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Everything posted by Dagger323
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Yup. I'm actually the one who reported the sped-up walking animation bug to the mod author, and he thankfully fixed it along with the beggar's not being able to be donated to in the latest patch. It's probably just got something to do with loading in online content that wasn't originally supposed to be available in single player messing with the spawning system. I doubt it can be fixed until there is a fix available for everything else too. I'll be testing it more later on, but frankly I'm a bit burned out from all the endless troubleshooting I've been doing lately and am going to take a few days off to just play the game for once lol. I'll definitely report back more findings though soon when I start testing again. The problem I see is that the only potentially viable solution that's been worked out so far is solely aimed at fixing the way texture and streaming mods load, and nothing has been found for the plethora of mods that do completely different things than upscaling and/or replacing terrain, items or clothing. As promising as dominatorgt's file replacement loading method has seemed to be, it isn't going to provide the solution to everything else that's breaking train spawns (and to some degree the animal and ped spawns too) that doesn't happen to be editing textures and using streaming files. Which is why ultimately there should be some sort of collective solution that can address all types of mods affecting spawns and not only a certain category of them.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Glad you were able to find the cause of it (but sorry it ended up being a mod you enjoy using). I use Smoking Complete too and have troubleshot it — but just the script files without activating Online Content Unlocker at the same time — and the scripts didn't seem to affect train spawns by themselves. I have a feeling that the fault lies with OCU, but I'll have to isolate it and test further to confirm.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
If that's your goal then I would recommend that you just not mod on your playthrough, period. You will already get a superior graphical experience to console on PC if you just turn up the graphics settings in the game itself.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Don't just rely on what others say; test it for yourself. Take my anecdote for what you will, but I have not noticed a difference in the vanilla train spawns with the Railroad mod uninstalled versus installed. At the bare minimum it is still a constant that at least gives a clear indication of what other mods are doing to the train spawns themselves. I'm going to conduct more thorough testing with and without it, but for now, I'm using it, as it provides a much quicker way for me to track down trains without having to just guess where they are. If you're not going to use it, then keep in mind what I said before about certain locations like Riggs and Wallace Station, and that on average you should be able to come across two to three trains on your route from Flatneck across the bridge past Riggs and before you reach Wallace Station if you start out between 9 and 10 A.M. and ride at a medium-slow gallop. Rhodes should have several trains per day coming through the station. Anywhere between four to six of them.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
No. Just don't go into the in-game settings menu if you have a custom "system.xml" file that has edited values higher than what the in-game settings menu offers. Doing so will temporarily overwrite the system file by applying the highest default in-game settings from the menu into the current active game session. Also, if you have custom edited that file, make sure it's set to "read only" so that if you do happen to accidently enter the graphics settings menu in-game, the game does not permanently change the edits you've made to that file.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Also, before testing make sure that you go back and read what I said on the previous thread page about train spawns. You might be tricked at first into thinking they're working if you simply see them in the distance from a gang camp or encounter them immediately near you when you first spawn in from a game save. These are NOT valid scenarios, as the game can and likely does still omit train spawns from spontaneously occurring at random locations throughout the world, and testing for them must be conducted across these various locations and across multiple in-game hours.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Yep, completely aware of that. I have a custom system.xml file that is set to read-only and I only edit the graphics settings through that. I have set deepsurfacequality to Ultra and tweaked various other lighting settings to increase them beyond what is accessible in the in-game settings menu. That file is how I tested for Ultra fur quality and found that setting it to Ultra changed absolutely nothing from High. I was under the placebo effect though at first and didn't realize that there was no difference until I took screenshots with both settings and compared them.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Sidenote: I've tested setting the fur quality to "Ultra" extensively since the game came out, and even took side by side screenshots, and confirmed that fur does not render in a higher quality than "High". So unless something has changed in a more recent title update since I last tested that setting, ultra fur is a placebo and you're not actually getting higher fur quality than "High".- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
