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LMS

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Everything posted by LMS

  1. Trust me, if I wanted to bundle a trojan it would not get picked up 😛
  2. The Mod Manger UI does not work for the legacy stream and replace folders, only for new mods using the install.xml system. See the examples. Neither should have anything to do with stuttering. If you are on a slow drive, perhaps the extra work of checking if a file exists on disk is causing issues for you. As mods migrate to the install.xml system instead of replace, I can add an option in the future to disable the replace lookup entirely.
  3. The latest version still supports the stream folder just fine, just create it yourself. Ymt files would go into replace, though. Also keep in mind that they will only work correctly if all hashes are known or if you rebuilt the file first.
  4. Just updated LML to add support for the latest game patch (1355).
  5. This is not something we have planned and will likely never do, mostly due to time constrains. Sorry about that.
  6. I have received your message, but my current priority is not making LML work with older versions of the game. I will do it when I get the chance, but there is no need to constantly post here. The format for GTA V is slightly different, but there are definitely converters out there which should help you get these loaded. I am the wrong person to ask about that though, as I do not do any file modding.
  7. Check the metapeds_player.rpf.
    • 10,031 downloads
    • Version 1.0.0
    This file contains basic examples for Lenny's Mod Loader based on the previous examples for the replace and stream folder. It is also part of our YouTube tutorial on how to use Lenny's Mod Loader which you can find below. 1.) Replaces your duster coat to cover the holster (thanks to Jewels for posting that file). 2.) Dispatch.meta replaces normal police backup in Valentine with Saint Denis police. Cause some trouble and you will hear their whistles soon enough. Pedhealth.meta massively upgrades your stamina bar regeneration. 3.) Replaces the default RDR2 font with a custom one (thanks to jack.sharif for posting that file). 4.) Replaces weather and thunder sounds with empty awcs. 5.) Replaces your machete with knuckle brass from the game (which is not very useful and might glitch things out) using a mix of name and hash to show how both are to be used. Installation Copy all files into your lml folder and they will be loaded automatically. Alternatively, open the Mod Manager and select "Download with Mod Manager" on the right. Documentation The install.xml is fully commented to showcase the various ways you can use to load files. Installation Video (examples are covered from 04:07)
  8. Looks like it. Would be interesting to test with a ymt where all names are known.
  9. You most likely can, if you can produce a valid animation file. If not, you can just swap them out I guess. I expect that to vary on a per file basis and depending on that specific code bit and whether it will take a non-pso file. If you want, you can attach your edit here and I can try to look if you made any obvious mistake or if it is just a limitation in general of the parser.
  10. The font is included as an example here in my mod loader. Drag it from the examples folder and your new font will load.
  11. The loader itself is file type agnostic, but you will need to be able to supply a valid new file. Visualsettings.dat is a plain text file afaik so you can just export it with OpenIV, edit it with notepad and use LML to load your changed version. Should work just fine 🙂 Edit: Tested it by changing ped.lod.distance.*, works great.
  12. I have released it here, including an example on how to overwrite the font file.
    • 3,447,627 downloads
    • Version 0.6.8470.31280
    The general idea of Lenny's Mod Loader is to provide an easy way to modify the game. In its current state for RDR 2 it will allow you to replace any file in the game, whether they are streaming files such as models or data files, font files etc. It also includes full UI support akin to the GTA V version. The three screenshots show replaced assets, replaced font and an altered meta file to change the police response in Valentine to Saint Denis police. These are all provided in an example download, see "Examples" further down below for more information. Installation 1.) Copy all files from "ModLoader" into your RDR 2 game root folder so that files such as vfs.asi are in the same folder as your RDR2.exe. 2.) The Mod Manager folder can be anywhere and does not need to be inside the game folder. 3.) New mods go into lml folder or use the button "Download with Mod Manager" on the mod website if it is supported (see installation video for an example). Beta 11 highlights - Data file merge and manifest support A few new exciting features are part of this update. First, support for overriding files used very early during game load has been improved significantly. While I hope that this does not cause any side-effects, please let me know if mods that worked well previously no longer function correctly. For instance, it was not possible in previous versions to override the skydome textures to change the moon. Thanks to @VideoTech for testing. Second, data file loading allows you to separate your changes to certain files, such as assets_* or metapeds into individual files so that you no longer have to modify the existing one (effectively merging them). This should make it a lot easier to create mods such as custom peds since you can contain most changes to separate files. Please note that this does not magically work for all games files but only those where the internal game parser supports additions (so