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  1. Cyan

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Popular Content

Showing content with the highest reputation since 02/03/2025 in Posts

  1. Welcome back to RDR2Mods.com! We’ve given the whole site a tune-up, so: Refreshing new design. The new site is built around modern web standards to make the site feel fresh and responsive. Pages load in a flash. No more staring at a spinning icon—get right to the mods you want. Writing posts is smoother. Our new editor feels snappy whether you’re on desktop or phone. Native first dark mode. Whilst we will listen to what your browser says, you can change your dark mode preference at the bottom of the page Try it out—browse, post, and search faster than ever. Let us know what you think. Please note that we are working on fixing a lot of issues, including our Wiki pages not working and some pages not looking right (e.g. Discord pages and RDRFR pages). We hope to get these all working soon. If you've noticed any other breakage, please let us know.
  2. Don't know if anyone is interested in this but I've found a few ASI mods that kill my train spawns/trolley spawns. Proning, Quick Draw (by rejuvenate7), Hunting Camp, fireside reactions and StashThatLantern have a negative effect. I test by loading into an early morning valentine save that has a scripted train spawn. Those ASI mods either make the train not spawn or passengers not load on the trains. I then fast travel to St. Denis to check the trolleys. Those ASI mods make the trolleys not spawn passengers. I have a pretty heavily modded game. Over 60 ASI mods. Most of my horses have replacement textures and most weapons have been changed. All textures have been compressed to 256 and 512. And I use replacement vs streaming when possible. I've noticed that weapon mods that replace heavily used guns tend to effect spawns more. I leave cattleman revolvers, carbines and lancaster repeaters alone. I also generally leave player and clothing mods alone. Using these rules I have passengers on wagons, passengers on trains and trolleys. Its been months of messing with the game but I'm pretty content with how it plays now.
  3. So after modding RDR2 for about five months (I first started modding it in early August 2023), it has now come to my attention that modding essentially breaks the game engine's ability to properly spawn in NPCs, wildlife, and even trains, in the way the game was intended. Trains rarely if ever spawn in, and if they do, NPCs will be nearly or completely absent from riding as passengers on the train, and the armed guard will be gone who usually stands at the back end of the caboose (only the engineer will be driving the train, but no one else will be present). NPCs will also essentially never be found riding as passengers in stagecoaches or in the back of wagons or riding shotgun next to the driver (only the driver will spawn in). In general, there will be less NPCs seen standing or sitting at train stops like Emerald Station or Wallace Station, or at various locations throughout the world. Further, wildlife is drastically reduced, with only a few birds and deer and whatnot scattered sparsely throughout the surrounding area, perhaps at about a 20 percent (or less) amount of the densely populated wildlife that is typically found in the vanilla game. The only way to fix these issues is seemingly to uninstall most if not all mods to put less strain on the game engine and allow it to render in NPCs, trains, and wildlife correctly. I have had numerous mods installed from both rdr2mods as well as nexusmods, from modded quarter horse breeds/coats, to environment texture overhaul/upscales, to the Arthur Morgan Upscale Project, 4K Story and Side Characters, realistic gun metals and wickedhorseman's Firearm Cosmetics, euphoria ragdoll mods such as C.E.R.R, A.E.M and W.E.R.O, as well as PDO and fixes to decrease ped accuracy, and several others. All the mods I use regularly only require lml, scripthook and dinput8.dll, and none require version.dll or any online content unlocker, but it doesn't seem to make a difference either way - more than just a couple mods being installed at once still breaks the open world's NPCs, trains, and wildlife from spawning properly. I have had to remove almost all my horse mods, gun mods, texture mods, and combat mods like PDO in order to get the open world populated correctly again. Basically I have next to no mods that I downloaded that I can use at this point. This comes as quite a huge letdown for me, as I was really enjoying getting into modding the game how I wanted it to be. But diminishing the open world into a mere shell of what it is supposed to be is simply too immersion breaking for me to be able to ignore. I don't know why more people aren't talking about this, because it is a huge problem in my eyes, but I've basically found no information about this anywhere. Who out there that is into RDR2 modding has noticed these issues? Is there any solution to this that anyone knows of? I really don't want to have to delete all my mods, but at this point, it looks like that's the only way I can get the full intended single player experience of the game without watering down the open world and sacrificing immersion.
  4. Honestly with the wide variety of horses in RDR2 it's ridiculous that they limit Arthur to only be able to own 4 at a time. Also, we should be able to check horses for sale even when we are at full capacity.
