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Showing content with the highest reputation since 11/21/2024 in Posts

  1. 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.
  2. 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.
  3. It's up ladies and gentlemen! Largest part of the video tackles install.xml optimization. Hope you'll enjoy.
  4. 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.
  5. 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.
  6. I actually was in a brief correspondence with the mod author, troubleshooting the issues I had with the mod. I then redirected him to this thread so he could see your discussions about the texture compression issues. He responded with: "Thanks for linking a thread where people are shit talking me and my mods". Now I'm blocked from his mod page. What an ass.
  7. You shouldn't use the stream folder at all, you get mods mixed up, at least use the auto-installer in ModManager to keep them in separate folders. Anyway here's the files, I hope the instructions are clear enough: JMOptimizedPack.7z
  8. The mod in question breaks more stuff than it fixes. I can't really say it fixes anything sadly. Odd how quickly was the author to say it fixed everything (according to mod description it even gives you a "performance boost" lmao), when there have been already multiple reports of crashes, HUGE memory leaks (even on high end GPUs), ambient peds behaving erraticaly, more evident spawning issues than ever before (from wildlife, to trams, trains, passengers... you name it). I tried the mod on four different rigs, every possible update that the author put out. All of those PCs with completely different setups, but forementioned problems persisted anyhow. Besides -and most importantly- mod author spent a good couple of days deleting comments of people reporting issues and calling the dude out for his bs. Pretty hilarious how he seems very sure and tautological claiming how he has fixed this old, complex issue, but then proceeds to shield himself by saying the magic words "every system is different" when you report some bugs. It's also quite funny because not even the author seems to know how the train system works, despite being an active modder. There is a very recent comment from him saying that if you see or rather hear trains as soon as you load a save, then your trains are working correctly, regardless if you see them or not out in the wild or near cities. So yeah, I would advise everyone to be a bit more nitpicky when it comes to these self-proclaimed messiahs; mod authors who randomly pop in the scene and seek for fame and clout by gulling and fooling everyone with their miraculous snake oils.
  9. There are ways to test yes, but we cannot really give guarantees of what will or won't cause issues at this point. Some people think it's streaming, some think its strictly .ytd (texture) files, nothing is comfirmed. I am not even sure if FileReplacement is really the answer that people are looking for as spawn issues can still happen with that. And we don't even know how Streaming differs from FileReplacement in a true sense....
  10. Awesome! I'm glad it worked out in the end. On another note if anyone wants to further optimize their game I released a light version of Online Content Unlocker Check the description if it fits your mod needs. You wouldnt think at first that most MP dependant mods dont need much at all, so I cut down the things OCU enables and I also fixed some animation/sounds/dialogue issues that are present when using the og version of OCU. Check the mod on nexus and there's a video of the fixes. Currently does not support online weapons, so no RDO. https://www.nexusmods.com/reddeadredemption2/mods/5304 and here is the video of the fixes:
  11. In theory, we shouldn't need to do anything and modders should update their install.xml for their own mods. Instanity is doing it for CharactersOverhaul and for Chelonia Visuals for example. But still, it hasn't still been absolutely proven that doing this magically resolves those issues. AFAIK.
  12. Hey lovely people, I wanted to shill my video on the topic here, hope its OK. I offer up a very good way of measuring the level if ''fuckiness'' your game is at currently with mods. Please watch it on 1.5 or 1.75 speed if you are interested in the topic because its incredibly BORING! you have been warned. Next part will be a modding guide for beginners and not-so beginners
  13. Thank you very much for dispelling a lot of doubts
  14. common_0.rpf\data\dispatchresponses
  15. 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.
  16. Project New Austin 1907 : https://www.nexusmods.com/reddeadredemption2/mods/979? Is actively causing this issue.
  17. 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.