no catalog for instance). In addition, custom manifest files for peds and maps are supported now. The ped support has been tested extensively, but map support will only really become useful once CodeX can generate these files for you. An example for these features is provided in the download courtesy of BHmaster. Beta 9 highlights Very much a maintenance update, this version hopefully fixes the random DRM integrity crashes. Thanks a lot to @calledme.kev who spent tens of hours testing various builds to find the issue! It also adds a lot of caching for collection calls that rely on read-only data, so LML should be a little less demanding. Beta 8 highlights This version adds a few new features such as allowing you to override the _manifest.ymf and _cache.ych files found in RPFs. Support to replace hashed files has also improved and now includes ymaps among other file types. The streaming folder now loads pso files, such as ymap, as text files, too. Most data files that are forced to be loaded as pso by the game have been patched to support being loaded as text files, such as cameras.ymt or the archetype definitions. Due to heavy refactoring to improve startup performance, previous builds are still made available. See changelog for more details. Ymap & Ytyp support (beta 7) This version introduces experimental support for ymap and ytyp. Two very simple examples are included that move some of the blue barrels around Valentine (check behind the saloon) via a different ymap and that make the lights inside the Saloon much brighter (ytyp - thanks to Modifiver). For ymap modifications, if you unload the imap via script and modify the file on disk, the changes will be applied on reload so no need to restart the game. Bk2 support (beta 7) Bink files were technically already supported in previous versions but caused some problems. In the current version they still behave somewhat differently in that they need to have two '.' in their file name as the extension '.bk2' is part of the actual file name. So name your file "movie.bk2.bk2" to make sure it gets replaced correctly. An example for replace would be "replace\movies_0\movies\filename.bk2.bk2". Settings file (beta 7) A settings file has been added that is to be placed in the game's root folder and called lml.ini. It is mostly geared towards developers and allows for more verbose logging output (or less..) making it easier to identify files you want to replace. If you set the log level to 0 you can see most of the game's requests to load files and it should be much easier to correctly identify the path you want to replace. Please note that many files are only loaded via hash and not via their name. You can also choose to disable the streaming and replace folders if you do not use them for added performance. Ymt support (beta 5) The biggest new feature in this update is the support for ymt file editing even if the source file contains unknown hashes. In order to replace a file, export the ymt to xml with OpenIV and then either use replacement via install.xml or the replace folder to replace the original file. Since you are replacing the ymt file, make sure that your file also has the ymt extension even though it contains xml. For the replace folder method you also need to match the file name. Now you can edit the file in plaintext and the game will treat it as a ymt with all names fixed up when loading. See the included examples for more information. If you do end up finding a file where you feel that it is not properly fixed up by LML (for instance when exporting the file directly from OpenIV without any changes breaks the game), please let me know. The only file I know of that will currently cause problems is weapons.ymt, but this is not due to LML but because of an export bug in OpenIV which cuts off certain weapon flags. The High-Roller revolver example has these flags manually restored and hence works fine, but this is not the case when exported directly from OpenIV. I have notified the team and trust that they will fix this export problem in the future. Until then you will have to manually inspect the ymt, gather the flags and restore them manually in the xml for weapons if you plan to use them. Please note that this requires advanced knowledge of game structures. Ymt Examples This download comes with extensive examples courtesy of @Modifiver that modify various aspects of the game. Check them out in the included examples folder and copy them to your lml folder to try them out! Upgrading from earlier LML versions without install.xml support (beta 2 and earlier) This version of Lenny's Mod Loader introduces install.xml files to instruct LML on how to load your mods. Thus, mods can be separated in folders and no longer require nested folder structures. This is a proven concept from our GTA V version and has now been ported over. You can still use the replace and stream folder under your lml folder. Please note, however, that the Mod Manager UI will only pick up mods that use the new install.xml system so it is recommended to convert your mods to the new system. Only mods using install.xml support Download with Mod Manager. Consult the examples below to learn how to use the new system. Examples You can find more examples by @Modifiver here: https://www.rdr2mods.com/downloads/rdr2/mods/80-modifivers-six-shooter-teaser-pack/ More examples with detailed documentation on the new install.xml system can be found here: https://www.rdr2mods.com/downloads/rdr2/mods/77-examples-for-lennys-mod-loader/ Verify your file got replaced If you feel that your file is not being replaced properly, have a look at the log file and see if you can find any entry related to it. Perhaps the path was not correct and hence it did not work. Search for "replaced" for files in