  5. Feature request: add the ability to spawn the horses of apocalypse in Undead Nightmare (maybe in the base game too!, if it works:) )
    3 points
  6. @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
  7. Hey, I dont know about me solving the issue. But thanks for all your kind words. Anyway, here is my new and updated edit of WhyEm textures. The texture discoloration has been fixed, and I think its much more optimized than my previous edit. https://www.mediafire.com/file/dc3w6bz5qrt1u01/WhyEm_DLC_edited_textures_by_vincemeister55.rar/file Enjoy fellers!
    3 points
  8. It works, lots of thanks and love to you, me no homo. Now I got to put that car mod in too. Thanks. And happy gaming to you too. Truckin in 1900s yyee haw, it works too now with that mod, Thanks. Tips hat. (Or Fedora)
    2 points
  9. I just tried it, the inventory is working again after opening the mod, thank you very much for fixing it!!!
    2 points
  10. 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
  11. Feature request, add a config option to disable the beeping at startup. I would see how the beeping would get annoying after a while.
    2 points
  12. 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.
    2 points
  13. 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.
    2 points
  14. 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
  15. 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.7z
    2 points
  16. 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 1920x1080
    2 points
  17. Hi all. As Vincemeister55 and others have already mentioned, we can re-compress textures using optimal and native compression methods for the Rage engine without any noticeable loss in quality, freeing up some resources in the game engine, so it can give them for game logic again instead of drawing fancy graphics. However, with large texture mods with many files, such as WhyEM DLC and EEE, it can be very tedious to manually open each DDS file and re-save it using the proper BC method. Therefore, I have created a basic PowerShell script that utilizes the MS tool called Texconv.exe (https://github.com/microsoft/DirectXTex). The script will re-code DDS files in a specified path and subfolders, and output the results to a different folder while preserving the source folder structure. You must edit the paths for Texconv.exe and the source and output folders in the script before running it. Link to script with comments: https://pastebin.com/9fAcGUCi Unfortunately, I cannot automate the export and import of DDS files from and to YTDs, so you will need to prepare a workspace yourself before running the script. For example, the folder structure could be: Somefolder texconv.exe lml Modname *folder with texturedictionaryfilename.ytd* *DDS textures from this ytd* ouput_folder_for_script The script itself checks for input in DDS format and skips any texture files that do not have a B8G8R8A8_UNORM header. I chose this format only because all the large textures from big mods that I use personally are in this format. This is the most resource-intensive format for the engine, and this check is done to not process correctly compressed textures from YTDs. Also, the script will compress material textures to BC3_UNORM and other textures to BC1_UNORM. As for exporting DDS from YTD and packing them back, as specified by Vincemeister55 and others: To extract DDS textures from YTDs - use OpenIV To pack DDS textures back into YTDs - use RDR2 Texture Toolkit (and RedM, as required) OR Simply use CodeX (patreon supporters access only). Feel free to edit the script to your liking.
    2 points
  18. Red Dead Redemption is finally coming to PC on October 29, Rockstar Games just announced! Originally released in 2010, it is making its way to PC after being re-released recently for PlayStation 4 and Nintendo Switch. The PC port will include the zombie-themed expansion, Undead Nightmare. You’ll be able to grab it on the Rockstar Store, Steam, and the Epic Games Store. See the Rockstar announcement here: https://www.rockstargames.com/newswire/article/o3314a19koo147/red-dead-redemption-and-undead-nightmare-coming-to-pc-october-29
    2 points
  19. For those of you eager to write their own script mods for RDR 1 PC, the wait is over! Thanks to @kepmehz for creating a C++ based script hook. You can download it here:
    1 point
  20. Certainly a great job, congratulations! I would like them to add the No Reload option in the weapons section. Thanksss
    1 point
  21. add wanted tab u can disable getting wanted or add wanted level or reduce it
    1 point
  22. Hello! I've found a bug. When you enable infinite ammo, it doesn't actually stay infinite for the sniper and many other weapons. Additionally, this happens when you run out of ammo in a rifle (the rifle disappears and switches to another one that's completely bugged). I'm attaching an image:
    1 point
  23. 0.4 should potentially fix the satchel issue. Give it a try. 0.4 also includes a bunch of other new features and fixes. See the What's New tab for more info.
    1 point
  24. I reported this yesterday, so far the two solutions I have found are: talk to an NPC in a store, when the menu opens, the inventory key is restored., or load game. edit. Download the new version, it's already fixed.