  18. Issues logging in with LCPDFR.com accounts have been fixed.
  19. We are also working on an issue with the download category bar being broken on mobile.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. i recently noticed this issue on my end, it's my first playthrough and i'm doing my testing in chapter 6 right before the conclusion, i had quite a light modlist but didn't get anymore trains so i looked up if that was something known so i landed here. now after a lot of testing i stumbled upon something odd, i played the majority of my playthrough with DX12 since it weirdly enough gave me 20+ more average fps for some weird reason which worked fine with the light mod load i had for the most part. i did a bunch of my testing WITH the mods i had installed by just switching to vulkan, which immediately improved the spawn issues at least in the trams, i averaged 7-8/10 trams with passengers. then i switched back to DX12 but removed the dinput8.dll and ScriptHookRDR2.dll to see how the spawns are with a vanilla DX12 game and i could not for the life of me get a single passenger to spawn in trams in multiple attempts. which might well be the reason why i get an average 20+ fps more on DX12 if it can't deal with the low prio peds at all. to my specs, 3440x1440, Hardware Unboxed Optimised settings, RTX 3080 10gb, i7 11700k, 32gb Ram maybe someone else can test this as well to verify it, i'll still continue my own testing as well. edit: one day later, same savegame, back to dx12, still no mods and now i get passangers in trams again, i'm at a loss at this point. the only indication that something was off yesterday was that after a few more switches between vulkan and dx12 i got the "out of memory" issue before reaching the main menu consistently which could only be remedied by rebooting the pc. edit2: back on vulkan now, doing the chicken run, works fine with vanilla and without the vfs.asi aka no lml mods, as soon as i enable the vfs.asi again, no chickens and that with these few mods, no textures. Disable Horse Camera Centering FastMapZoom Herbalist Kiddo's Health & Stamina Kiddo's Minimalist Loot Economy Overhaul Ped Accuracy Fix Realistic Weapon Rebalance VignetteDisabler
  25. I wanted to say thanks to everyone involved in this thread. The information here and the combined efforts towards trial and error testing from all you fine folks was incredibly helpful for me. Here's hoping some RDR2 modding genius comes along and solves this annoying issue for good. Cheers lads
  26. i think it depends on what part of the story ur on for the trains to show up since alot of them are scripted could also be that you used some mod in the past on the same save and it bricked something ?
  27. just because something is higher resolution doesnt mean that it's better. I believe these are done completely by AI and are shunned on modding discords.
  28. You are not the first modder who call out that syyyke fella for his total bullshit. Not only the author deletes comments which report issues on a daily basis, he 'updates" the mod everyday, adding nothing and fixing nothing of course, he does it just to make sure the mod is kept afloat and hot in the main page. Anything for clout. And people desperately and stupidly fall for this.
  29. Look, it's clearly not the kind of fix GTAV got when the whole dissappearing DLC cars and other such issues started cropping up. But... For now it's a significant jump over anything else we've had, and clearly the developer has done quite a bit of research and testing. So I'm not gonna shit all over the guy for making a good attempt at fixing the issue. No other fixes exist, if creators want to come up with their own rival fix methods that's fine, but they haven't.
  30. How would you be able to tell if the stem of your issue is fixed if the mod literally forces peds to spawn on the places where we usually test this? You do know, that the issue is not just that train/trolley peds do not spawn, right? That is just an easily measurable symptome of the problem we utilize in absence of fully comprehensive testing methods. Hiding an issue does not equal a fix. How do you know that by forcing high priority spawns on scenarios which should be low priority by default doesnt create more agressive culling for peds or events elsewhere? And regarding TTO. have you tested the newe version of TTO with <StreamingFiles>CityTextures</StreamingFiles> <StreamingFiles>TerrainMainTextures</StreamingFiles> <StreamingFiles>TerrainPlacementTextures</StreamingFiles> in the install.xml instead of filereplacement? Because I have been testing that and it acts exactly the same. so that's 20gb of STREAMING textures without spawn issues. Streaming does not create spawn issues. In fact I would ventrue to saying that nobody even knows what the difference is between streaming and filereplacement inside lml besides the name. Nobody knows if vfs.asi is acting any differently in regards to the method you use.
  31. Hi, I know there are a lot of misinformation going around with Streaming Vs FIlereplacement right now, and some of it can be contributed to me as I was a believer at some point that streaming indeed can cause issues, but it seems like that is not the case. I will have a video about this in the upcoming days to clarify things but for now please do not look to FIle Replacement as a definitive fix for any spawn issues if you have any. And also please please do not believe in these ''spawn fixes'' made by syyke, those mods break the game more than anything else by forcing peds to spawn of trolleys and trains. This does not fix any issues if your game is struggling with ped culling already. The author employs heavy censorship in the nexus modpage, deleting every negative comment essentially tricking people to believe that the mod is amazing and better than in reality. Right now the more educated part of the modding community thinks that the cause of spawn issues is incorrect texture compression method employed by a lot of authors in the past. For example the newest update of Terrain Textures Overhaul contain over 20gb of textures and they all work flawlessly without problems at least while testing for spawn issues in the short term.
  32. Currently I'm using: QoL - Artie and Johnny (with my own custom install.xml) The Legend of the West (custom install.xml) Classic Cowboy 3.0 (custom install.xml) Cowboy Outfit Reworked (custom install.xml and only some items) Extended Player Animations (with all the optionals) I also have some other minor mods for John but these are the main ones. If you want I'll share the install.xmls (they're required to avoid, or at least minimize, problems), the load order and everything.
