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LMS

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Everything posted by LMS

  1. When you say launching without RPH it doesn't change anything, you mean it still crashes without RPH? Make sure dependencies, such as asi loader are up to date.
  2. Hard to say as the R* launcher likes to mess with it. Could also be a problem of having it installed on your C drive. Try launching the game as admin and see if that helps.
  3. Could be your game folder is read-only and the data cannot be written. R* launcher likes to randomly mess with folder permissions. You could change the permissions back or launch game as admin.
  4. Generally speaking the size of the stream folder itself does not matter. However, as you have noticed yourself, having many large textures can cause texture loss. This is a common problem in other RAGE games such as GTA V and as far as I know not totally understood and solved. The main solution is to use fewer and/or smaller textures (meaning lower resolutions) to better match those that shipped with the game.
  5. Can you check your game root folder for any log files and attach them here in case you have them? Look for "RagePluginHookC#.log".
  6. Are you behind some kind of VPN? If not, maybe you could try using one and see if you can access the site.
  7. If you cannot load the game without RPH, then something else is broken on your end. Make sure you have the latest dependencies for your mods, such as asi loader, script hook etc.
  8. Can you start the game, tab out and then launch RPH once your character has spawned? What happens if you do that?
  9. Rename version.dll and dinput.dll (if you have it), see if game launches. If version.dll is the issue: ensure you have the latest asi loader version. If you do (or if dinput is the issue), start removing .asi mods to narrow it down.
  10. The discord file and the one posted here are the exact same file.
  11. You can just declare a normal C++ structs with the variables defined. For instance, this: https://pastebin.com/EJD7ytn const struct1 = new DataView(new ArrayBuffer(32)); const struct2 = new DataView(new ArrayBuffer(64)); struct2.setBigInt64(8*1, BigInt(title), true); struct2.setBigInt64(8*2, BigInt(msg), true); This means there are two structs of size of 32 bytes and 64 bytes respectively. The first struct gets no data written, so you can just zero it all out. The second one gets two 64bit (8 bytes) values written at offset 8 and 16 (I think DataView starts at offset 0 too). So, for your struct you could for instance declare 4 variables of 8 bytes size (and pointer type or something like uintptr_t) and then set the second and third to title and msg respectively. Hope that helps.
  12. The time you dump might also be important. I do not remember if this affects RDR 2 as well, but for GTA 5 the native registration functions get removed after execution.
  13. Are you playing on a HDD by any chance? The overhead from intercepting the file system is greatly magnified on a slower disk.
  14. Not sure why it is not valid, but try passing another parameter (0) to the standard mode completion call.
  15. LML might cause performance issues on slow disks since there is an I/O overhead. Since you are on a SSD, this should not be the case, though. To verify, you can remove vfs.asi and see if it helps your framerate.
  16. If it is not hold mode, you want to call _PROMPT_HAS_STANDARD_MODE_COMPLETED.
  17. Try changing the return type for _CREATE_VAR_STRING to long. String is a managed type and cannot be created from an unmanaged pointer like that.
  18. Very similar, I don't think the prompt is exposed as managed classes. You would hence manually call the natives shown above via Game.CallNative.
  19. Try passing them as a pointer (using &) or casting to long instead. Your problem is that you are passing individual values from the structure, not the structure itself.
  20. Try changing the return type of your call to CREATE_VAR_STRING to long instead of string. Also pass the actual structures as parameters, not values from the structures).
  21. From what I understand weapon model support is very bare bones and currently makes it more or less implausible to add new weapons.
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