    1 point
  25. Hey m8, nice mod. I got the car working and I think I can get the rest of the vehicles to work too. HMU
    1 point
  26. add remove wanted level + add wanted level + u can get wanted + Remove Bounty + fix lag in the gui + fix inf stamina horse not working
    1 point
  27. With systemsettings.yml editing, we can increase that to 25, as I mentioned in a previous post, but it looks like there is a hardcoded limit in the game engine, so increasing it further doesn't provide any benefits. 5950x/ 32Gb/ NVMe/ 4080. Game graphics settings combined from different optimized guides in YT, maxed out where needed. Mods with textures that I can run without any problems with spawning. Some of them have been repacked or changed from using the streaming method to the replacement method for their assets.: Blackwater Terrain Textures Overhaul CharactersOverhaul Terrain Textures Overhaul Upscaled Textures/Upscaled Animals AIO Upscaled Textures/Upscaled Bottles Upscaled Textures/Upscaled Documents Upscaled Textures/Upscaled Fires Upscaled Textures/Upscaled General Store Props Upscaled Textures/Upscaled Gravestones Upscaled Textures/Upscaled Jails Upscaled Textures/Upscaled Journal Upscaled Textures/Upscaled Objects Upscaled Textures/Upscaled Signs & Posters Upscaled Textures/Upscaled Vegetation Complete Horse Overhaul lodscale 1.75-2.0 WhyEm's DLC/ RDO merge I cannot use any weapon packs like 1899 Firearms, Firearm Cosmetics — Carvings and Grips, or Munitions without problems with spawning. Even after repacking and downscaling the textures (and fixing any incorrect sizes, such as 64x63 or 1025x513), and running only one of these mods, the game still has spawning issues. This is a big disappointment. Increasing the streaming pool size further does not help and can lead to game instability. Short answer - No. As mentioned above, the problem lies not only in the texture format but also in how the game handles streaming textures. Since LML doesn't allow for adding new textures without streaming them, we are unable to create new graphical assets without this feature. It's difficult to determine the exact cause of our problems because I am unaware of how the game engine handles streamed assets. However, we have raised the limits for the scripting pools enough to run any number of .asi mods. This is another issue, as there are currently not much properly updated or working script mods available for RDR2. The size of the resource pools for graphics assets such as textures and models is not enough even after increasing them. You can increase the limits for peds, but you will still have issues with trains and pedestrians in trams, unfortunately. Just a heads up: my gameconfig folder needed to be placed inside the LML folder. So, you should now have a file called install.xml located in the LML\Gameconfig folder, along with other related files.
    1 point
  28. @RejectModders @Bizz91 @Mark Adams Could you do me a favor and test the attached version? I cannot replicate it, but I have an idea. Please test this menu several times by restarting the game and see if a) it no longer lags and b) if you get any crashes opening the menu. Thank you Search this comment section, @Cyan posted a link a few pages back with all models that you should be able to use. lst_03_lag.zip
    1 point
  29. They are currently using old style noclip which is just having the ability to walk through walls. If you can't walk through walls, enable and disable it a few times. To those reporting the satchel issue. This is a normal problem with this UI type same with this UI being disabled/not working in certain areas of the map or when certain ui events take place, it's another reason why it wasn't heavily used in SP on xbox or ps3, that along side all the random crash issues this ui type has which are mostly entirely random but then again that could of been code issues on xbox/ps3 or just something with the ui, idk. Hopefully they find a fix for that as I never did. The above suggestions by evil blunt will fix the car drive issue as well as the inf ammo issue. The inf ammo native is very touchy and randomly crashes you 24/7 especially if looped, but even then it's very touchy. Some suggestions however, invulnerability must be looped. Idk if they are doing that or not. Alot of scripts force invul natives off if that's what they are using. Gold weapons currently don't toggle properly. It's best to cycle through all the weapons and apply the set weapon gold flag for them, else it won't apply. You'll also want to ignore weapons that don't natively have a gold weapon flag else they will turn invisible or corrupted texture like. I would also advise to ignore giving some weapons as one of the weapons was removed from the game and semi-breaks the weapon wheel. Below are a few fix examples. Nevermind the trash code but maybe it'll help. God Natives Example Setting Weapons Gold Example Give Weapons Example
    1 point
  30. Version 2.0 BETA 7

    175,931 downloads

    Script mod which adds and alters "NPC behaviors"
    1 point
  31. if you can could you please make a mod where you can ragdoll by pressing a button?
    1 point
  32. I get this error when turning on infinite ammo also i have the rockstar games launcher version if that helps
    1 point
  33. A part of the trainer is not loading/working properly. It appears each time I launch the game (new game or not), I can't see the mount/entity options section.
    1 point
  34. Use a custom gameconfig.xml or compress each an every texture from the texture mods or both. And my suggestion is to get rid of extreme LOD, it's literally useless
    1 point
  35. He'll prohibit people fixing his mods but won't do it himself, or even acknowledge the problem? Where's the sense in that? WhyEm should consider re-enabling the bug report section on his Nexus pages, or even the comment section, so other users are aware of how his work breaks elements of the game, and can then make an informed decision about using it.
