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Edegon

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Edegon last won the day on November 17

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  1. Sorry but the only thing I really understood of what you wrote is that you use CodeX instead of OpenIV for paths and that I'm doing something wrong, but I can't understand what and how to correct it Edit: I also found out that the program you use is paid so it's not a solution for everyone
  2. Thanks a lot for the video, it made me realize a very important thing when you talked about priorities for spawning: while the method I was using to check if my game was ok (the same one I posted here) was indeed working 100% of the time to see if trains spawned with Railroad Engineer installed (with WhyEm's DLC or a lot of heavy mods they didn't, meanwhile when I removed those they did), trains spawning isn't necessairly a good indicator for the game working correctly in general since trains are probably on a higher end of priority compared to other stuff, in fact those chickens you show in the video weren't spawning with my current set of mods (even if trains were), and the more heavy mods I removed the more chickens spawned each time. I also discovered that trams for some reason sometimes used to stop spawning completely while using Railroad Engineer, so I removed it since I don't need it anymore for testing, because now I can use your method. Thanks again. Now I have all trams with people inside in Saint Denis and, most importantly, chickens in Valentine. (Since you didn't provide a save file I used the same one I was using taken from Nexus, which I'll link again: https://www.nexusmods.com/reddeadredemption2/mods/4015)
  3. I don't create it manually, it's the script of @werwolf969 that makes the install.xml, so that writes the path, not me Edit: Since I already tagged you @werwolf969 I'll take the chance to also ask you about this thing lexo1000 said: I already guessed that it wasn't needed to put all the paths since in the end the game loads just one of the files (I guess) and I've seen the install.xml of other mods that don't have all duplicate paths that my .xml have, but I don't know which path should I put. Then there are also cases where I guess multiple paths should be put like: <FileReplacement allowDuplicate="true"> <GamePath>dlc_mp006:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <GamePath>dlc_mp007:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <GamePath>dlc_mp008:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <FilePath>replace/mp_horse_01_head_000_c0_838_ab+hi.ytd</FilePath> You didn't explain anything about this IIRC
  4. IDK why that is, my update_1 path is *\Red Dead Redemption 2\update_1.rpf, and I always copy the path from OpenIV, so I guess there's something wrong with the script
  5. Thank you, I forgot to put those. About the "writing the following line is enough", sometimes there are so many paths and don't know which I should choose, so I just put them all. I'm not a modder, I just use the script made by werwolf969
  6. I haven't tried the mod yet, now I'll see if I have the same problem Edit: I have the problem too and it goes away if install the mod normally, so I did something wrong. I'll see if I'm able to fix it. Edit 2: Found the problem, it was a single line install.xml
  7. I repeat that we need to make a separate thing (or, if it can be done here, a pinned comment) with all the findinings and fixes/workarounds that have been found and the resources like the scripts. This would: Make every important information and resource easily accessible, this would in turn: Stop the thread being filled with "dumb" questions like "does this mod work?" or "how do I do this thing that has already been explained about a few hundreds of times but that I didn't read because rightfully I don't want to spend hours reading a thread searching for the answer?". Make the whole problem and workarounds more easily sharable (on top of accessible) so that it could become more noticed and known, in turn the modders would probably start paying attention to this and stop using streaming so much, but most importantly it increases the chances that a person that is able and willing fix this problem stumbles upon it, because no sane person would decide to read this whole thread just because. In short: the thread has become too long, so if someone stumbles upon it it's not going to read it unless they have a lot of free time and interest, this also causes the thread to get filled with questions that don't help the discussion. I think we need some sort of board with a summary and the resources so that it's easier for everyone to get informed and involved, the discussion can continue and possibly a solution gets finally found. I don't know how to do this and don't even have the knowledge to make the summary, not to mention I don't have the time that it would require me to do it by myself. I think it needs to be created in group, maybe by communicating on Discord (of course the main discussion about this topic will be kept here on this thread available to everyone). The people that seemed to me the most knowledgeable in this thread are: @Dagger323, @Cratthorax, @HarrietOrtega, @riley5737, @Gunter Severloh, @kaozzz777, @RLTYProds, @Chirag3004, @black0cs, @vincemeister55 and @werwolf969. DominatorGT would be nice to have too. I offer myself to help doing this as well if I can.
  8. The way I do it is to use the script made by werwolf969 along with some other tools like Notepad++ and the script I uploaded here. You have to place all files that would normally go on lml/stream to the mod folder, you can also create a folder inside the mod folder and name it whatever you want, it doesn't matter, they just need to be inside it. Then you put the script inside where the install.xml will go, usually the mod folder. Copy the path of the mod folder and paste it inside the script and do this for the path of source_paths.txt too (I just put .\source_paths.txt in the script file I use as base to copy-paste around, if you do this just be sure you always put source_paths.txt in the same folder of the script). Create source_paths.txt and fill it with the paths of each original file of the mod from the game. Then you run the script and rename the file it genereates to "install.xml" and you're done. Sometimes there are other files that aren't replaced or streamed, look inside the original "install.xml" to check, if that's the case copy-paste the lines of that file. Luckly for you I want to try this mod so I made the install.xml myself, saving you the hassle. Install the mod normally but put the "stream" folder inside the "Complete Horses Overhaul" and rename it to "replace" then replace the "install.xml" with mine. It should look like this: install.xml
  9. We know Railroad Engineer affects train spawning, in fact we (or at least I) don't use it to check normal train behaviour, I use it to see if all the trains shown on map spawn and if they have passengers inside. When I have stuff like WhyEm's DLC installed the trains don't spawn when I get to the blip, meanwhile when I remove those mods they spawn. This method works 100% of the time for me so I find it a reliable test, not to mention it's very fast. Yes, the number of total trains (and so of blips) might get lower after a while, but you just need to reload the fresh save to have them back. Anyway your method seems good (altough more time consuming but probably more accurate and complete too) and you're right that trolleys sometimes aren't full of passenger, I think it's pretty important to note this because some people use that as a test and it's not reliable if you check just one trolley.
  10. I think you can use almost any mod as long as it doesn't use streaming to load the files and has the textures modded with the right format and size, but this is just a generalization, unfortunately you need to read the thread if you want the details. There are some mods that are known to cause problems like WhyEm's DLC. This my modlist atm (haven't throughly tested it yet, but seems ok) but I remade some of the install.xml files, so if you don't do the same it's useless. LML: Scripts: Edit: Forgot to mention that other modlists have been posted before, so you can search "modlist" on the search bar and see if you can find them
  11. As you can see I'm pretty ignorant about this, so thank you for explaining. Anyway I'm just going to continue as I did until now since this thread is too long and, while it's good for discussion, it's very bad to find the solutions and all the important stuff (like that script you mentioned). (Also the file in the link has been deleted). I think someone should make a separate thing with all the important info and resources like the scripts, so everyone can find it easy and the thread doesn't fill up with anymore questions that already have a (buried) answer.
  12. The train blips number dropping to numbers like 7 is normal (or at least it is in my game when I remove all mods but the scripts for Rampage and Railroad Engineer). Unfortunately I don't know exactly what affects the numbers of trains on the map (visible with the blips). But I guess the important thing is that every train on the map spawns when you get near the blip, and that the trains and trams have normal ped spawning. That's as far as my knowledge goes
  13. I don't know how to do it, it was the first thing I wanted to do when I got your script but don't know how Edit: I mean, I can copy the path of multiple files in mass or you mean to manually copy-paste every single *.ymt, *.ytd, etc. path? Because just the .ytd files are about 90000.
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