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Sanah

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Sanah last won the day on May 17

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  1. And, by your logic, RampageTrainer somehow gets everything right. That makes lots of sense. My bugs don't matter, but yours do? By your same logic, no one should give a flying fuck if you got "a modlist working" or not. You still have not done proper train spawn tests yet, but somehow you have gotten "a modlist working". Yeah, you found a sweetspot, congrats, like most people have. You kept modding the game until it totally broke. You don't need RampageTrainer for that. Your tests are half-arsed and that's a fact. Even you have admitted to refuse doing proper tests because "too many variables". If you are just going to keep spreading misinformation I would suggest you to get off here and keep playing with your "working modlist" while the rest keep investiganting the issue.
  2. No one here is expecting a "magical solution". I don't even know what your point is. It appears you have not tested city train spawns, since you gave no input on that. You just jumped to the conclusion that the problem is AB's ScriptHook, although the issues are present in every possible version of ScriptHook. Besides, I have never had error FFFFF when buying train tickets anywhere in the map when using AB's. Anyway, I really don't know what exactly do you think you have accomplished. Part of the goal here is to spread the word, right, but you are missing the other part. Not making fake claims and not doing half-arsed tests is equally as important.
  3. Yeah, it's very tempting to check if a couple herbs, deer or birds spawn near you, but the main issue are trains. So please, stay on topic and check trains before posting any results.
  4. Was about to say something like this. I have done many tests with V2 during these past months and didn't see differences worth noting. I did go back to AB's though just because of its wider compatibility with old mods, but like you said, issues persist no matter which one is used. I really didn't see much of a difference in terms of spawns regardless of what V2's author states on his Nexus page. I appreciate the insights, and I find the RampageTrainer stuff about scripts and ped pools interesting, but this is honestly nothing particularly new. We are at the same spot.
  5. Interesting. Will test trains later with V2 once again, to see if I see any difference. Doubt it, because I've done multiple tests with V2 in the past.
  6. I hate to be that guy too, but you are absolutely right. The Story Mode's quality, although slightly diminished through online content updates, is unparalleled. That's point blank period. Yes, some minor aspects such as TAA implementation could have been improved, but this is honestly a pretty solid PC port for probably the biggest and most ambitious game in existence. R* didn't give us a modding toolset to begin with, so it's totally on mod authors to deliver in such regard. If they cannot do that, or they don't know how, then I would suggest them to just refrain from making mods altogether. This might be a hot take for many people but 99% of the mods for this game are a complete fucking mess. They hardly do what they promise to do, and when they do, it's at the cost of the main game's features. And the funniest part of all this is that nobody gives a damn apart from us who are trying to keep this thread alive. Sorry if someone gets offended by this but it's just what it is. The most problematic mods -which by the way are usually the most endorsed- have restricted comment sections on Nexus. What a coincidence. And hey, comments might be restricted but donations? Nah, always open.
  7. Honestly just play unmodded, like I do. And I will keep doing that until a total solution is found, which is something very unlikely to ever happen.
  8. I have the impression the game's code is being held together by ducktape. Not surprised though seeing how much dynamic stuff goes on; from sounds, animals minding their own business, stagecoaches passing by, trains, peds, a random encounter every minute... if you think about it it's pretty reasonable that everything goes literally nuts when you touch even the tiniest thing lmao
  9. Thank you for noticing, because I'm pretty sure it's crucial to delete those savedata files in which mods have been loaded and used. I even reinstalled Windows in one of my systems just to do some fresh testings and it didn't matter what resolution I used, the same problems were present. Tried three different GPUs and, again, the same problems were present. I hardly think this has to do with VRAM limitations like some users have said. After following Dagger's guides I can see the game function -almost- perfectly when it comes to peds and animals, but no matter what I do and how many mods I uninstall, trains do not work as they should. To fix it I need to play practically modless. I can maybe throw a couple very simple .asi files, but that's about it. I wish I could speak just for myself but many others have pointed the same problem. It was pretty obvious the file replacement method was not going to be a solution for anything, as .asi scripts are also affected.
