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Afriendo

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  1. @Maro@SACalso. I haven't looked very thoroughly at these, but it looked like there was some interesting things in taskdata.meta persistentcharacters.meta densityscoringconfigs.meta PopZoneSpawnerManager.meta scavengerdispatchmanagertunables.meta collisionscannertuning.meta persistence_model_aging.meta vehicles.meta randomevents.ymt
  2. @MaroThat would great! I sent you a friend request on discord. Maybe we can start keeping track of what values we're adjusting and how much we're adjusting them. My original theory on how the persistence system is set up in RDR2 is that 1#. The "gameconfig.xml" holds a "PED_POOL" which is the maximum amount of alive/dead peds that can exist in the game world at any given time. #2. "Persistence_constants.meta" is the system that keeps track of these entities, knows when to spawn them in and out of the game world depending on how far or close you are, and how long the entities need to be remembered for before they can be despawned by the game. (Test Update) I haven't tried looting corpses while testing any of these values, and the game still seems to despawn them(at a slower rate than vanilla RDR2 tho). I'm just wondering if there may be some sort of pool or cache that isn't in the 2 files we have that is effecting despawning. These are some custom values in "Gameconfig.xml" <MaxTotalPeds_Base value="300"/> <MaxTotalPeds value="300"/> <MaxDeadPedsAroundPlayerInSP value="9999"/> <MaxGlobalDeadPedsInSP value="9999"/> and these are some of the values I've changed in "persistence_constants.meta" <PersistenceDestroyedVehiclesCacheSize value="9999" /> <PersistenceObjectsCacheSize value="9999" /> <PersistenceCorpsesCacheSizeSpawned value="9999" /> <PersistenceCorpsesCacheSizeToSpawn value="9999" <PersistenceCorpsesSaveGameSizeBytes value="99999" <PersistenceScenariosCacheSizeSpawned value="9999" /> <PersistenceScenariosCacheSizeToSpawn value="9999" /> <PersistenceScenariosCacheSizeScriptRequested value="512" <PersistenceScenariosSaveGameSizeBytes value="999999999" /> <PersistenceScenariosSaveGameSizeBytesMP value="999999999" /> <NumHoursToRememberHumanCorpseInTown value="9999" /> <NumHoursToRememberHumanCorpseOnRoad value="9999" <NumHoursToRememberHumanCorpseCloseToRoad value="9999 <NumHoursToRememberHumanCorpseBetweenTownAndWilderness value="9999." <NumHoursToRememberHumanCorpseInWilderness value="9999." /> <NumHoursToRememberAnimalCorpseInTown value="9999." /> <NumHoursToRememberAnimalCorpseOnRoad value="9999." /> <NumHoursToRememberAnimalCorpseCloseToRoad value="9999." /> <NumHoursToRememberAnimalCorpseBetweenTownAndWilderness value="9999." /> <NumHoursToRememberAnimalCorpseInWilderness value="9999." /> <PedLeftVehicleTrackAfterTimeMinutes value="999999" /> <NumHoursToRememberVehicleInTown value="9999" /> <NumHoursToRememberVehicleOnRoad value="9999" /> <NumHoursToRememberVehicleCloseToRoad value="9999" /> <NumHoursToRememberVehicleBetweenTownAndWilderness value="9999" /> <NumHoursToRememberVehicleInWilderness value="9999" /> <fDistanceForCorpseSpawn value="240.000000" /> <fDistanceForCorpseRemoval value="999999.000000" <fDistanceForVehicleSpawn value="240.000000" /> <fDistanceForVehicleRemoval value="500.000000" /> <fDistanceForObjectSpawn value="130.000000" /> <fDistanceForObjectRemoval value="500.000000" /> <fDistanceForScenarioPropSpawn value="100.000000" /> <fDistanceForScenarioPropRemoval value="500.000000" /> <fDistanceForScenarioHideSpawn value="100.000000" /> <fDistanceForScenarioHideRemoval value="500.000000" /> <fExtraDistanceForMovingCorpseRelease value="999999.000000" /> <fMaxVelocityToConsiderCorpseStable value="0.100000" /> Let me know if there's other values and pools I should be adjusting to test?