  33. With scripthookv2 it comes with a dinput8.dll file but according to "Unknown Error FFFFFFFF Fix" the requirements for it suggest to use "Ultimate ASI loader" https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases which of the .dll files should I use? Thanks a bunch! Nevermind, used the one required by Ultimate ASI loader and it works perfectly, no more random lag. Thank you very much!
  34. All of these can be installed together in full without problems but with a few exceptions: "Disable Horse Camera Centering" and "No Kill Cam Filter" are conflicting because they both edit cameras.ymt, however, fixing the conflict is super easy. Download Disable Horse Camera Centering Install normally, place whole folder inside /lml folder Inside the "Disable Horse Camera Centering" folder, right click cameras.ymt > edit with notepad/notepad++ Ctrl + F and search for 0x55AAD59B You will see "<UNK_MEMBER_0x55AAD59B>0xBF33E090</UNK_MEMBER_0x55AAD59B>" Replace this ENTIRE line with only this: "<UNK_MEMBER_0x55AAD59B/>" Save, and done. Extended Player Animations will show in LML Conflict Checker as having a conflict with the other folder included in the mod, but you can ignore this as they aren't used anyway. No idea why the mod author did this, but just install normally. Graphical Issue Fixes will conflict with any visual mod that you have (Visual Redemption, WhyEm's Visuals, Best TAA and Visual Effects, etc). To fix this, it is also very easy. Download Graphical Issue Fixes and place whole folder inside /lml folder Open up the Fixes subfolder inside the main Graphical Issue Fixes folder Delete visualsettings.dat, timecycle_mods_2.xml, timecycle_mods_1.xml, and systemsettings.ymt. (for context, nearly every single visual mod nowadays already includes the fixes listed in these prior files, so no need for them) With that being said, my final recommendations (which are not necessary but again, highly recommended) are these: Open visualsettings.dat (from whatever visual mod you are using) and replace the values with the ones listed here. Find system.xml located in \Documents\Rockstar Games\Red Dead Redemption 2\Settings. Right click > edit with notepad/notepad++, find "DirectionalScreenSpaceShadowQuality" and set to 0. Find "PedLodBias" and set to 1.0. Make sure "FXAA", "MSAA", and "Reflection MSAA" are disabled. Find maxTexUpgradesPerFrame and set to 25. Find "POMQuality" and set to high (or anything EXCEPT ultra). Save the changes, right click on system.xml, go to properties, check Read-Only, enjoy. Other than that, the modlist is 100% working like I said with no problems. And I've done ALOT of testing. Any questions, feel free to ask.
  35. A few updates: After countless hours of testing, I thought I had officially solved my issue (using chuck's chicken run as a test bench, which is great btw) with passengers on trams and trains, but I did notice my trolley passengers weren't as present as they were on vanilla, and sometimes I'd only see 2/3 chickens as opposed to 7-10 (which was inconsistent too). Did a bit more testing, and also realized that certain animal ambient events weren't happening. After some fixing, everything is now working perfectly. Don't only look for trams and trains, also look for ambient events - wolves hunting grizzlies, fox/coyotes hunting rabbits, owls hunting rabbits at night, eagles/hawks catching fish from the water, etc etc. Even though I had passengers, I wasn't seeing many of these events. I now have all tram passengers, trains in the wild, passengers on my trolleys, passengers on other wagons, all ambient event spawns, tons of peds/animals, etc. Here's my modlist with everything 100% working the same as vanilla (blocked mod is my graphics mod WIP): [another edit: no longer using characters overhaul, after learning more about it, its just a bad mod and I would not recommend it] (also, FWIW, the problematic mod for me was EQUUS, even after changing it to use the replacement method, although I don't think anyone should use it anyway considering it's quality)
  36. So, I have a bug where in Dutch and his mission on Guarma doesn't spawn. I have read of others having this problem aswell, but I have seen no solution for this problem. I have deactivated all lml mods, but that didn't help. Before I try anything time consuming, I wanted to ask if there is a known solution for this problem and/or which mod causes this? Mod list: Scripthook dinput8.dll Online Content Unlocker Ambient Gangs Contracts Remastered LAW Moonshiners PDO WERO Duels Bounty Hunting Expanded and Enhanced Stagecoach Robberies Simple High Stakes Cut Dialogue Restoration and Enhancement AMJM Transport Outside of two or three crashes, these mods have worked together pretty well thus far. Edit: I should say that the "time consuming" effort would be to delete all mods and load an older save file to play through Guarma as apparently removing mods didn't work for other people. I am a bit afraid of damaging my save file by this process though.