That's fine and all, but even non-texture mods affect spawns, specifically train spawns. That's the specific issue I've been discussing. I've already got the game almost completely stable, or at least totally acceptable for me, in regard to ped and wildlife spawns, and as a result I have moved on from even testing that stuff. As I pointed out before, train spawns are more easily affected by the problem and start disappearing before peds and wildlife do. I know that RDO contributes to it, because I've found less consistent train spawns during troubleshooting with it installed (though not quite to the degree that WhyEm's breaks them, but then again few mods do). If I were to whittle it down to which mods don't cause it, I'd be left with virtually no mod that I actually want to use. Texture mods are a major culprit, yes, but as I pointed out, even many simple script files contribute directly to disappearing trains from the world. The issue with trains is even more widespread than the peds and wildlife spawns, and not enough people have been checking for it specifically. They assume their game is in an acceptable state as soon as they start regularly seeing wagon passengers and flocks of spoonbills and ignore the complete lack of locomotives in the game.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
I haven't personally observed a problem with using it. Either way, it's far too useful a tool for troubleshooting this issue to omit it.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
No problem. I'm going to further test and isolate OCU later and see if it causes the issue. No, I haven't ever encountered that. I believe that the notion that the spawning problem carries over and is somehow embedded into game saves that were created after installing problematic mods is a myth. The spawning problem is only specific to each active game session; as soon as problematic mods are removed, the issue subsides. I'm no longer testing for wildlife/ped spawns (unless a new mod or update is released that I'm interested in trying), as I've done that extensively over the past four-plus months and feel that I've gotten my game fairly stable in that regard. I'm strictly testing train spawns, as they are by far the most problematic and sensitive. I am mostly chasing train icons from the Railroad Engineer 2.5 mod, especially at locations that I know get little to no train activity with mods installed, but really anywhere where those icons show up. I ABSOLUTELY recommend that you download that mod specifically for testing this problem, because otherwise it's basically a shitshow trying to track down trains and make guesses as to when they're supposed to pull into a station or drive past a stop. That mod will make your life A LOT easier. I'd also recommend that you start each test as consistently as possible by loading from the same consistent game save. That way the trains should all be starting out in the same relative locations on the map.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
It's probably either No Vignette or Smoking Complete in your case. I have used and still am using the Stutter Fix mod, because I too can't play without it due to the horrendous pop-in that was introduced after the game's September 2022 title update, and that mod completely fixes it. It has never caused spawning issues from any of my tests. Having the Smoking Complete script files installed in the root folder also didn't seem to noticeably affect spawns for me, but when isolating it I didn't have Online Content Unlocker or LML activated at the time as I was simply trying to test .asi files. I can't comment on what happens to the train spawns when you do. I would definitely try testing that and the No Vignette (which I haven't used personally) and seeing if you can locate the culprit.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
I can sympathize with your sentiment regarding giving up on the game for now. It's not in a good place for modding enthusiasts. I don't believe that the gameconfig can fix the trains either, as I've spent a week editing it with no improvement. There is a noticeable and stark difference between the train spawns in vanilla and modded, and the Railroad Engineer mod confirms that. I agree that people need to be attentive to completely cleaning out their folders when comparing to vanilla, as one simple script can affect results. I have also tried out and tested wickedhorseman's recent "Timescale" mod, and while it doesn't completely eliminate trains like other solutions have in the past, I have definitely noted an observable reduction in train spawns that is alleviated by uninstalling it. So I echo your statement about staying away from mods that affect the timescales. Frankly, I'm more concerned with RDR2 than GTAVI, given that the latter is the far more popular franchise and a fix would be more likely to be found for it than for the former, which is a going on six-year-old game, and quite depressingly may not get the attention it needs for a solution at this point. I truly hope that's not the case, and I intend on keeping this thread alive and continuing to raise awareness about it. I'm keeping my fingers crossed that the community will get to the bottom of this.