  5. I want to request a mod that limits simultaneous camp dialogue triggers to only occur one at a time or close to it. When Arthur is in the gang's camp in free-roam, there are interactions between the other members of Dutch's gang that will trigger from proximity simultaneously without concern about if the player can possibly hear it. For instance in Chapter 2, Bill could be taunting Kieran in one area of the camp while Hosea and Lenny are having a deep conversation about life in another part of the camp, and Dutch is getting ready to give a speech. (I'm going from memory on examples, they would likely be other dialogue instances.) It seems like the only limit to what dialogue will occur is time of day, which characters are available, and which part of the storyline the game is currently in, and a VERY wide proximity check (anywhere in camp or close to camp, this could be the factor for the mod to limit). This means that the player could very easily miss massive amounts of dialogue in the game even when attentively listening and taking time to just be in camp waiting for dialogue to happen. If the player wanted to hear more than 50% of the just the camp dialogue that the VA's and dev team worked hard to make, then the player is just out of luck because the game won't allow it. They'll play over each other as much as possible the moment they become available.
  6. 1 point
    you have to be standing next to the horse, not while riding it
  7. Turns out I was doing exactly that, prematurely overwriting TASK_GO_TO_ENTITY with TASK_MELEE. The melee task seems to have an integrated behavior to match PC's speed. TASK_GO_TO_ENTITY works perfectly well and doesn't care about whether PC is stationary or running, it will use the specified movement speed. When I get the time I will fix the code and post it here. It's a really interesting behavior and it makes NPCs a lot more threatening.
  8. You can't change the text "Riding" to "Race" or the coat color because this is set via a script, and we can't edit scripts. You CAN replace the text itself through a strings file, but doing so will affect every single horse that also uses that same text (i.e if you change the text "Arabian" you will be changing the text for every single Arabian). For the voice, you'll need a Metapeds.ymt file and from there you can navigate to the <AnimalAudioObject> for the Ardennes and from there you can copy that section from the Ardennes over to whatever horse you're looking to change.
  9. Thank you very much for dispelling a lot of doubts
  10. common_0.rpf\data\dispatchresponses
  11. The consensus is that texture compression is not the sole/only reason this bug appears. There are various unknown factors. That's why its so hard to fix.
  12. Project New Austin 1907 : https://www.nexusmods.com/reddeadredemption2/mods/979? Is actively causing this issue.
  13. So I was having the spawning issue until I removed all 4K and upscaler mods. Still have a ton of mods on though without any that significantly increase texture quality I'm not getting any spawning issues. Things like Character Overhaul causes it- even with the file replacement method. I still have a bunch of texture/streaming mods on though they don't really increase the textures- just alter them a bit. Seems like the spawning issue could be a pretty easy fix for someone that knows what they're doing. It was done for GTA V.
  14. Issues logging in with LCPDFR.com accounts have been fixed.
  15. We are also working on an issue with the download category bar being broken on mobile.
  16. There are a lot of factors that can lead to having issues. I see you play in 1080p (or lower) and some people said lower resolution might help with the issues and vice versa higher resolution might make it worse.
  17. Ok....so that still doesn't change that it doesn't fix the issue for me. Some other people I'm working with have also tried this and it doesn't fix the issue for them either. I'm glad it can work for you but again it's not some be all and end all solution as it obviously doesn't work for everyone. We still don't know of a solution. From my testing thus far - there are just too many variables and a complete lack of consistency when it comes to this particular issue.
  18. LML mods: Springfield Carbine, Merwin and Hulbert Revolver, Remington 1858, Winchester Model 1895, Remington Model 95, M1879 Reichsrevolver, Colt Model 1911, Luger P08, Colt Python, Remington Autoloading, Sharps Rifle, Dual Wield Unique Weapons, Fastest Gun In the West, 357 High Roller, Arthur's Navy Revolver, The Generals Saber Gold and Silver, Distinct Gunsmiths, Sheriff Dialogue, Gun Metal Rework, Just Use the Cross Already, Horse Speed Variety, Ambient KKK, Ambient Cowgirls, Female Law, Basic Needs, Saddle Fixes, Defenestration, Bar Brawls, Hunting Rebalance, WeaponAudios, Dueling Redone, Roleplayer's Dream, Tuberculosis Tonic, A.R.E.P, Rededrunks' Realistic Law Dispatch Response and Ultimate Combat Overhaul, Headbleed, Whyem's Bloodlust and Particles, Obtainable bounty Posters, Online animals (deers, bears, etc), Animation Fixes, Dynamic Seasons, LITE Multiplayer Asset Enabler, Visual Redemption, . I use Unknown Error Fix but don't know if that makes any difference. Also made a mod (using assets from other mods) to replace the volcanic with the Navy revolver. My Horse texture replacements are a mix and match of different modders. For mods that add PEDS, I pared them down to minimal ones that I can replace and not stream. Too many peds causes spawn issues. All ytd files have been compressed to 256 and 512. All the metapeds.ymt, weapons.ymt, etc have merges the best I can.