    1 point
  36. Well, I guess that now I can only share the install.xml files with you. I attached them to the initial message with an edit. But, since WhyEm prohibits sharing my edits, the download link for the archive is no longer available.
    1 point
  37. 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.
    1 point
  38. Yes, CodeX is the main exporter and importer of textures and YTDs in RDR2. Edit the textures in any photo editing software.
    1 point
  39. Another problem with texture mods is that some of them are just unreasonably bloated with textures that don't make sense. For example, the textures from WickedHorseMan's mods often have not only no compression, but also huge sizes that are not necessary. For instance, the 4096x4096-sized texture for animal teeth in his mammal packs. There's no way to tell the difference between a 512x512 and a 1024x1024 size texture for animal teeth in the game. Yet, we have one that's 16 times bigger than the vanilla archive. The same goes for his material upscales. There's no reason to upscale a material texture to 2048x2048. You can never see the difference in the game when it's applied. Even after repacking, his mods have a size of 10 GB, while the same original data has a size of 300 MB. So, many mods could not only be optimized by reducing their size through texture compression and mod installation manipulation, but they could also be optimized overall with reasonable texture sizes for each type of texture in the dictionary. I hope the authors will either update their mods or give permission for the community to optimize them and upload them with credit to the original work. Otherwise, we'll be stuck choosing between a single character overhaul mod or dozens of scripts and quality of life mods. That's a sad reality.
    1 point
  40. I managed to fully repack the Complete Horse Overhaul mod, using recommended baseline texture compression methods, and remade the install.xml file so that mod data was not streamed but rather replaced in memory. In an already broken save file where no trains spawned and horses partially did not get streamed textures, this helped to load mod data correctly. I wrote to the author asking him to update his mod on Nexus with information about the issue. Hope he will respond. Thanks to all the information from this incredible community, we can create guideline to ensure that mods are optimised and will probably cause fewer issues when used simultaneously. My 2c: 1. Avoid using stream folder inside LML This along cause many issues and in all guides for modding previous games for this engine this folder considered only for testing purposes, not for usage by published mods. Issues came from data being loaded in chunks, rather then fully placed in memory, so streaming process with many files in stream folder cause game engine allocate way more resources for this process only and stop process game logic, that considered not essential for overall game process by game engine. 2. Use compression methods for textures. This technology exists for a reason. All game textures use Block Compression methods, so the game engine is optimized to work with them. This applies to APIs (DirectX or Vulkan) regardless. Recommendations for different BC methods for each texture type: Albedo (ab) - BC1_UNORM_SRGB or BC1_UNORM Materials (m, ma, mb, ct, eg) - B3_UNORM Normal maps (nm) - BC1_UNORM This is how textures are packed in game archives. There is no noticeable difference in quality between BC7 and BC1 textures, so there is no reason to stress the game engine with heavy texture files or create potential game logic errors. 3. Pack mods well for usage with LML LML is a wonderful tool that gives us the opportunity to modify game files using different methods. However, with many mods, there is a need to optimally configure the install.xml file. We should avoid streaming files as much as possible and instead replace them in memory. To do this, we must use the following code structure: <Resource name=""> <FileReplacement> <GamePath></GamePath> <FilePath></FilePath> </FileReplacement> </Resource> With this structure, we ensure that files we are modifying will be replaced in memory upon loading, so the game engine processes them from memory instead of streaming them partially from your drive during the game in chunks. Personally, I think that any replaced file should be replaced directly by this method, regardless of whether it is a texture dictionary, a configuration, or any other type. However, texture dictionary files (YTD) must definitely be replaced using this method, since it greatly helps with the game engine's data overflow problem. As for the replacement folder, it's simply about overall mod management consistency. Therefore, place your files in your mod folder and not to the "replace" folder in LML. I don't know if we can somehow avoid streaming newer added files that are not in the game archives. With the actions above, we are at least moving away from running out of the game engine's resource pool. The game engine still has limited internal resources. By following these guidelines, we try to fit in as much additional modded content as possible. However, there is no guarantee that we won't cause the game engine to overload with data again. So, choose your mods carefully and spread the word about optimisation in the modding community. Let's hope that one day, all the cool mods will be intact, with all the recommendations the community has found, and we will play an awesome game with hundreds of GB of mods!