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Yep, Riggs Station is actually one of the most consistent locations to find trains at even when you're modding (though they still don't always appear correctly there either). Saint Denis, Valentine, Rhodes, Annesburg (aside from trains parked in the depot), and Flatneck Station, among others, are all locations that rarely if ever receive train visits. In vanilla, they get trains all the time. The difference is quite stark and not something that I think many people have been paying enough attention to. They assume their game is "fixed" just because they've removed enough problematic mods to start seeing rare birds and stagecoach passengers again, not realizing that trains are still almost completely vacant from the world. I'm going to put up with the minimal train spawns for the time being. I have grown so accustomed to the features that the mods I've installed provide and it would be a huge loss for me to eliminate those mods, especially since I have mostly fixed all the other spawning issues. But I am still very displeased with the current state the game is in without correct train spawns, and like you, I am eagerly awaiting a solution. At this point my game is literally one aspect away from being completely acceptable. But that one aspect is hugely important to me and is a massive factor in immersion. I truly hope someone out there with coding/modding experience sees this and can provide a fix.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
You're right about the game's engine being erratic and somewhat unpredictable. And sure, mods are not creating the problem from nothing; they're simply exposing a flaw in how the game prioritizes train spawning. But if mods are aggravating the issue, then they clearly are a problem and a fix needs to be found to resolve it. Not necessarily from those mods themselves but ideally an overarching solution that overrides or bypasses whatever inhibitor is being applied by the game internally. I think it's less about the engine being broken and more about the fact that the engine clearly has a tier list of assets that it prioritizes over other assets when a lot of things are being rendered in at once. Evidently trains are very low on that list and are one of the first things that's cut out of the game before the ped and wildlife spawns are even touched. This is why it's possible to nearly fix the wildlife and ped spawning issues throughout the rest of the game and still have next to no trains appearing naturally. After the better part of two weeks of testing train spawns I can confirm that almost any mod that is heavier than a few simple light .asi files will begin to reduce trains and the consistency of them. The more that are applied the worse it gets. Sure, there are some sporadic instances in vanilla in certain scenarios, but most of the time if a train won't spawn, it's because the player is facing in the direction that the train is coming from, and is already within a closer-than-acceptable range to allow the train to spawn without it popping in out of nowhere right in front of your eyes. That's perfectly normal spawning behavior. For the most part though, without mods, trains will spawn in consistently when the player is within a couple hundred yards of them (and not in direct line of sight of their spawn location), and this can be tested and objectively confirmed with the Railroad Engineer mod. The icons will move on the tracks along the regular train routes but will be grayed out until the player comes within range, and then they will turn white indicating a train has spawned in that location. As soon as other mods start being applied, that consistency goes down rapidly to the point where trains will only start spawning in at locations isolated from a lot of ped traffic, and not reliably either. I have tested all this from the same exact save point, heading to the same assortment of locations throughout the day and testing across multiple in-game days both with mods installed and without. If someone could figure out how to solve the trains not spawning, I would say my game is nearly 90% fixed. But this is certainly not strictly a matter of texture and streaming files overloading the game's resources, as even some simple scripts can and do remove trains.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
See my most recent comment. It is simply not enough to be getting peds and wildlife spawning in. Trains, specifically, must be spontaneously appearing throughout the world as you go from location to location - NOT from seeing them in the distance while at camp and NOT from seeing them appear near you while first loading into the game - those scenarios don't count. Use the "Railroad Engineer 2.5" mod I mentioned before to determine the locations on the map where trains are supposed to be, and see if you can get them to appear when you ride to where they are. I'd wager with the specific mods you have installed that if you go and visit Rhodes and wait for 12-24 in-game hours you will most likely not find a single train. At most you might see one pull through town at night. This is not normal. The frustrating thing about this is that EVERY and ANY mod seems to directly reduce train spawns. From simple .asi script mods, to graphical/visual enhancements, to Euphoria mods...and yes, even mods that use the new and supposedly "fixed" file replacement loading method. They all reduce trains. Further frustrating is the fact that other than the lack of trains, I have pretty much got the game working normally with quite a sizable selection of mods installed allowing decent amounts of wildlife and passengers in wagons, stagecoaches, and trollies (and in trains when they rarely can be found, mostly at certain out-of-the-way locations like Riggs Station at night or early morning, or when first spawning into the game from a save point that already has a train spawned in near you). Trains simply refuse to appear spontaneously throughout the world