  37. Yes, of course its possible. All a_c_horse........ .ymt would go into update_4.rpf\x64\packs\base\data\metapeds\metapeds.rpf\ which looks like this when mounted: update:/x64/packs/base/data/metapeds/metapeds/
  38. It is indeed possible. Trains are unreliable anyway (most are scripted), testing trams and chickens is the best way (or find something else that is easy to reproduce on a constant basis). If you are getting 8/10 trams with people in St. Denis I'd say your game is stable at least when it comes to spawns. Those tram spawns are super low priority so if the game has memory management issues those will be heavily affected.
  39. Correct, just to highlight that I don't off hand know how it handles copying paths. (I'm being lazy and not looking right now) -- what does your source_paths look like? How are you copying the game paths? Somehow the _4 is being omitted and is being filled in with the full path (which looks like is wrong unless your edition of the game doesn't include an update-4.rpf for some reason) There is another possible solution if you don't want to figure out the root cause of the game paths being like they are; add update.rpf as a Mapping Key. Open up the .ps1 script, scroll down to this section: and add: "update.rpf" = "update:/" Also a general note, watchout for copying all the paths -- there are many files that are different and use the same name. The ones that recently got me are metaped.ymt and a number of weapon files, since the weapon ones for the M1899 are name the same as the base game -- I'm actually going through my list of repacked install.xml's to find more Allow Duplicates=True that are not just updates to the original file and a completely different file.
  40. Thanks a lot for the video, it made me realize a very important thing when you talked about priorities for spawning: while the method I was using to check if my game was ok (the same one I posted here) was indeed working 100% of the time to see if trains spawned with Railroad Engineer installed (with WhyEm's DLC or a lot of heavy mods they didn't, meanwhile when I removed those they did), trains spawning isn't necessairly a good indicator for the game working correctly in general since trains are probably on a higher end of priority compared to other stuff, in fact those chickens you show in the video weren't spawning with my current set of mods (even if trains were), and the more heavy mods I removed the more chickens spawned each time. I also discovered that trams for some reason sometimes used to stop spawning completely while using Railroad Engineer, so I removed it since I don't need it anymore for testing, because now I can use your method. Thanks again. Now I have all trams with people inside in Saint Denis and, most importantly, chickens in Valentine. (Since you didn't provide a save file I used the same one I was using taken from Nexus, which I'll link again: https://www.nexusmods.com/reddeadredemption2/mods/4015)
  41. 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.
  42. 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.
  43. In general. Take everything that is in the folder in ModLoader and move it to the root of the game. Delete the ModLoader folder itself. It helped me)
  44. I just figured out that the problem was not crime and law rebalanced mod, but RDR 2 Asi loader aka version.dll file that made my game stuck in an infinite loading screen. I solved by deleting it and using only the dinput8.dll file provided with AB's scripthook and Online Content Unlocker that is some kinda definitive version.dll asi loader.
  45. Update: I removed all mods and plugins (or deactivated them via lml where possible) except Scripthook, dinput.dll, Online Content Unlocker, Cut Dialogue Restoration and Enhancement and Bounty Hunting Expanded and Enhanced (I forgot about the last one). I then reloaded a save file from before the Saint Denis robbery and now the bug didn't appear again. I am posting this to give any unfortunate player who has the same problem the info that the mods I mentioned in this comment are not at fault for the bug. It must be one of those I removed.
  46. 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.
  47. @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?
  48. Had been passively following this thread since the summer, but had to join today to bring this to everyone's attention: Looks like a possible fix just posted to Nexus over the holidays by author Syyyke: Syyyke's RDR2 Spawns FIX https://www.nexusmods.com/reddeadredemption2/mods/5495?tab=files It seems to work for me thus far after about 10 hours of play time. Was shocked at the number of trains I could HEAR before even seeing them. Complete change in terms of ambiance. Only hassle is it "requires" ScripthookV2 (instead of AB's...he has an explanation for why as it relates to the treatment of the Ped pools), and dinput8.dll (instead of version.dll). Some mods may not work if those are swapped. Importantly, he attributes version.dll to being part of the reason game mechanics get borked. Perhaps the best news is threefold: (1) he has been actively working on this since November 2024; (2) most feedback is very recent and positive; and (3) he is quick to respond to feedback, questions, and troubleshooting. Looks like we finally have someone who is aggressively working on this in real time! EDIT: as I posted this, he just updated it version 2.1 and included a handful of patches for popular mods (looks like he is taking requests for new patches, too!). EDIT 2: It is now a "Hot Mod" on Nexus.

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