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[Unofficial] Troubleshooting Guide For Non-Working Mods
WesternGamer replied to WesternGamer's topic in RDR2 Mods Discussion
@R2400 Thanks! I will try to make a mod configuration that will work for you! -
[Unofficial] Troubleshooting Guide For Non-Working Mods
WesternGamer replied to WesternGamer's topic in RDR2 Mods Discussion
@R2400 Can you provide me with a list of mods that you use with links to where you download them? I will try to use the mods that you have and try to make it work on my computer. I will then send a zip file where you can unpack the contents into the rdr2 root folder after you move the existing mod files to a safe location. -
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Note: Due to me being busy, don't expect any help from me. I apologize for this inconvenience. I see that people are having issues installing mods for Red Dead Redemption 2. This troubleshooting guide will help you get your mods working. Thanks to @Entreped for some solutions on this guide. 1. Make sure you are not using a pirated version of the game. Sometimes the files in that version of the game is preventing the asi loader from work properly. Note: There is no support for the pirated version of the game. 2. Check that your Antivirus software is not blocking read/write access. This can prevent mods from working. Also Windows may also block the files so you would need to unblock the file in the file's properties window. Unblock by checking Unblock and clicking OK. This only applies to .dll and .asi files. 3. Make sure that you have the latest version of the mod. Some mods don’t support the latest version of the game. You can check this by seeing if the mod was updated after July 14 last year. If your mod does not support the latest version of the game, unfortunately you can’t use the mod. 4. You may need to give your Windows user account full control to the mod files you downloaded. To see how to do that, refer to this article. This fix may work if your Windows user account is not an admin account. 5. Know what your mod needs to work. This can include Script Hook RDR 2 (Script Hook + dinput8.dll ASI Loader), Community Script Hook (Script Hook for .DLL based mods), ASI Loader (version.dll ASI Loader for mods using MULTIPLAYER components like Red Dead Offline). Dinput8.dll is your go to ASI Loader and comes packaged with ScriptHookRDR2.dll, both of which go in the base game folder which houses the RDR2.exe. You only need version.dll if you are running a mod that brings something from ONLINE into SINGLEPLAYER. The mod page should tell you if this is the case. This file also goes in the base game folder which houses the RDR2.exe. That being said, you can run dinput8.dll and version.dll simultaneously. They do not conflict, they do not cause stuttering, they do not cause bugs. If any of those problems occur it is because you are either installing something wrong, or one of your mods is breaking the game / conflicting with another mod. Note: If a mod states that you can't use both asi loaders at the same time, that overrides the statement above. Note: Both asi loaders require ScriptHookRDR2.dll! You can get it here: Script Hook RDR2. 6. Know where to put the mods themselves. Mods that have .ASI or .DLL go in the base game folder which houses the RDR2.exe. These mods typically come with a .INI file as well in which you can open to edit how the mod functions. 7. Read the MOD page carefully, including any pinned comments / posts. The Changelogs and DOCS tab can also sometimes hold relevant information. LML Specific instructions: 8. If the game crashes when you start the game or when you load into a save, replace the .asi file with an older version of LML. You will need to do some trial and error to see which older version will work. Start with the last version, then go back one version if the game crashes. 9. Check that the lml mods are not causing the problem. Some people don't know that the mods can be the issue. Sometimes the mod is causing the issue and you do not know as lml does not show any indication of if lml is working ingame. To test if lml is working download this lml mod. (Don't worry, it is not a virus/malware.) Unzip the folder inside the zip file into the lml folder. You should see a different startup video that shows a logo of a different developer. The video is not made by me and the mod should be ONLY used to test if lml is working. If the video was changed, then there is some problem with you lml mods. 10. LML mods are dropped into the LML folder itself and are most commonly .META and .YMT format, though there are others as well. These mods come prepackaged with an install.xml file which installs the mod when you OPEN the Mod Manager UI and click the "View and manage your currently installed modifications" button. Every time you add or remove a mod, you open the Mod Manager and go to that tab. You will see a checkmark next to the mod showing it's active. You can also overwrite mods here as well, though I don't personally recommend it. These mods can also be installed manually by puting the mod folder in the lml folder. Some LML mods may use "Stream" and "Replace" folders. The