though. This completely dysfunctional train spawning is driving me crazy. I can't get the trains to spawn regularly again without removing almost every mod I have installed except for about four .asi files. I have tirelessly tried editing certain values in the GameConfig file to no avail. At this point, I think someone experienced with coding/modding needs to figure out how to write a fix that will specifically target train spawning and increase their likelihood so that they will mirror the frequency of the vanilla game in spite of using other mods. The game just becomes extremely fidgety with them when modding and refuses to prioritize train spawns if you have more than a couple extremely lightweight mods loaded in. I really have a difficult time enjoying the game without trains. For me it's extremely immersion breaking. But at this point, it's basically a matter of picking your poison: nearly no trains, or essentially no mods.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
I think the reason for the silence is that no new significant developments have taken place in the way of solutions. I have continued to test and troubleshoot various mods over the last week, and have come to the conclusion that trains are by far the biggest problem in terms of spawns. Even if you've managed to get passengers in stagecoaches/wagons/trollies (and even in trains themselves, when you're actually able to encounter trains), and decently abundant wildlife (including roseate spoonbills) into your game, you are most likely still experiencing a drastically reduced number of trains in the world. It is not enough to merely see trains in the distance from the gang camp, or encounter them immediately upon spawning in from a save point; you must be able to encounter them spontaneously in the wilderness AND at towns and stations throughout the game across multiple in-game hours/days. If you ride out from Valentine towards Flatneck Station, and then from there ride out across the train bridge towards Riggs Station at around 9-10 A.M., you should be able to encounter anywhere between two and three trains before you reach Wallace Station along that same track. You should also be able to encounter several trains in Rhodes in a single day. If you can go anywhere from 6 to 12 in-game hours or more without encountering a single train at various locations like this, then your game's spawns are still broken and are NOT functioning properly. The absence of trains seems to be one of the very first telltale signs that your spawns are malfunctioning, and one of the last side effects that can be resolved. In my opinion, lacking trains contributes to a VERY desolate feeling open world, and I'd encourage people to start paying more attention to them when trying to troubleshoot this issue. I'd recommend downloading the "Railroad Engineer 2.5" mod from Nexus, which adds blips on the map where trains are supposed to be spawned in, in order to determine just how much of a shortage of trains the game has with other mods installed. I have been messing around with the GameConfig file to try and get more trains spawning into the game without completely decimating the mods I have installed, but I haven't reached enough of a consistent solution yet to feel comfortable recommending anything.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
Thanks for the info. I have tried, albeit briefly, the Upscaled Animals AIO after garbageman42069 changed it to a file replacement format but I immediately noticed that it caused peds to not spawn in on trains until after I was standing near the train for about forty seconds. Without it the peds spawned in normally. It did seem to be somewhat of an improvement though over the previous file streaming version, as that completely eliminated passengers and reduced wildlife. I haven't gotten around to reinstalling the terrain mods with dominatorgt's method yet but I'll be testing that later. The terrain textures mods don't seem to cause me any spawning issues though even in their current state despite using streaming files and despite affecting such a large number of textures, so I find that very curious.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
I have used the "Ped Limit Increase From 150 to 255" mod from Nexus before but noticed no improvement if the spawning issue is already present. My theory is that the game is not actually reaching a ped limit, but certain mods are affecting textures in such a way that the game is pulling back on peds to accommodate those textures. I'll try that game config though and see if it helps, but I'm not going to count on it.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
As I thought, you've replied once again with yet another unproductive response that doesn't actually contribute anything. You claiming you "know for sure" is still you making a claim. It doesn't become fact until it's proven. And I have no reason to take you at your word without something more substantial than vague empty remarks to back up what you're saying. I have even less of a reason to believe you when you immediately jumped to insulting me and others in this thread right off the bat. Which proves you're here more out of some desperate need to assert your superiority than to actually help anybody out. No, I never proved your point at all. In fact, I provided a very apt example that challenges your claim, yet in your apparent conceit you completely discredited and disregarded my anecdote while at the same time expecting me to automatically trust yours just because you say so. Lmao. What you in essence did was indicate that it was incorrectly formatted mods on the part of mod authors