  3. https://www.lcpdfr.com/downloads/gta5mods/scripts/7907-entity-persistence-keeps-entities-persistent/ this is mod for GTA5 that worked very well. It required "RAGE plugin hook". I know it's for GTA5 but considering RDR2 uses the same engine maybe something similar could be achieved through the same methods that were used for this mod. That's just a far out idea though, and would be well above my knowledge and skills.
  4. @MaroI agree. This would be a very immersive way for the game to clean up entities in the world rather than just despawning them. I'm shooting for the stars here, but the end goal would be that #1.corpses would only decompose or be carted away by other npcs just like you posted above. #2. Have some sort of ini file or setting for the user to adjust a maximum limit of corpses (and other objects) and the distance they stay persistent, so that users with both high end, or lower end hardware could adjust it to their liking. (Testing Update) @SAC The problem I'm running into while testing this stuff out is that some objects want to persist and other just don't. I think there is some sort of "pool" (or more than one) that keeps cleaning up certain entities. I have a feeling it may take more than the 2 files I've been adjusting. However, I have been reading through a lot of files on OpenIV and have found a lot of interesting things (such as finding timers for random events among other thing). I still think there's a way to get the persistence we're looking for, it just may take more digging and more work. Also, I'm self taught and DIY with this stuff. so I'm figuring a lot of this out as i go. There are a lot of files I'd like to get into to tamper with here, but I don't know how to make loaders with LML to do that. (big thanks for making those loaders for me!) . also considering I have to load the game up every time I adjusted values, the testing can take a while haha! I'm having a blast doing it tho! I'll continue to tamper with the values in "Gameconfig.xml" and "persistence_constants meta" and report back my findings. If anyone is willing to make more LML loaders for me, it would allow me to do further research and tests on persistence, and other interesting things I keep coming across.
  5. Hugh janus sent me a loader for the gameconfig.xml. I'll continue testing the persistence_constance.meta file along with modifying the gameconfig.xml Sunday when I return home, and let you know how it goes. @SAC
  6. Thank you! I appreciate it 🙂
  7. Could someone upload a LML loader of the RDR2 gameconfig.xml ? I would greatly appreciate it :)
  8. I'm sorry to hear that. I hope you're able to figure that out. Thank you, I look forward to testing that gameconfig.
  9. these are some of the lines within the gameconfig that look interesting <MaxDeadPedsAroundPlayerInSP value="20"/> <MaxDeadPedsAroundPlayerInMP value="12"/> <MaxGlobalDeadPedsInSP value="30"/> <MaxGlobalDeadPedsInMP value="30"/>
  10. RDR2/update_1.rpf/common/data is where the gameconfig.xml is. That's the file we need. if you could send me a loader of that
  11. It should be in the gameconfig.xml but I don't know where it is in the rdr2 folder. https://www.nexusmods.com/reddeadredemption2/mods/98?tab=description this mod is pretty old but This was something that increased the pool size before Lml.
  12. quick update. I play tested with the values you provided in the meta file. Then I tried a "stress test" and tweaked most of values up to the "99999" range lol. I noticed that regardless of how i tweaked the file (even with the values set to extremes) that Certain entities would have persistence added to them and others would not. Just as you mentioned, the results can be unpredictable. I think regardless of the settings in the meta file, the game can't exceed the "ped limit" which is set to 150 or 155 i think. If you are able to increase the "ped limit" pool, it may result in better (more consistent) persistance. A few other observations to note: ped corpses, and other entities from chance encounters generally won't keep persistent. Most cut scenes seem to despawn any persistent entities in the game world. corpses won't "decompose" over time (Although I doubt that the settings in the "persistence_constants" file have anything to do with peds decomposing). I also tried the "Enhanced entity and world persistence" mod combined with the META file you sent me, but the results can still be very unpredictable. in short: increasing these setting does in fact work. It's just unpredictable what will remain persistent and what will despawn. Thank you for sending me these files to test! I hope some of these findings prove helpful. I'll continue to test the values further and let you know of any findings. would you be able to send me a LML loader that contains this "Ped limit" pool?
  13. Thankyou kind sir! I'll mess with the setting and let you know how it goes
  14. Do you plan on releasing it as a mod? if so, please include an ini for tweaking the parameters. :)
  15. No problem, let me know if it works.
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