    1 point
  41. I made an account just to thank you, this is so sincerely appreciated! The mods I use are WhyEm's DLC, Rampage Trainer and a mod that unlocks the preorder content and noticed that I was having the issue with trains not spawning and missing passengers in stagecoaches and such. I suppose I am fortunate in that I don't believe I was having any problems with wildlife and the towns and city population were always significant, but there is no question that I was not seeing trains or passengers. Using this file you've shared to replace the folders in WhyEm's along with the gameconfig mod recommended earlier in this thread, I loaded up a my latest save file (in Epilogue 2) and tested it by first using minimal parts of the mod. So I went to Valentine and stripped all of my guns that had any of WhyEm's carvings or varnishes, deleted all of my saved outfits and made a new outfit for John using the classic hat but I kept his hairstyle provided by WhyEm's along with the Cowboy gloves, and I believe those are the only mod-added items on screen or saved on my horse. I don't really use the horse related items so that wasn't involved at all. And sure enough, there was a train leaving Valentine station as I approached from the gun shop. I turned around and went to the saloon to eat, then rented a room to skip time to the following morning, and rode out into the Heartlands and when I was over by the ruins of Cornwall's Kerosene and Tar I heard a train moving and saw the smoke way up in the distance and chased after it. After going through the tunnel I caught up to it and there was a guard in the back, and in the passenger cars each one had several people in it! I took a photo which I've attached to this post to show it. I went on to encounter freight trains and passenger trains several times in different parts of the map, and passed countless stagecoaches some of which had up to three passengers besides the driver. As I tried adding a few more items of clothing from the mod everything still seemed to be working properly, so I wanted to let you know that at least for one person your efforts appear to have made a significant difference. I have yet to really push the boundaries or try it without the gameconfig mod active, but I intend to soon and will share the results afterwards. One issue I did have which I assume should be related to the gameconfig mod is that after about an hour or so of playing I was beginning to get frame rate drops down to 30 FPS and even lower whenever heavy snow or rain appeared, whereas I had gotten everything running at 60 FPS months ago, and this never happened before. I play it on a laptop with a 1660ti attached to a 2550x1440 monitor but with the resolution in-game set to 1980x1080 to maintain the frame rate, so it is not a super powerful setup but certainly can handle the game by putting certain settings at medium. Another thing, probably not nearly as many people would be interested if they come across this post, but I have the exact same modded setup installed on my Steam Deck and often go back and forth between it and my computer and I also will be trying this out there, and will share my results after. But basically if I can fix the frame rate issue, the other issue will for me be as good as fixed.
    1 point
  42. Hi, only difference imo is the number of mods, and the format of the presentation of the mods, the mods are the same. Like i have my mods on both sites but their the same files and functions, so the sites are whatever you prefer more.
    1 point
  43. Hi! Just wondered if it was possible to map two actions in sequence, namely fire+cock. This would theoretically make firing immediately followed by cocking the hammer/re-racking the bolt (or reloading on empty?). I find that having to click to cock the weapon really messes with the flow of action in firefights, but I'm not trying to speed up the rate of fire in a non-realistic way. Rampage trainer *sort of* has this option in the "Weapons" section as "Auto cock", but it doesn't trigger the animation, just removes the need to cock the weapon (I.E. the gun shoots like a modern semi-auto AR or whatever), which isn't exactly what I mean. Dunno, just wondered. I'm sure I'll get jumped all over for wanting the game to hold my hand by being less realistic, but I'm mostly asking for it to keep the pace of the action up in firefights.
    1 point
  44. Version 1.0.0

    1,398 downloads

     Sadie Adler Project Play as Sadie Adler with working voice lines Features: Play as Sadie Adler Voice lines for interactions (greet, antagonize, defuse, rob, etc.) Voice lines for interacting with camp members Voice lines during combat Voice lines for riding horses Voice lines change based on time of day, & other factors 30+ outfits for Sadie (change via Rampage Trainer) Additional Notes: This is the only mod that adds fully functional voice line interactions to any character. (see video for demo) If you would like to see more characters, (perhaps Micah or Dutch), please endorse the mod to show support. You can still hear Arthur in certain scenarios, like during scripted encounters with camp members. This is intentional so that you can still follow the story while using this mod. Some interactions like "steal vehicle" were not added because there were no good voice lines for that encounter. Incompatible with any mod that modifies the metapeds.ymt file. Installation: Install ScriptHookV2, Lenny's Mod Loader, and an asi loader Copy SadieAdlerProject.asi to the game's main installation folder. Copy the "replace" and "stream" folders to your lml folder. My Other Mods:
    1 point
  45. Version 1

    1,247 downloads

    Unhashes YMT file member names and data contents.
    1 point
  46. 1 point
  47. You don't have to install the entire Lenny's Simple Trainer/Outfit Changer, you only need the version.dll file from them. the burled grips are a known issue, mentioned in the description.
    1 point
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