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werwolf969

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Everything posted by werwolf969

  1. 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.7z
  2. You can search for each file inside the .rpf archive in CodeX or OpenIV using a mask like *.ext or *.* If you have different file types in your mod, just copy all the results into source_paths.txt. The script will choose only files from the source folder, so you won't bloat your install.xml file. Or better, just do one round of copying and pasting the most common file types like *.ymt, *.ytd, and *.ydd, etc., to source_paths.txt and then use that same source_paths. txt for every mod you want to create install.xml. I think it's much simpler way.
  3. Thank you kindly. There’s many people in this community, who are done much more than me, they’re true legends. Yes, make it read-only after you finish with the changes. So game not overwrite it when started.
  4. 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.
  5. This problem has not been fixed since the RAGE engine mods were introduced, only partially solved through workarounds such as expanding memory through third-party plugins and packaging mods in RPF archives that are understandable to the engine. For GTA V, it took several years until such tools were created, the RDR 2 community is an order of magnitude smaller, so everything is done longer here. Perhaps the recent release of the RDR remaster will help speed up the appearance of such tools. So far, there are guesses posted here, some attempts to solve the problem, but there is no solution. It will be correct to wait for the solution to appear, and I am sure it will be issued as a separate mod on all sites.
  6. Thank you for your kind words. I'm just trying to be helpful to the community. LMM/LML does not have any conflict detection. It will overwrite files with the same name, choosing only by their order in the mods.xml file inside the LML folder. If you enable the overwrite flag for a mod, then the LML will load this mod files exclusively last. And if you have two mods with the overwrite flag enabled, and they have same file to load, then it will load the last one in the load order. So, to be sure you haven’t messed up your load order, it’s best to make sure you don’t have any of the same files in any mods. Do a manual merge for the same files, put them in a separate folder, create an install.xml file for them, and rename the original mod files that you replaced with something.ext_org so LML doesn’t load them at game start. I'm not sure if I fully understand the problem you are trying to solve. However, I assume that you want to create an .xml file and then upload all the files from it to a separate folder, like making a backup or something? If you want, PM me, and we'll try to figure something out.
  7. 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.
  8. I can't say anything until we get RPF archive support in LML for RDR2. It will depend on how the data from them is inserted into the game. Currently, any new files you add to the game will be streamed (there is nothing to replace when adding new content). Therefore, all the thousands of clothing texture dictionaries from WhyEm/EEE/GFA, all additional YMAP locations, and all new YMT definitions for newly added content will be streamed into the game through LML. You can use replacements (and many mods do that) for existing files, and this surely has less strain on your storage and on the game engine, as DominatorGT mentions in his posts. However, this will not solve the problem of newly added content, and for me, this is what matters the most. How external RPF support could possibly work, I don't know. I'm too lazy to install GTA V, start modding it, and search for answers.
  9. You're welcome, but I wouldn't call them solutions. Because the root cause of game logic breaks is much more complex than simply inserting files into game archives with different method. When the situation is sorted out, we can use streaming again, and I think all this will be redundant. Looking at the GTA V game configuration and additional ASI plugins, manipulating in-game memory limits and pools, I think that is where we should look. And maybe, after that, LML for RDR2 will support adding external RPF archives with modified data inside the game, which will solve this problem.
  10. 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.txt
  11. Since this code not for Python but for , as I specified on Pastebin, best bet will be to save script code as .ps1 file.
  12. I was referring to the Firearm Cosmetics - Carvings and Grips mod, which is necessary for the 1899 Firearm mod. It contains new engravings and improved weapon textures. When I only use this mod, there is a problem with spawning. If I remove the textures, the spawning is normalized. When I return all the other mods, everything works as it should. However, if I return the weapon textures, everything breaks again. One of the new observations and theories I am currently working on is the replacement of several texture dictionaries files with the same content in different game rpf archives with a code structure in the form of: <FileReplacement> <GamePath>platform:/packs/base/models/weapons/revolver_cattleman.ytd</GamePath> <FilePath>CSAA/revolver_cattleman.ytd</FilePath> </FileReplacement> <FileReplacement> <GamePath>dlc_patchPack004:/x64/packs/base/models/weapons/revolver_cattleman.ytd</GamePath> <FilePath>CSAA/revolver_cattleman.ytd</FilePath> </FileReplacement> The structure above doesn't work. New textures are not loaded into the game, despite LML writing about replacing a file in one of the archives. It doesn't matter which archive to change in - a new texture file won't be loaded until you change the replacement a node to: <FileReplacement allowDuplicate="true"> <GamePath>platform:/packs/base/models/weapons/revolver_cattleman.ytd</GamePath> <GamePath>dlc_patchPack004:/x64/packs/base/models/weapons/revolver_cattleman.ytd</GamePath> <FilePath>CSAA/revolver_cattleman.ytd</FilePath> </FileReplacement> Then you will see in the VFS log that there was a substitution in all game archives, and despite the fact that the game only uses one texture dictionary file at a time, new textures appear in the game. I suspect this is true for all same texture dictionaries placed in different game archives, but I'm still testing this theory with other mods and have contacted Dominatorgt on Nexus to work on this theory together. This doesn't solve the problem we're discussing here in any way, but in theory it could be one of the reasons why something breaks in the game when using VFS and/or a large number of texture files. We can only hope for the early release of an updated version of LML that supports loading external RPF archives into the game, without having to replace existing files.