  19. Your findings reinforce my own. Poorly formatted texture mods are not the sole culprit. Instead, this issue is widespread across many different kinds of mods and as of yet there hasn't been any rhyme or reason identified with what triggers it. The file replacement method is largely pointless and doesn't fix it, nor do edits to the gameconfig (I've even seen worsening spawns by installing custom gameconfig files or editing my own that were immediately alleviated by removing them). There hasn't been a single solution presented yet that solves the spawning. And for anyone who has been mislead by what has been incorrectly stated here by others before, train spawns are absolutely still one of the first things that is impacted in a broken game and they should be spawning pretty much a minimum of 8 out of 10 times for a modded game to even be considered near functional. I sound like a broken record repeating what I've said many times before, but I can't stress this enough. If you can come within range of any one of the train icons on the map (using the Railroad Engineer mod to monitor where they are) and not see a train spawn for several times in a row, then your spawns are still malfunctioning, PERIOD. I know this because I've spent more than a year testing it. I'm at the point where after vastly whittling down my mod list to a mere tiny fraction of what it was, and with no large texture mods anymore, I consistently get roseate spoonbills, peds on trollies, vanilla amounts of wildlife, chickens in Valentine... and yet train spawns, especially when in or near towns and settlements, are hit or miss and most of the time miss. Uninstall all mods and they immediately return. After more than a year testing and dealing with these issues, I've given up on modding RDR2 any further unless someone comes along that manages to find a real, proven and reliable solution instead of merely pseudoscience and snake oil.
  20. The worst and most embarrassing thing about swindlers and tricksters are their followers. They think without hesitation that a random dude, out of nowhere, came with the ultimate fix for everything. And that is what give those tricksters the fame and reputation, based solely on their lies and those braindead enough to follow them. I've seen everything.
  21. Unfortunately it seems that a lot of people are falling for the misinformation being spread by the "RDR2 Spawn Fix" mod. This is not a viable solution to the spawning issue. Since the mod author has been consistently deleting comments that are meant to inform the public about the issues this mod creates, misinformation like this starts spreading wildly. There have been a few of us that have proven to syyyke that his mod does indeed break many aspects of the game. What this mod does is give you the visual satisfaction of seeing chickens and passengers. This does not fix the inherent issue that creates spawning issues, which is the utilization of incorrect/improper texture compression formats. We have tested this and know its the case because you can take mods such as WhyEm's DLC or EEE, properly compress their textures, and then have a perfectly working game. If you are forcing low priority spawns to become a higher priority, this does not change the fact that the engine is still starved for resources. If the game does not have enough resources and you are forcing these spawns to happen, it's going to take resources from other aspects of this game. This can result in massive amounts of culling, broken ped behavior, broken ambient spawns, broken random encounters, broken dialogue trees, and broken scene animations/vignettes. Actually, the problems this mod creates are so severe that most of it is easy to replicate. You can't brute force spawns and not expect there to be any additional problems. The engine is preventing those spawns for a reason. What do you think is going to happen by forcing spawns that the game already had trouble handling? It's now going to have trouble handling a whole lot more. Chuck's analogy is absolutely 100% correct. Do you think a room is clean if you sweep all the garbage under the table? Obviously not. And that is what this mod does. There is absolutely ZERO evidence that the streaming method is what causes these issues. However, what there IS evidence of, is texture compression being a primary culprit. Take a broken mod, change it's install.xml to use filereplacement - the mod is still broken. Take that same mod, re-compress its textures - the mod is fixed. Whether you use streaming or file replacement. TTO is a great example of this. It's a 20gb texture mod. Go ahead and use the streaming method, and I guarantee you will not have any issues. If you do have issues, its because of another mod. This is because the mod author actually compressed his textures (using BC7, which is not even the best compression format, but it still works because all of the textures are compressed. Let's use this mod as an example. A 300mb hat retexture. This will almost always create spawning issues. Change it to utilize file replacement - spawns are still broken. If we properly compress both textures using basically ANY OTHER FORMAT (including BC7), the spawning issues disappear. This is because during the time where most of these mods were first created, the spawning issue was not well known, so modders were using the fastest/easiest form of compression. No fault on the OG mod authors, as no one really knew anything. Also, a gameconfig will NOT fix your issues. No matter what. Period. RDR2's gameconfig does not work the same way as GTA 5's. Actually, a majority of the values you can change in GTA 5 have zero affect on RDR2. You can raise resource pools all you want, but the issue will still ALWAYS be present.
