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deadwoodd

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Posts posted by deadwoodd

  1. ·

    Edited by deadwoodd

      On 3/27/2025 at 2:35 AM, TheAlmightyZugs said:

     

    What about for Complete Horse Overhaul? I see there used to be files for fixing it, but they are not available anymore. 

    I was able to dig up the instal.xml file for Complete Horse Overhaul and followed the directions correctly from werewolf (I think) but restructuring the mod and putting it in lml doesn't seemingly work. 

    Sorry I'm a bit late. But as you probably know, the structure of the install.xml (streaming vs filereplacement) has been proven to have no effect on the reliability of spawns. I'm not familiar with CHO so I can't say much about it unfortunately. But if it's giving you spawn problems, I would imagine uncompressed/incorrectly compressed textures may have something to do with it.

     

    Also, I've edited out the information in that post you quoted since the provided information is no longer accurate. Take a look at this post instead.

  2.   On 1/8/2025 at 3:31 AM, BitTitan said:

    So looking through my mod list and Ambient Gangs, Arthur Morgan Outfit Overhaul,  Better Forearm, all use B8G8R8A8.

     

    So they should have their compression redone according to Xuru's identification (or better yet, matching the orginal textures compression method when it's a replacement vs new)

     

    Also, to be clear, B8G8R8A8 is essentially the same as being uncompressed. This format gives the best quality because it is lossless.

  3.   On 1/4/2025 at 9:54 PM, JKL409 said:

    Okay, so what format is best and how are we compressing these textures? 

     

    If you're in a modding group with others also discussing this perhaps let me know the details.

    I would suggest joining the RDR2Mods discord because most of this has been thoroughly looked at and disected by a bunch of different people, most of which are veteran modders smarter than me. The compression method used depends on the type of texture we're dealing with. Here's some info from Xuru who is a respected mod author.

     

      Quote

    usually, its bc1 srgb for diffuse textures, bc1 linear for normal maps, bc3 linear for pbr textures (usually they'll use bc1 linear if they dont have an alpha channel)

    some normal maps use bc3 though, if they have an alpha channel

    and there are a few ones that use bc5, they're distinguishable by not having a blue channel

     

  4.   On 1/4/2025 at 9:40 PM, JKL409 said:

    So if you're saying it's as simple as recompressing files why can't something like a python program be created to do this process automatically. 

     

    That way modder drama wouldn't be necessary.

    Sure you can do that if you want, although I know nothing about Python so can't really speak much about it. It should be easily do-able using the RDR2 Texture Toolkit though.

  5.   On 1/4/2025 at 9:31 PM, JKL409 said:

    If the solution is as simple as recompressing textures, then why hasn't this universally been done, leading to us being able to use as many mods as we want..? 

    That is exactly what has been done, although most of it has been shared privately (some sort of RDR2 modder drama, I don't know, it's cringe). Also, most of the older mod authors have unfortunately either stopped modding/playing the game, or have stopped publicly sharing their mods.

  6. ·

    Edited by deadwoodd

    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.

  7.   On 12/25/2024 at 7:41 PM, nunk said:

    I've done a number of playthroughs over the years, both vanilla and heavily modded, and I've been kicking myself for not noticing this. I've always attributed it to Rockstar's awful RDO updates breaking singleplayer. No wonder I could never find any flamingos, badgers, or even chickens.

     

    Basing this off the chicken run test posted earlier (loading into Valentine and seeing how many chickens appear near the pens), here's my current list of mods:


    Timescale

    Extended Player Animations

    NPC Aiming Animations

    Improvements in Blood

    Lost and Found Scout Jacket

    Flo

    A.E.M

    1899 Firearms

    Natural Dirt

    Online Content Unlocker

    GunFX

    TKoul's GameConfig

     

    [A whole bunch of .asi mods]

     

    FirearmCosmetics WILL break the game. I've been testing with/without it and it consistently deletes both chickens and tram passengers. 1899 Firearms works without it, but I'll update this post as I start a new playthrough and if I notice anything breaking.

     

    Thanks for all the work testing this issue, this is one of the most insidious mod-related issues I've ever seen.

    Edit: Here's WickedHorseMan's Firearm Cosmetics compressed to BC3 / DXT5 Linear. Wish I could compress to higher res but I can't get RDR2 Texture Toolkit to work past DXT5 linear.

     

    Works on my machine, TPs around the map saw me chickens and trams.