  13. Found a flaw in my previous install.xml generator script - for some reason, the LML will not use its extra:/ mount point, so all the MP/DLC content that the mods usually change (like, Complete Horse Overhaul or Firearms Grips and Carvings) will not be replaced, leading to undesired in-game behaviour. I fixed the script and updated the link in the previous post. Sorry for the oversight.
  14. I created my own script that matches the game path to the file and mounting points in LML and removes duplicates in process, because some mounting points in LML aggregates few game archives. I copy the full path into a text file, provide the folder with mod files and the path to this file to the script, and then it automatically generates an install.xml with the correct game path nodes. Here's script code if you want to tinker with it by yourself: https://pastebin.com/HpZbq6Fe You need to specify the source folder where the files that must be included in install.xml are placed as well as the source_paths.txt file with the full file path copied from OpenIV or CodeX. The output file will be named EasyInstall.xml, so you can check it before replacing the existing install.xml. Also, the node author is your nickname, so you can replace it.
  15. You can check which item is uses which ytd file by opening "Item_Strings\strings.gxt2" with any text editor and find there hex hash value from "Item_Database\shop_items.ymt" and there from "Item_Database\assets_albedo.ymt". The same method applies to material and normal map textures.
  16. There are many factors that can affect this problem. Even the resolution you play the game in can make a difference. If you play at 1080p, you'll have a lower chance of experiencing the ped/train issue. I play at 1440p. I think that if I added ten more texture mods that only replace existing textures and don't add any new textures or models, the game would work just fine. For example, I could use the mods from Upscaled Items Hub. These mods are safe to use in large quantities, although they might need some minor adjustments to the install.xml file. Unfortunately, we still don't have a common standard for mods that are not recommended for use and need to be redesigned to be safe for use in a single pack. Also, we don't have any script-based addons that can extend the game engine's resources pool to allow full hardware usage based on PC specifications, not just the game engine's internal limits.
  17. 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.
  18. You need to edit the gameconfig.xml file and replace it with the LML. You can find some of these files on Nexus. I can provide you with mine, which has been edited for my specific specs. Also, you need to edit the systemsettings.ymt file and replace it with an LML, it's in this archive too. You can try it out. Finally, you must edit the system.xml file in "Documents\Rockstar Games\Red Dead Redemption 2\Settings". Find and change the line for <maxTexUpgradesPerFrame value="25">, make the system.xml read-only after, since the game will overwrite this change when it starts. It is important that you set the texture quality to Ultra in the game settings, otherwise some resource pools will not be applied and you may experience many crashes, stuttering, and so on. If your game starts crashing a lot after all these changes, then you should lower the values. You can use the gameconfig.xml_gameorg file inside my archive to check the default values as well as on Nexus, in different comment sections for similar game config mods. Gameconfig.7z
  19. What is your mod list? What was the last entry in the VFS.log file in the RDR2 folder before the crash? Which mod loader are you using (dinput8.dll or version.dll)? Do you run RDR2 and RGL as administrator? If not, please try running them as administrator. I can run the game fine with many .asi and LML mods. The only issue I have is a spawning issue with many streamed heavy textures from mods. But overall, the game is stable.
  20. If the mod uses uncompressed textures, you should repack it with compressed ones. If the mod streams game textures, you need to modify the install.xml file to use the replacing method instead of streaming them. This approach won't work for newly added textures, so files with them can only be streamed. You should also increase the resource pools for textures, drawables, fragments, and other parts of the game engine, including peds and weapon components. The exact amount you should increase depends on your computer's capabilities. To start, you can combine the gameconfig.xml and systemsettings.ymt files from different Nexus mods and set all the values to their maximum. But overall, you will soon find limitations and have to choose between having dense cities and open spaces, trains, trams, or HiRes graphics everywhere.
  21. All issues with broken game logic come from game engine resource pools being overloaded. We have different resource pools for texture processing, for drawable object processing, and for overall simulation in the game world. Can you provide an example of a mod you are talking about?
  22. Guys, with all respects, let's not divert this topic to a discussion about the decisions of mod authors. On the Nexus page, there is a very clear paragraph about sharing edited WhyEm DLC files and there is a prohibition to do so without the author's permission. I asked for permission - I didn't get any - so I removed the link from that post. This is how it works in any modding community: honesty, respect for author work and trust between community members. On our topic, I still haven't found a way to split and load texture dictionaries properly to get them within the possible size limit. If anyone knows where to find information about how the game interacts with texture dictionaries and how and where they are mapped in game config files for different types of textures, please let me know.
  23. 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.
  24. 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.
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