replace and "adding" for files in stream. Support Since this is the first release for RDR I expect there to be quite a few problems and certain files might not work as expected. If you have trouble replacing specific files, please do not hesitate to comment here or reach out and include your modified file and file structure so I can have a look. Installation Video Please find a detailed installation video including a guide through our examples here (thanks to @Gan Ceann) Detailed explanation of stream vs replace (older versions) In the lml folder you can find two subfolders, one called "replace" and one called "stream". Both can be used for the same thing but replace is ultimately more powerful, but also more advanced. The stream folder you might recognize from Map Editor or Rampage Trainer and just loads streaming files directly. Stream As mentioned, similar to other tools available this merely loads streaming files into the game when the game is loading. For instance, model or texture files would go in there and will replace the existing assets in the game. If you do not know the name of an asset, but only its hash, simply name it 0xhash.ext (e.g. 0x9E54B506.ytd for w_melee_machete01+hi.ytd) and it will still be recognized and replace the asset correctly. This is the most convenient way to quickly replace streaming files as you do not have to worry about where in the game files they are located but only their name. Replace This folder creates a virtual mapping of the entire game file structure and hence allows you to replace any game file, granted you know its full location. This is similar to the paths you can see in OpenIV when navigating RPFs, but not exactly the same. If you want to change the dispatch.meta file for instance, you will need to modify it in update.rpf, as the one in common.rpf is superseded by that. To do that, you would create the following structure: "replace\update\common\data\dispatch.meta". This is exactly the path you would use in OpenIV (without the .rpf ending for update). Now, whenever the game wants to access this file, it will load yours instead. It is that simple! If you want to replace the font file font_lib_efigs.gfx in scaleform_frontend.rpf for instance, you would create the following structure: "replace\update\x64\patch\data\cdimages\scaleform_frontend\font_lib_efigs.gfx". Word of caution: File paths do not always match their RPF names unfortunately, hence this is a bit more advanced but also allows greater control. Say you want to replace player_zero_coat_001_open.ydd which is present in both packs_1.rpf (original) and dlc.rpf (from patchpack001, an update to the file). Files DLCs follow a slightly different pathing scheme. The full path to this file would be "replace\dlc_patchPack001\x64\packs\base\models\component_models\player_zero_coat_001_open.ydd". As you can see, it does not match the file path directly, which is also why for many files using the stream folder is just simpler. This is because the game maps some files differently and when you open the dlc.rpf (in patchpack001) and its setup2.xml you will see why: the device name is dlc_patchPack001 which is the "root" of all files inside this archive. Thus the path starts at "dlc_patchPack001" and then follows the RPF structure until you arrive at "replace\dlc_patchPack001\x64\packs\base\models\component_models\player_zero_coat_001_open.ydd". Not that complicated, but certainly not as easy as the streaming folder and something to look out for. Acknowledgements Thanks to NTA for his work on fwEvents, hooking, fiDevice and sysAllocator Thanks to listener for his work on fiDevice and advice over the years (hope you are well!) Thanks to the OpenIV team for OpenIV Thanks to dexyfex for CodeWalker Thanks to Gan Ceann, Will and GameRoll for testing as well as Jewels, GuiCORLEONEx794, jack.sharif and Modifiver for providing example assets
  13. I will release a tool capable of replacing any game file shortly, which you can use to do this.
  14. I think I loaded your file, at least my font looks different. Is this what you had intended? Help text and money also affected:
  15. I understand that and it is a great goal, but it might not be that simple is all I am saying. If I manage to load your file, what would I be expected to see? And are you sure your created gfx file is valid?
  16. How would I tell that it is loaded, i.e. what are the differences I should look out for? Please note that replacing these types of assets is not that simple.
  17. You would have to explore the data formats used for fonts and then see if you can build your own. I have never looked into it, but it might not be that trivial.
  18. Game entities are of a handle type which is a 4 byte value. You could use an unsigned integer in C# to represent that. Note that you do not need to do that when using built-in RPH functions to create peds, vehicles, props etc. but only when manually invoking natives. To convert a handle to its RPH representation, you can use World.GetEntityByHandle.
  19. Copy callout mods into Red Dead Redemption 2\rdrfr\plugins.
  20. You could try adding version to the WINEDLLOVERRIDES as that is what loads my trainer.
  21. Unfortunately, I don't think there is much I can do as I am just allowing the game to load in these props, no fine grained control or anything. But thanks for sharing, hopefully helps someone stuck there!
  22. How do you delete those mods? There is a chance you keep their .asi files in your game directory which will be loaded by LST's ASI loader (version.dll)?
  23. I think despite the name pickup you usually automatically pick those up. Maybe you can use of the natives to block it from collection and then see if you can trigger it manually. Alternatively, try spawning the clip yourself.