that were causing the spawning bugs—whether intentional or not is beside the point—and then you turned around and blamed users directly for somehow not being automatically aware of this problem before even experiencing the bug or being informed that it was happening. To top it off, you then called my thread useless despite the fact that prior to me posting this, there was virtually zero information about this spawning bug to be found anywhere. Once again, this is a matter of the pot calling the kettle black. You claim my anecdotes regarding testing certain mods hold no weight yet expect me to trust your anecdotes because of nothing more than your self-proclaimed experience and expertise. Sorry, I'm going to stand by my own personal experiences testing. I know factually that the mods that I said work do in fact work and the ones that I said don't work do not...because I have tested them. I don't need you to try and tell me that my perception of what I am literally witnessing happening in my own game is false just because it may conflict with some theory you have. Which leads me to another point: you seem to be under some delusion that no one here has gone to the trouble of testing mods through trial and error. Which means either you didn't actually read this thread at all, or you didn't comprehend it if you did. Do you not realize that nearly everyone in this thread has been testing for problematic mods since finding out about this issue? As soon as we discovered there was a conflict with spawns, we began checking to see which specific mods were causing it and needed to be removed. We've been doing that the entire time. You're not telling us anything we don't already know and haven't already done. Further, given how widespread this spawning bug evidently is across some of the most widely used mods in the game (WhyEm's, JMRE, JMRP, numerous visual mods, LOD scale enhancements, added online content, etc.), simply telling users, "Just don't use those mods," is not a solution, it is in fact the complete avoidance of a solution. That's like a software developer telling users experiencing crashes, "Well, just avoid using the program," rather than making any attempt to figure out and solve the problem. Which would be fine if the ultimate goal was strictly to achieve complete game stability. If that was what my goal was, I would just stop modding the game altogether and I never would have created this thread. But if you bothered to read, my goal was evident right from my initial post: to make the game stable with mods. I want to find out what precisely is causing this bug, and what, if anything, can be done to solve it and allow currently problematic mods that people enjoy to be used again without breaking immersive aspects of the game. I'm not on some witch hunt to crucify mod authors. I'm not even suggesting the bug itself is their doing and their fault. But I do believe that creators currently releasing and updating mods have a responsibility to at least help inform users of this problem when their files do in fact cause the bug to occur instead of just frivolously releasing mods without any disclaimers or even testing for this problem. Ultimately, I'm trying to get this issue more exposure so that the modding community will work together to hopefully resolve it or at the bare minimum figure out how to avoid it in future mod releases. But your patronizing attitude in comments like "no one wants to waste time teaching you how to internet, computer, or mod a game" and generic, above-water suggestions like "test through trial and fail" and "just don't use bad mods" (yeah, no s**t) are totally unhelpful, unwarranted and unwanted. And if that's essentially all you have to contribute to this discussion, then please don't bother wasting your or anyone else's time with any more of it.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
No. I think you misunderstood what I said. DominatorGT is the one who stated in the comments section of that mod (Terrain Textures Overhaul) that it has an incorrect loading method due to the fact that it uses streaming files, and according to him, mods that use streaming files are the culprit behind the spawning bug. That mod has not been updated to use the alternate method that DominatorGT suggested, which supposedly averts the spawning issue, yet from the countless hours I've spent testing it, spawns are mostly if not entirely unaffected by it even in its current state. It includes multiple gigabytes worth of environmental texture files, which surround every main story area in the game, yet spawns seem fine with it installed. Conversely, messing with the textures on one single gun, such as the cattleman revolver, by using a mod like Firearm Cosmetics, completely annihilates the NPC and wildlife population. Both mods use streaming files; one mod has well over 7 GBs worth of texture files and doesn't seem to affect spawns at all, while the other uses less than 100 MBs and immediately destroys the spawns. So I don't see how it can possibly be passed off as a cut and dry issue, and thus I don't see how our condescending know-it-all friend Mr. Cratthorax is correct in his assertion. Hopefully that helps clear up my previous comment. I haven't had time to read and respond to Cratthorax's latest reply yet but I'll get around to that at some point later.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