     

    Unzip, stream folder goes into lml\WickedHorseMan\Textures\FirearmCosmetics. Overwrite all.

    https://mega.nz/file/FGBUTLrB#klA-bJjOPHKTvbvNlxC4FaHl6yL7ZZrf7cV4fEweZ8o

    Also, FWIW, this is the same case for a majority of texture heavy mods including WhyEm's DLC, EEE, etc. You can get them to work correctly, as long as you properly compress the textures yourself. This is part of the reason why, for example, Terrain Textures Overhaul (which I don't use anymore but for other reasons) shouldn't cause spawning issues because nigeez used a proper compression method. This won't be the case for every mod, some are just borked from the jump, but its usually the case.

  8. ·

    Edited by deadwoodd

      On 12/12/2024 at 5:16 PM, seba9087 said:

     

    Hey man, you are doing god's work here. This is incredible value and it takes a lot of dedication. Kudos and cheers.

     

    Can these mods be installed in full or are there any considerations to be made while installing one by one?

     

    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.
    1. Download Disable Horse Camera Centering
    2. Install normally, place whole folder inside /lml folder
    3. Inside the "Disable Horse Camera Centering" folder, right click cameras.ymt > edit with notepad/notepad++
    4. Ctrl + F and search for 0x55AAD59B
    5. You will see "<UNK_MEMBER_0x55AAD59B>0xBF33E090</UNK_MEMBER_0x55AAD59B>"
    6. Replace this ENTIRE line with only this: "<UNK_MEMBER_0x55AAD59B/>"
    7. 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.
    1. Download Graphical Issue Fixes and place whole folder inside /lml folder
    2. Open up the Fixes subfolder inside the main Graphical Issue Fixes folder
    3. 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:

    1. Open visualsettings.dat (from whatever visual mod you are using) and replace the values with the ones listed here.
    2. 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).
    3. 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.

     

     

  9. ·

    Edited by deadwoodd

    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]Could contain: text, screenshot, software

    Could contain: text, screenshot, font

    (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)

  10.   On 11/25/2024 at 3:56 PM, PartisanX said:

    Deleting all mods will improve situation or my saves will be still corrupted?

    This still doesn't seem to be exactly confirmed. My save was certainly "bricked" with spawn issues after removing all of my mods, but some people have had different results. When I did further testing with replacing install.xml's, I started with a fresh unmodded save and I wound up not having any issues after fixing.

  11.   On 11/15/2024 at 8:54 PM, SilentStealth71 said:

    Yes, you can use 1899 Firearms without Firearms Cosmetics. That's what I run. Just know that some glitching may occur and the custom grips and such will not show up. I overlook these issues as I find 1899 Firearms essential to my play style. I wish this game could handle the textures, but at present it cannot.

    I haven't looked much into 1899 Firearms, but does it use the streaming method? If it does, have you tried modifying the install.xml to use the replacement method? And if so, are you still seeing problems?

  12.   On 11/12/2024 at 2:33 AM, Ttsobreiro said:

    Yes, just a few per cart though. And the train never leaves the station

    There is no definitive answer here, but a "corrupted" save file is a possibility. When I did all of my testing, it was on a fresh save, so can't say if that's the case for sure. I would suggest trying one of the gameconfig's posted in this thread first. If that doesn't work, the only way to test is to try on a new save.

  13.   On 11/11/2024 at 6:03 PM, Ttsobreiro said:

    Hello, I apologize in advance as I’m not very tech savvy, but I’ve been following this thread and was wondering if anyone here can help me out. 
     

    I seem to be having a spawn problem with the trains, but only the passenger ones. I see the cargo trains and the trolleys all properly populated with npcs. 

    I’ve been using the railroad engineer map, and passenger trains just won’t spawn for me, aside from scripted events on quests. 
     

    I’ve encountered this problem even when I purged all mods and left

    just Rampage, scripthook and lml installed. 
     

    Is there anything I can do, shorter than going full vanilla, to remedy this problem? 
     

    Or is this save irreparably damaged now? 
     

     

    When you buy train tickets to another town, do you see passengers on the train?

  14.   On 11/10/2024 at 4:03 AM, Saber23454 said:

    Hello everyone, does anyone know if dual leg holster with no straps causes any problems, it requires remove knife sheath and remove satchel, so do those also cause anything?

    I took a look and Dual Leg Holster w/ No Straps shouldn't cause any issues, however Remove Knife Sheath & Remove Satchel partly utilize the streaming method, so those may cause problems. Fortunately though, given the number of files and the size, it should be very easy to change those to use the correct method.

  15.   On 11/4/2024 at 5:52 PM, Edegon said:

    I think someone should make a clear guide on how to solve the problem yourself with the methods that have been found so far (texture compression, install.xml replacement method, etc...), or at least a summary of the findings, since a few days ago I read the whole thread but it's very long and a bit hard to digest mentally to understand what to do (besides being very time consuming). And since it's very long the important things are scattered and hard to find, even though I read it all.

