
Edegon
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
There are a lot of factors that can lead to having issues. I see you play in 1080p (or lower) and some people said lower resolution might help with the issues and vice versa higher resolution might make it worse.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
I can only answer point 1: from what I read it seems loading any mod adds strain the game engine to some degree, possibly so much that it makes it not spawn low priority stuff like trains, some animals, NPCs, etc... How much the engine is strained depends on the mod, what method it utilizes to load the files and how many mods you have (there are also other factors specific for the type of mod, like texture mods with uncompressed textures cause problems). The replacement method seems to strain the engine way less than the streaming one. So to answer directly to your question: no, it doesn't fix the problem itself, it's just less likely to cause problems and, if it does, it should cause smaller problems than streaming, it all depends on the factors I listed above. Probably someone else can provide a better and more detailed answer. Of course correct me if I said something wrong.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
I really hope instead it will be the opposite. Since people will "crack" GTA VI to mod it (and of course the number of people will be a LOT more and with a lot more interest than RDR2 modders), some new stuff about RDR2 might be found, especially if the game happens to have the same issues as RDR2. If they find a fix for GTA VI it might be able to be applied to RDR2 too.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
Maybe after GTA VI they release an update or enhanced version like they did with GTA V. R* (or T2) never seemed to give a fuck about the PC release. Ever since GTA III the games had problems like lack of graphical effects (III, VC, SA and IV), unoptimization (GTA IV), this stuff with RDR2, or didn't even come to PC alltogheter like RDR1. The PC releases seem to be minimum effort (or strict budget). The only game without issues might be GTA V? Maybe because it has a high profit Online mode. Anyway I don't want to pollute the thread further with this off topic stuff.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
I'd like to know the issues since I play at 75fps, the only one I noticed yet is the water splash waves not forming most of the time when dynamite explodes in the water.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
I don't know for sure if that method is 100% valid, anyway I believe it's good. I recommend to try the "chicken run" from this video, if you didn't already:- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
It doesn't, I just moved some files to the other folder to keep it tidy- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
You shouldn't use the stream folder at all, you get mods mixed up, at least use the auto-installer in ModManager to keep them in separate folders. Anyway here's the files, I hope the instructions are clear enough: JMOptimizedPack.7z- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
Currently I'm using: QoL - Artie and Johnny (with my own custom install.xml) The Legend of the West (custom install.xml) Classic Cowboy 3.0 (custom install.xml) Cowboy Outfit Reworked (custom install.xml and only some items) Extended Player Animations (with all the optionals) I also have some other minor mods for John but these are the main ones. If you want I'll share the install.xmls (they're required to avoid, or at least minimize, problems), the load order and everything.- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
I search the file in OpenIV and right click on the results which are from the game files (since it shows also the ones from lml), then I click on "Copy path" to paste it into source_paths.txt. I'll take as example the metapeds.ymt file, in my source_paths.txt it looks like this: C:\GAMEZ\Red Dead Redemption 2\packs_0.rpf\packs\base\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\rowpack_0.rpf\dlcpacks\rowassetpack\row.rpf\x64\packs\ped_pack\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\update_4.rpf\x64\packs\base\data\metapeds.ymt And in my install.xml it looks like this: <FileReplacement allowDuplicate="true"> <GamePath>platform:/packs/base/data/metapeds.ymt</GamePath> <GamePath>platform:/dlcpacks/rowassetpack/row/x64/packs/ped_pack/data/metapeds.ymt</GamePath> <GamePath>C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt</GamePath> <GamePath>update:/x64/packs/base/data/metapeds.ymt</GamePath> <FilePath>metapeds.ymt</FilePath> </FileReplacement> Isn't update.rpf being omitted instead of update_4.rpf as you say? About that multiple files thing: how do I know which one is which? And when the files are streamed how does the game differentiate? Thanks for the line to add to the script, I'll try it, but I'd like to know why it doesn't work properly by itself- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
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- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
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)- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
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- 742 replies
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HUGE Problem with Modding RDR2 That No One is Talking About
Edegon replied to Dagger323's topic in RDR2 Mods Discussion
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