So let's get this straight: you claim that it's specifically a matter of mod authors using the wrong format in their files, yet you then turn right around and blame users for not automatically knowing about this when going to install them? Lol are you trying to not be taken seriously?? If users aren't made aware of this supposed issue, and don't know to look for it, how precisely are they to blame for not realizing it and researching it outside of reading your extremely snarky and patronizing comments? I don't believe this thread is nearly as useless as you claim it is, because it is definitely getting this subject attention and discussion, and in fact has alerted many to the problem in the first place given that they admitted to being totally unaware of the spawning issues until they came upon this post. Ultimately the goal of this thread is to enable a better understanding of what's going on by inviting more knowledgeable individuals to share what they know with the community. But in your case, you seem far more interested in being arrogant and condescending and ridiculing the "peons" than actually helping people out. I still don't concede that your answer is necessarily the definitive explanation here given that I have downloaded other upscale mods released quite recently, all made by the same mod author, that do supposedly use the "correct" format, are not using streaming files, and still spawning issues have persisted with them — though inconsistently, as it is also the case there that some cause spawning issues while others cause less or none. And according to what dominatorgt stated on the Terrain Textures Overhaul mod, that mod itself is supposedly not being loaded correctly to avert the spawning bug, yet that is a mod I have thoroughly tested for months and am having no noticeable problems with it. That would seem to refute your claims and support my statement previously that this is not a one-size-fits-all issue. So until someone with less of an attitude and more of an ability and willingness to elaborate chimes in with actual useful and productive information, I'm going to remain skeptical. But you can keep acting like the pseudo know-it-all armchair expert that you think you are. Just don't expect people to listen to you and your sour disposition when all you do is ridicule everyone.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
I only replied to provide a rebuttal to the guy's comment for anyone else reading the thread. I frankly couldn't care less what his specific take on this is, as it's clear he is very uninformed about this entire topic. Regarding your game's issues, I don't think the number of .ytd's is to blame so much as what those specific .ytd's are that might be affecting spawns. I have a total of 92 .ytd, .ymt, .yft, and .ydr files in my stream folder currently and I am able to see on average half a dozen peds on every tram (sometimes more, sometimes less). I also am currently using WhyEm's DLC but only equipping his custom horse saddles and none of the clothing (as that causes the spawning bug for me). If there's anything in your stream folder that is significantly increasing texture quality or affecting many peds then that might be the culprit.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
What an utterly ignorant and unproductive response. One single mod, such as wickedhorseman's Firearm Cosmetics, marketed simply as making the weapon textures more realistic with historically accurate labeling, can and does totally break the spawns. It is not simply a matter of users loading in countless significant texture mods specifically aimed at upscaling textures. It's also important to note that while some mods cause the issue, others do not. Since I began testing for this, I have loaded in several upscaled texture mods, which affect multiple gigabytes worth of texture files, that do not seem to have any significant effect on the spawns, while then loading in much smaller mods that conversely removed peds and wildlife instantaneously. For example, neither the Higher Resolution Vegetation mod nor the Upscaled Vegetation mod seems to affect the spawns. Nor does both the Upscaled Terrain nor the Terrain Textures Overhaul mods. And loading several of them in at once also doesn't seem to cause a problem. Conversely, any increase of the game's LOD scale immediately causes the issue, as well as any of the wildlife upscalers, even if other upscalers are not present. This is not a one-size-fits-all problem, and each mod needs to be tested individually to check for workability. Regardless, there are simply too many mods out there, including some of the most popular ones like WhyEm's DLC, JMRE, JMRP, and countless others that negatively impact the ped population, to simply dismiss it and blame users for breaking their own game. If the RDR2 modding scene is going to continue to have a future, then a solution absolutely needs to be found and implemented. Otherwise, about the only thing we're going to be able to continue modding is horse coat colors and animation bug fixes—and a vast number of currently available mods will need to be completely avoided—as any further improvements to the game's visuals or added content is likely to break the game world's population.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Dagger323 replied to Dagger323's topic in RDR2 Mods Discussion
I don't have any spawning issue with Higher Resolution Vegetation, Red Dead Offline, and certain mods from WickedHorseMan (unless they're upscaling weapon textures like his Firearm Cosmetics mod). I also have many items in my stream folder that don't mess up the spawns either. My guess is that it's a matter of combining them with certain other problematic mods you're using. Have you tested each one individually? Also, please try out the mod I linked earlier and see if it helps with the spawning issue.- 742 replies
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