    I'd do the guide/summary myself but I don't know how to make the install.xml with the replacement method instead of the streaming one, but I understand why streaming the mod files causes the problems.
    I also have problems turning some .dds files back to a .ytd using RDR2TextureTool. I know there's a solution but I can't find it explained clearly.


    This is a fast and easy method I use for checking if the mods are causing spawning problems:

    • I use this clean Ch. 2 save file that was referenced in this thread but not linked yet (I think), with Rampage and Railroad Engineer installed: https://www.nexusmods.com/reddeadredemption2/mods/4015
      (For newcomers, it has been said that save files could get corrupted in some way by some mods, so it's better to use a clean save.) I recommend disabling autosave if you plan on doing many tests.
    • After loading I open Rampage and go on "World" and activate the ESP in "Ped Manager" and "Vehicle Manager".
    • Then I activate No Clip (in Miscellaneous), set max speed and go check if EVERY train shown on the map spawns and if ped spawns are normal too on trains and trams.
    • Since you move very fast at max speed with No Clip the train might not spawn at first due to this. If that's the case then fly a bit away from where the train should spawn while looking at the railroad, after a few seconds it should spawn.

    This method works 100% of the time for me, and could be included in the guide on how to solve the problem if the experts here agree that it's good (because I'm no expert), since it's very quick and easy.

    I also read that graphic settings could contribute to the problem, I play in 1440p with high-ultra settings.

     

     

     

    The only thing I'd also like to mention here is that you may have working trains and animal spawns, but you might have empty trolley cars in town like Saint Denis for example. This was actually the main test for me. If I saw trolley cars spawning with passengers in the back, I knew that train/animal spawns would also be working.

  16.   On 11/2/2024 at 4:36 AM, werwolf969 said:

    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/mL7qz3yx

    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.

     

    This is incredibly helpful. Thank you very much!

  17. ·

    Edited by deadwoodd

      On 10/31/2024 at 10:05 PM, werwolf969 said:

    With systemsettings.yml editing, we can increase that to 25, as I mentioned in a previous post, but it looks like there is a hardcoded limit in the game engine, so increasing it further doesn't provide any benefits.

    5950x/ 32Gb/ NVMe/ 4080. Game graphics settings combined from different optimized guides in YT, maxed out where needed. Mods with textures that I can run without any problems with spawning. Some of them have been repacked or changed from using the streaming method to the replacement method for their assets.:

    Blackwater Terrain Textures Overhaul
    CharactersOverhaul
    Terrain Textures Overhaul
    Upscaled Textures/Upscaled Animals AIO
    Upscaled Textures/Upscaled Bottles
    Upscaled Textures/Upscaled Documents
    Upscaled Textures/Upscaled Fires
    Upscaled Textures/Upscaled General Store Props
    Upscaled Textures/Upscaled Gravestones
    Upscaled Textures/Upscaled Jails
    Upscaled Textures/Upscaled Journal
    Upscaled Textures/Upscaled Objects
    Upscaled Textures/Upscaled Signs & Posters
    Upscaled Textures/Upscaled Vegetation
    Complete Horse Overhaul
    lodscale 1.75-2.0
    WhyEm's DLC/ RDO merge

     

    I cannot use any weapon packs like 1899 Firearms, Firearm Cosmetics — Carvings and Grips, or Munitions without problems with spawning. Even after repacking and downscaling the textures (and fixing any incorrect sizes, such as 64x63 or 1025x513), and running only one of these mods, the game still has spawning issues. This is a big disappointment.

    Increasing the streaming pool size further does not help and can lead to game instability.

     

    Short answer - No. As mentioned above, the problem lies not only in the texture format but also in how the game handles streaming textures. Since LML doesn't allow for adding new textures without streaming them, we are unable to create new graphical assets without this feature.

    It's difficult to determine the exact cause of our problems because I am unaware of how the game engine handles streamed assets. However, we have raised the limits for the scripting pools enough to run any number of .asi mods. This is another issue, as there are currently not much properly updated or working script mods available for RDR2.

    The size of the resource pools for graphics assets such as textures and models is not enough even after increasing them. You can increase the limits for peds, but you will still have issues with trains and pedestrians in trams, unfortunately.

     

    Just a heads up: my gameconfig folder needed to be placed inside the LML folder. So, you should now have a file called install.xml located in the LML\Gameconfig folder, along with other related files.

     

    How exactly are you creating the install.xml's? Are you actually going through each individual file and putting them each into the install.xml? There's no way, right? Because I can't imagine how long that would take to do each individual file. Are you using a script or something?

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