  10. Can't understand why no one here is including .asi scripts in their tests and isolating them despite all our efforts in encouraging so. LML is more than likely not the culprit. As stated a few dozen times on here by various users, installing multiple .asi scripts at once (sometimes more, sometimes less; as this is not as consistent as you think it is) introduces problems with train spawns. Wildlife and pedestrians should be the last thing to be looking at. Lots of users have already tried messing with gameconfig and ped pools for months to absolutely no avail. I must point you -again- to Dagger323's instructions as to how to do proper troubleshooting when testing train spawns. It is tedious, yes. It is very time consuming, yes-- but it's the most foolproof and consistent method we have. You can follow the steps with or without Railroad Engineer 2.5, both ways work. Following those is currently the only way to identify .asi scripts as contributors to these issues (regarding trains that is). For animals, trams and NPCs there is another good method in this thread, involving Saint Denis and roseate spoonbill spawns. Please, go take a look and read throroughfully. Most if not all the things you have been saying have already been tested. I know you all want your texture mods to work but those are not the root of the problem.
  11. It's kind of funny and sad at the same time but most of you just don't seem to understand this is not caused solely by streaming 4K texture mods into LML. On the other hand, I honestly can't recall this game ever crashing on me. Crashes and FFFF errors can be related to .asi scripts and LML but they are surely not related to how the spawning system works, so I don't know what you are trying to say. LOD, geometry, pop-in and stutter issues were mostly introduced by The Naturalist update, all the way back to 2020, though they were always present and there's proof of that out there-- very easy to look it up online. Some people say those problems I just mentioned have been aggravated since the last title update, but after lots of testing on three different game versions I haven't seen anything notably different between them in that regard. Like I said, they were always present. Older versions of LML did cause some stuttering on HDDs but that's about it. Anyway, glad to see other people are noticing these issues; it's better late than never. Still hoping for a solution.
  12. Those script names are pretty interesting. I just used that same clean Chapter 2 savedata from Nexus, deleted my mods and purged my settings and API cache from the Documents folder. Voilà. Suddenly there are a gazillion animals everywhere, some of them I didn't even remember they were actually in the game lmao. I noticed different types of birds mixed up in the sky, and even saw a couple trains full of peds reaching Valentine's station while sitting there for a couple minutes, which is something downright impossible when using mods. Countless stagecoaches, peds, horses... the list goes on, and it was roughly a 15 minute test. The difference is crazy. Unless you are clinically blind it's just not possible this could fly over your head. There is maybe a 30% more wildlife when playing unmodded vs. modded.
  13. I completely understand you, no problem at all! Not only have you saved me lots of time of testing without knowing what the f... was going on in the game, but you gave me the necessary tools to be able to see it for myself, which I think is more important than anything else. Everyone could do the same, but I guess they are busy coping with the fact that this game simply does not work as it should when mods are installed. I resonate with you and your feelings. After many months of trial and error and spending hours and hours on this it's pretty infurating seeing entitled folks come here to say how wrong you are or telling how you should do things. It would be as simple as reading through the pages before making assumptions or correcting someone, but hey, if they still want to be in constant denial I guess there is very little we can do. Thread still up, which means proof still stands and it's right here for everyone to check.
  14. I know you already stopped troubleshooting wildlife spawns, but damn, that one is a HUGE problem as well. I've been doing lots of tests today and even though my modlist is quite simple -I don't use a single texture mod of any type- my game is soulless. I already knew this was a problem but man, the difference is just ABYSMAL. If I want to see more than a couple birds I literally need to uninstall all my mods. I'm starting to give up on this. The main appeal of this game is how full of life it is supposed to be. Like other users said I'll be playing fully vanilla until someone is able to fix this.
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