files for these are most commonly .YTD and .YDD format, though there are others as well. These folders do not come pre-packaged with the LML install, mostly because they are not required anymore. Mod authors can simply install these type of mods through the install.xml. If the mod author has not done this, simply open the LML folder, right click to add a new folder, and name it "stream" and/or "replace." The mod page for the mod you are installing should tell you if it's a "stream" or "replace" mod, and might even come downloaded in one of those folders. If so, simply drag it into the LML folder if that is the case. 11. Make sure you don't have mods altering the same file. For example: If two of the mods you are using each modify the game catalog (catalog_sp.ymt), they will not work together. There are three exceptions. 1) The mod author has provided a merge. 2) You know how to merge the conflicting files yourself. 3) You check the overwrite button next to the mod you don't want having priority in LMM (Lenny Mod Manager). I personally never use option 3 as it's just not very reliable as Lenny Mod Manager sometimes has some issues. I recommend the first two options. If neither of those are possible, pick the mod you want most and move on. 12. Make sure you have the latest version of lml. Some mods do not work with older versions of lml. LST Specific Instructions: 13. Make sure that you don't copy over the version.dll included in Lenny's SImple Trainer if you already have one. If you don't have version.dll in your game directory, please download it here and install that version.dll. 14. If your game crashes when after you install Lenny's SImple Trainer and have LML installed also, you cannot use Lenny's SImple Trainer due to a conflict. Please remove all files related to Lenny's SImple Trainer and install and alternative trainer. A better alternative would be Rampage (Not endorsed/sponsored).
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@R2400 Check that vfs.log and ModManager.log files are being generated. If they are being generated, then it is most likely an issue with how the lml mods are installed. It is also sometimes that the install.xml file in the lml mod is misconfigured and would cause the mod to not work. Lml does not indicate ingame if it is working so it would look like that lml is broken when the lml mod is actually the problem.
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Check that lml is at least generating a log file. If a log file is generated, then the issue is due to how the lml mods are installed. They changed how mods are installed and this broke the old mods. You can convert the old mods to the new way mods are installed with lml mod manager but it does not work. I would recommend manually converting the mod so it is compatible to the latest version of lml. If you can't convert them manually then I could convert them for you. But before doing that, check that the mods are not in the lml folder, they should be in lml\downloader.
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@Stupter1 Yes, just remove version.dll.
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@LMS Tried that but it did not work. Here is my code: //Gets the player's coords Vector3 plCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true, false); //Spawns a ped Ped myped = spawnPed(MISC::GET_HASH_KEY("a_m_m_armtownfolk_01"), plCoords.x + 2, plCoords.y, plCoords.z); //The function that does not work. TASK::TASK_MELEE(PLAYER::PLAYER_PED_ID(), myped, 892442958, 0, 1, (FLOAT)1, 1, -1082130432); //Custom method(function) I used to spawn ped. It was made by crossed99. Source: https://www.rdr2mods.com/forums/topic/1296-solved-how-to-spawn-ped-from-c-script-hook/ Ped spawnPed(Hash pedModel, float coordX, float coordY, float coordZ) { STREAMING::REQUEST_MODEL(pedModel, true); while (!STREAMING::HAS_MODEL_LOADED(pedModel)) WAIT(0); Ped pedSpawn = PED::CREATE_PED(pedModel, coordX, coordY, coordZ, 0, 1, 1, 1, 1); PED::_SET_RANDOM_OUTFIT_VARIATION(pedSpawn, 1); ENTITY::PLACE_ENTITY_ON_GROUND_PROPERLY(pedSpawn, 1); ENTITY::FREEZE_ENTITY_POSITION(pedSpawn, 0); STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(pedModel); return pedSpawn; }
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For anyone who does not think it its real, here's a video of it: https://drive.google.com/file/d/181zNffK2p2hwZmPwQTDAmZ8DPVh2TV8T/view?usp=sharing Fun Fact: I make mods called plugins for that game in the video which act like Rdr2 .asi mods except they are written in c#, the native function names are easy to find and are not hashed. They are also officially a feature for that game. (There is a API for those kind of mods in that game.) If you wondering why there was a plugin loader attached to the game in the video, its a plugin that allows you load other plugins without having to set launch flags. Bonus Video: https://drive.google.com/file/d/1h88Cd1DP28ZGpkblJ1XEKNpBKwJy7N5h/view?usp=sharing Cursed Video: https://drive.google.com/file/d/1qZiCFfV242I76B-tn3qwvOl45jahB2ZU/view?usp=sharing
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@schlopp96 I am very surprised that someone on this site knows what game that is!