  22. I created my own script that matches the game path to the file and mounting points in LML and removes duplicates in process, because some mounting points in LML aggregates few game archives. I copy the full path into a text file, provide the folder with mod files and the path to this file to the script, and then it automatically generates an install.xml with the correct game path nodes. Here's script code if you want to tinker with it by yourself: https://pastebin.com/HpZbq6Fe You need to specify the source folder where the files that must be included in install.xml are placed as well as the source_paths.txt file with the full file path copied from OpenIV or CodeX. The output file will be named EasyInstall.xml, so you can check it before replacing the existing install.xml. Also, the node author is your nickname, so you can replace it.
  23. He'll prohibit people fixing his mods but won't do it himself, or even acknowledge the problem? Where's the sense in that? WhyEm should consider re-enabling the bug report section on his Nexus pages, or even the comment section, so other users are aware of how his work breaks elements of the game, and can then make an informed decision about using it.
  24. Hey guys Iv been tinkering with files and reshade and what not to try to make the combat just slighty more satisfying. And iv noticed that in particular lights there is a REALLY satisfying blood splash coming out of the body. The only thing reshade was able to create was making the blood more red and maybe exposing it more with the downfall of everything red in the game exposing more aswell. Changing just the blood color would be the obv choice, if that is possible also I would love that info aswell 😞 And iv noticed that the game is more satisfying with more bullet force. (people responding just a bit harder when getting shot) Im tired of trying. Im asking for help for someone creating more bullet force/or someone telling what file to modify and if there is someone willing to make a blood splash mod/or someone telling me how to do this also obv 😞. The big blood spash that happens in direct sunlight to be active all the time. Idk if this is even possible, but it is a thing that is already in the game and it should be right? :/idk And what is it with shotguns in this game? They lack so much response sometimes? Imagine using a shotgun and seeing alot of splash and some force and maybee.... even having shells have the "velocity bullets" effect (More blood on the envoirment). Again I wouldnt mind doing this myself if someone would just give me some pointers, wouldnt mind releasing it as a mod aswell of course! Or someone making the mod. But doing it myself would be the first choice. And final thougths, for some reason it seems that Physics are kinda turned off when peds are dead and lying on the ground. Any way to disable that would also be nice? Anyone plz? And here are some pics of what it should be like for all weapons and what I dislike. First and second one is what I want.
  25. @R2400 Update: So I am running into a issue where WhyEm's Assortment Red Dead Offline Edition is causing the game to crash when loading into the game. The mod will be excluded from testing and will not be sent with the mod configuration. The issue seems that the mod is interfering with other mods that is causing the game to crash. If your issue is that the game crashes when loading the world, then you should remove WhyEm's Assortment Red Dead Offline Edition from the lml folder and reinstall Red Dead Offline if you modified it when installing WhyEm's Assortment Red Dead Offline Edition. Also sorry that I forgot to tell you this earlier but it is actually perfectly fine to have dinput.dll and version.dll asi loaders at the same time. I recommend reinstalling both of these as some of your asi mods require different asi loaders. (This is due to some mods requiring version.dll or dinput.dll and the asi mod references to only one of them; they don't remap to different asi loaders.) I updated my help info to reflect that. If both fixes the problem then we found the issue. If not, I will continue making the mod configuration for you without WhyEm's Assortment Red Dead Offline Edition. Since you most likely don't check rdr2mods.com that often, I will continue making your mod configuration while waiting for your reply. P.S: For Ped Damage Overhaul, do you want the light, standard or overhaul version?
  26. Ditto to what everyone said, would be sweet to somehow be able to keep more horses!
  27. If anyone would be willing to make this mod, I'd 100% donate to the cause for their labor lmao. I need more horses.
  28. I agree! A mod that allows you to have more horses would be amazing!
  29. This would be much appreciated, even it was more of a horse saving trainer that allowed us to spawn them in with full functionality instead. Sort of like a spawn that replaces the currently active horse...? Not sure how it would be implemented, but would be cool to have.
  30. They are the specific scripts handling populations of areas and unique zones, e.g. oldfortwallace or for a wider population are like : cumberlandforest_population which handle NPC's and all associated thangs with that specific area, editing them directly does not appear to be possible as it required editing and somehow updating the compiled scripts which red dead runs.
  31. 0 points
    Hey guys, are there any kind of nude mods available? For female npcs for example?

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