Jump to content

BitTitan

Members
  • Posts

    15
  • Joined

  • Last visited

Personal Information

  • Country
    United States
  • Gender
    Male

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

BitTitan's Achievements

Feller

Feller (1/10)

2

Reputation

  1. I see an argument for both for and against -- my current theory/observation is it's not needed and it's moot because vfs.logs only show it being used as a replacement in a single location; which as my understanding grows, should indicate that it's only being called for in that one place -- though I'm still learning and I have been spoiled by years of Bethesda modding using MO2 and XEDIT. (MO2 I have working well, but RDR2 lacks an XEDIT style utility)
  2. In this thread -- it was speculated that replacing the old and new was required for some mods to work properly, still speculation and concept; which is werewolf wrote his script to use AllowDuplicates=True. Looking through vfs.log I personally haven't found any replacements that are called for more than one replacement of the same file in multiple locations.
  3. hiccups -- Extended Animations was crashing me for a long time until I found a gamepath doesn't wasn't right because the file was named the same but different. Game crashes with weaponcomponent.meta for the same reason. Newest one is Llama Police Overhaul doesn't seem to actually use any of the LML files because the install.xml seems to be way off. So fixing it has resulted in loosing access to zoom, interaction buttons, or even having enemies just stand around scratching their asses while getting shot. Llama's though I'm still working through my findings and verifying my theories and I want to fix it because it's the only recent bounty system overhaul on Nexus.... I actually don't know if his source path was accurate or not. I scan for the paths in CodeX (same could be done in OpenIV). I actually have a Power Automate Flow that takes an file I put in a designated folder and scans for the gamepaths, writes it to the mod specific source path, moves the file to the lml folder and generates an install.xml. I'm still looking to improve the process like reading exisiting install.xml, but only a few mod authors do anything in their install.xml that's not simple replacements; so the need hasn't arrisen much.
  4. So...are you running a cracked version? Yes metaped.ymt is one of the ones that exists in multiple folders with the same name but different files. I'm still researching on my own a better way to only replace the correct one. Looking at developing an automate flow that scans vfs.log to see what path is being opened -- but I'm still working on that one for myself.
  5. No, and I won't run Wdym's stuff. It is, 1 file multple paths. Where it really shines is mods like Horse Overhaul, that author uses a custom .ymt to replace 10-20 horses. So instead of maintaining those 10-20 files seperately and the extra space his custom horse take x10-20 -- 1 file. Granted his method and reasonings might not be common, but it's a great example of the benefits. The risks are files likes catalog_sp.ymt & weaponcomponents.meta (I think meta) -- these files have the same name in multiple locations, but only half are the same file, the other half are MP related but called the same. Weaponcomponents was a nasty one, the M1899 is called weaponcomponents along with base file. I also don't use wolf's source path lists and maybe that's part of my hiccups? I use CodeX, he does charge a $3 patreon sub to get the discord link. We'll see next month if he requires a month to month or not -- initially I don't see a restriction to get the most recent downloads once you have the link. He himself uploaded a copy a while back since it was getting leaked anyways, but updates still come out of the discord it seems. That older copy is out there on a nexus archiving site that I can't think of the name right now. I use CodeX in conjunction with a Power Automation Flow to handle the path lookup and copying it to the source_path file I've built for each mod; which has been a blessing and a curse for the reason I listed above. If I can definitively find that duplicate is not needed I'll have to build some sort of hierarchy priority to paths at some point. Wolf's 1st script, I think, used longest path which I've seen a couple of examples where it's not the "right" one. Essentially, there's a section that lists all the keymaps he pulled from the vfs.logs (which that section is gold on it's own just to have them all in one place!)
  6. So I am running Characters Overhaul and Van Der Linde Vision, among 130 other mods. There's been some hiccups along the way with using replace/duplicates to replace files that are not the same, lIke weaponcomponents.meta and catalog_sp.ymt. I don't see alot of trains, but that may be where I am at in the story. Traveling by train has people, I have chickens in Valentine, and trolleys have people in Denis....so as far as I can tell it's stable. So it's possible.