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UPDATE: The topic is marked as solved in terms of that I wanted to find out how to hogtie the player in singleplayer. The issue relating to how to use TASK::TASK_HOGTIE_TARGET_PED remains unsolved. If you want to hogtie the player then use the following line of code below: TASK::TASK_KNOCKED_OUT_AND_HOGTIED(PLAYER::PLAYER_PED_ID(), 1, 0); // The last parameter is actually a bool but the native database has it as a int parameter. It may seem odd to some, but does anyone know how to use TASK::TASK_HOGTIE_TARGET_PED correctly? (Please provide example code as it would be much easier that way.). I tried using it after spawning a ped, but it did not work. Here is the code I used: //Gets the player's coords Vector3 plCoords = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), true, false); //Spawns a ped Ped myped = spawnPed(MISC::GET_HASH_KEY("a_m_m_armtownfolk_01"), plCoords.x + 2, plCoords.y, plCoords.z); //The function I need help with. TASK::TASK_HOGTIE_TARGET_PED(myped, PLAYER::PLAYER_PED_ID()); //Custom method(function) I used to spawn ped. It was made by crossed99. Source: https://www.rdr2mods.com/forums/topic/1296-solved-how-to-spawn-ped-from-c-script-hook/ Ped spawnPed(Hash pedModel, float coordX, float coordY, float coordZ) { STREAMING::REQUEST_MODEL(pedModel, true); while (!STREAMING::HAS_MODEL_LOADED(pedModel)) WAIT(0); Ped pedSpawn = PED::CREATE_PED(pedModel, coordX, coordY, coordZ, 0, 1, 1, 1, 1); PED::_SET_RANDOM_OUTFIT_VARIATION(pedSpawn, 1); ENTITY::PLACE_ENTITY_ON_GROUND_PROPERLY(pedSpawn, 1); ENTITY::FREEZE_ENTITY_POSITION(pedSpawn, 0); STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(pedModel); return pedSpawn; } I am not sure if it makes a difference if you use the function on a player ped instead of a npc ped.
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[Solved!] How to spawn ped from C++ Script Hook?
WesternGamer replied to WesternGamer's topic in RDR2 Mods Discussion
@crossed99 Thanks for the info, this will definitely help! -
@Stupter1 Check that you don't have dinput.dll installed as it is a asi loader and can mess with the version.dll asi loader. I would recommend removing version.dll as it does not have any protection from you accidently using mods in Red Dead Online. dinput.dll does the same thing as version.dll but has the protection that prevents you accidently using mods in Red Dead Online. I tested lml with dininput.dll and it works. You can check if lml is working if lml is generating log files. Lml won't do anything if no lml mods are installed. If you have a lml mod installed and it seems to not work, then there is something wrong with the lml mod, NOT lml itself.
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@Stupter1 It seems you have two asi loaders installed. dinput.dll and version.dll are doing the same thing and may be interfering with each other. I would recommend removing version.dll as it does not have any protection from you accidently using mods in Red Dead Online. dinput.dll does the same thing as version.dll but has the protection that prevents you accidently using mods in Red Dead Online. I tested lml with dininput.dll and it works. To see if lml is working, just check that lml is producing log files. Lml won't do anything if no lml mods are installed. If you have a lml mod installed and it seems to not work, then there is something wrong with the lml mod, NOT lml itself.
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[Solved!] How to spawn ped from C++ Script Hook?
WesternGamer posted a topic in RDR2 Mods Discussion
I am making a mod and I need help spawning a ped. I tried finding the function that spawns peds in Visual Studio 2019 by using Find but was not successful. Can someone tell me what function spawns peds and show me how it is used? -
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List of Animations Dictionaries and Animations
WesternGamer commented on Knatus53's page in Modding Wiki
There is a huge list of animations at: https://github.com/femga/rdr3_discoveries/blob/master/animations/ingameanims/ingameanims_list.lua -
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