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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.
  8. Version 1.0.0

    7,381 downloads

    Learn how to create LML mods!
  9. Looks like it. Would be interesting to test with a ymt where all names are known.
  10. 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.
  11. The font is included as an example here in my mod loader. Drag it from the examples folder and your new font will load.
  12. 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.
  13. I have released it here, including an example on how to overwrite the font file.
  14. Version 0.6.8470.31280

    2,506,084 downloads

    Replace any game file!
  15. I will release a tool capable of replacing any game file shortly, which you can use to do this.
  16. I think I loaded your file, at least my font looks different. Is this what you had intended? Help text and money also affected:
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. Copy callout mods into Red Dead Redemption 2\rdrfr\plugins.
  22. You could try adding version to the WINEDLLOVERRIDES as that is what loads my trainer.
  23. 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!
  24. 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)?
  25. 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.
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