  7. The duplicate thing is debatable, Werewolf was tinkering with it with some observations on one of the gun models -- not working until both paths replaced. I have rebuilt basically all of the install.xmls for modlist except OCU since it's such a pain with his script. Only had a fix a handful of wrongly combined dupes -- which without the dupes the script might have selected the wrong version anyways.
  8. Werewolf posted an updated script that detects duplicate paths such as this: <FileReplacement allowDuplicate="true"> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_m_r/cs_mrpearson_ms1_merge_3.ytd</GamePath> <GamePath>dlc_patchPack001:/x64/packs/base/models/component_textures/cs_mrpearson_ms1_merge_3.ytd</GamePath> <FilePath>replace/cs_mrpearson_ms1_merge_3.ytd</FilePath> I didn't see any allowDuplicate="true" in your install.xml. Now I'm having slight issues with some of the duplicate detection so I'm auditing the files the script picks up as the same to make sure they are the same.
  9. Are you not using the duplicate version on the script? I noticed that your install.xml did not include any of the patches. This mod is definitely one of the ones that not all the files match up in one case replacing a model with less textures than the original, but 2 out of 4 lined up. I've also noticed that many of his blue clothes are lighter than their LOD version and there is only a +hi in the package. For me that causes some of the close to flicker between two different shades of blue depending on how far away they are.
  10. Correct, just to highlight that I don't off hand know how it handles copying paths. (I'm being lazy and not looking right now) -- what does your source_paths look like? How are you copying the game paths? Somehow the _4 is being omitted and is being filled in with the full path (which looks like is wrong unless your edition of the game doesn't include an update-4.rpf for some reason) There is another possible solution if you don't want to figure out the root cause of the game paths being like they are; add update.rpf as a Mapping Key. Open up the .ps1 script, scroll down to this section: and add: "update.rpf" = "update:/" Also a general note, watchout for copying all the paths -- there are many files that are different and use the same name. The ones that recently got me are metaped.ymt and a number of weapon files, since the weapon ones for the M1899 are name the same as the base game -- I'm actually going through my list of repacked install.xml's to find more Allow Duplicates=True that are not just updates to the original file and a completely different file.
  11. In your source path does it have C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\ -- which I think should be update_4. I use CodeX instead of OpenIV for paths. Though werewolf's script really only looks for the .rpf -- for instance my paths are RDR2\blah\blah and it'll translated the .rpf's just fine. Missing that _4 is kind of important because there isn't a key for just update.rpf. I suppose you could that key in his script because all the update's mount at the same place.
  12. Might as well be called "Yet Another Gamerconfig.xml" So it's a band aid, or in the case of one of the gameconfig.xml's will actually cause the bug
  13. There's something wrong with your update_1 path. Where it has the full path /update.rpf/blah/blah instead of update:/ -- that should be an update_1 and translated by the script to be update:/ Since I've been writing a powerautomate routine to query the path's from CodeX I've learned that R* likes to reuse names sometimes, weaponcomponents.meta just bit me in the ass for most of the night trying to figure out why I was crashing since the M1899 pistol and the base weapons both share the same name. But I'm gone through and rebuilt 150 mod's installs at this point with only a few problematic ones. I just restarted so I need to fly over to Denis and see if the trolley have people still, but my stream folder is running pretty thin; which is great!
  14. @werwolf969 -- Dude you are a hero among men 😄 I'm looking at modifying your updated (Duplicates=True) version so that it also outputs to /nested/game/path/folder/moddedfile.ext.txt. Reasoning for this is I use ModOrganizr to manage RDR mods. After over a decade of Bethesda modding, I'm spoiled in what a mod manager should do. I'm still limited by what RDR requires to inject modded files, but your scripts and masochist methods of managing modded files is working well -- I think. Because I'm choose to not rely on LMM to handing conflict detection; frankly I'm not even sure LMM has conflict detection outside of looking the log file for OVERWRITE. My PowerShell-fu is weak and I'm converting Linux shell logic into PowerShell, but I'll get there soon as I figure out the translation and logic differences. My napkin logic (which at this point looks like the broken English of coding) is: mkdir -p nested\${RemainingPath}\${MatchingFile}.txt I'm not 100% on which variables make the most sense and obviously that syntax is now PowerShell.
×
×
  • Create New...