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Edegon

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Everything posted by Edegon

  1. 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.
  2. I can only answer point 1: from what I read it seems loading any mod adds strain the game engine to some degree, possibly so much that it makes it not spawn low priority stuff like trains, some animals, NPCs, etc... How much the engine is strained depends on the mod, what method it utilizes to load the files and how many mods you have (there are also other factors specific for the type of mod, like texture mods with uncompressed textures cause problems). The replacement method seems to strain the engine way less than the streaming one. So to answer directly to your question: no, it doesn't fix the problem itself, it's just less likely to cause problems and, if it does, it should cause smaller problems than streaming, it all depends on the factors I listed above. Probably someone else can provide a better and more detailed answer. Of course correct me if I said something wrong.
  3. I really hope instead it will be the opposite. Since people will "crack" GTA VI to mod it (and of course the number of people will be a LOT more and with a lot more interest than RDR2 modders), some new stuff about RDR2 might be found, especially if the game happens to have the same issues as RDR2. If they find a fix for GTA VI it might be able to be applied to RDR2 too.
  4. Maybe after GTA VI they release an update or enhanced version like they did with GTA V. R* (or T2) never seemed to give a fuck about the PC release. Ever since GTA III the games had problems like lack of graphical effects (III, VC, SA and IV), unoptimization (GTA IV), this stuff with RDR2, or didn't even come to PC alltogheter like RDR1. The PC releases seem to be minimum effort (or strict budget). The only game without issues might be GTA V? Maybe because it has a high profit Online mode. Anyway I don't want to pollute the thread further with this off topic stuff.
  5. I'd like to know the issues since I play at 75fps, the only one I noticed yet is the water splash waves not forming most of the time when dynamite explodes in the water.
  6. I don't know for sure if that method is 100% valid, anyway I believe it's good. I recommend to try the "chicken run" from this video, if you didn't already:
  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. 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.
  9. I search the file in OpenIV and right click on the results which are from the game files (since it shows also the ones from lml), then I click on "Copy path" to paste it into source_paths.txt. I'll take as example the metapeds.ymt file, in my source_paths.txt it looks like this: C:\GAMEZ\Red Dead Redemption 2\packs_0.rpf\packs\base\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\rowpack_0.rpf\dlcpacks\rowassetpack\row.rpf\x64\packs\ped_pack\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt C:\GAMEZ\Red Dead Redemption 2\update_4.rpf\x64\packs\base\data\metapeds.ymt And in my install.xml it looks like this: <FileReplacement allowDuplicate="true"> <GamePath>platform:/packs/base/data/metapeds.ymt</GamePath> <GamePath>platform:/dlcpacks/rowassetpack/row/x64/packs/ped_pack/data/metapeds.ymt</GamePath> <GamePath>C:\GAMEZ\Red Dead Redemption 2\update.rpf\x64\packs\base\data\metapeds.ymt</GamePath> <GamePath>update:/x64/packs/base/data/metapeds.ymt</GamePath> <FilePath>metapeds.ymt</FilePath> </FileReplacement> Isn't update.rpf being omitted instead of update_4.rpf as you say? About that multiple files thing: how do I know which one is which? And when the files are streamed how does the game differentiate? Thanks for the line to add to the script, I'll try it, but I'd like to know why it doesn't work properly by itself
  10. Sorry but the only thing I really understood of what you wrote is that you use CodeX instead of OpenIV for paths and that I'm doing something wrong, but I can't understand what and how to correct it Edit: I also found out that the program you use is paid so it's not a solution for everyone
  11. 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)
  12. I don't create it manually, it's the script of @werwolf969 that makes the install.xml, so that writes the path, not me Edit: Since I already tagged you @werwolf969 I'll take the chance to also ask you about this thing lexo1000 said: I already guessed that it wasn't needed to put all the paths since in the end the game loads just one of the files (I guess) and I've seen the install.xml of other mods that don't have all duplicate paths that my .xml have, but I don't know which path should I put. Then there are also cases where I guess multiple paths should be put like: <FileReplacement allowDuplicate="true"> <GamePath>dlc_mp006:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <GamePath>dlc_mp007:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <GamePath>dlc_mp008:/x64/packs/base/models/metaped_textures_m/mp_horse_01_head_000_c0_838_ab+hi.ytd</GamePath> <FilePath>replace/mp_horse_01_head_000_c0_838_ab+hi.ytd</FilePath> You didn't explain anything about this IIRC
  13. IDK why that is, my update_1 path is *\Red Dead Redemption 2\update_1.rpf, and I always copy the path from OpenIV, so I guess there's something wrong with the script
  14. Thank you, I forgot to put those. About the "writing the following line is enough", sometimes there are so many paths and don't know which I should choose, so I just put them all. I'm not a modder, I just use the script made by werwolf969
  15. I haven't tried the mod yet, now I'll see if I have the same problem Edit: I have the problem too and it goes away if install the mod normally, so I did something wrong. I'll see if I'm able to fix it. Edit 2: Found the problem, it was a single line install.xml
  16. I repeat that we need to make a separate thing (or, if it can be done here, a pinned comment) with all the findinings and fixes/workarounds that have been found and the resources like the scripts. This would: Make every important information and resource easily accessible, this would in turn: Stop the thread being filled with "dumb" questions like "does this mod work?" or "how do I do this thing that has already been explained about a few hundreds of times but that I didn't read because rightfully I don't want to spend hours reading a thread searching for the answer?". Make the whole problem and workarounds more easily sharable (on top of accessible) so that it could become more noticed and known, in turn the modders would probably start paying attention to this and stop using streaming so much, but most importantly it increases the chances that a person that is able and willing fix this problem stumbles upon it, because no sane person would decide to read this whole thread just because. In short: the thread has become too long, so if someone stumbles upon it it's not going to read it unless they have a lot of free time and interest, this also causes the thread to get filled with questions that don't help the discussion. I think we need some sort of board with a summary and the resources so that it's easier for everyone to get informed and involved, the discussion can continue and possibly a solution gets finally found. I don't know how to do this and don't even have the knowledge to make the summary, not to mention I don't have the time that it would require me to do it by myself. I think it needs to be created in group, maybe by communicating on Discord (of course the main discussion about this topic will be kept here on this thread available to everyone). The people that seemed to me the most knowledgeable in this thread are: @Dagger323, @Cratthorax, @HarrietOrtega, @riley5737, @Gunter Severloh, @kaozzz777, @RLTYProds, @Chirag3004, @black0cs, @vincemeister55 and @werwolf969. DominatorGT would be nice to have too. I offer myself to help doing this as well if I can.
  17. The way I do it is to use the script made by werwolf969 along with some other tools like Notepad++ and the script I uploaded here. You have to place all files that would normally go on lml/stream to the mod folder, you can also create a folder inside the mod folder and name it whatever you want, it doesn't matter, they just need to be inside it. Then you put the script inside where the install.xml will go, usually the mod folder. Copy the path of the mod folder and paste it inside the script and do this for the path of source_paths.txt too (I just put .\source_paths.txt in the script file I use as base to copy-paste around, if you do this just be sure you always put source_paths.txt in the same folder of the script). Create source_paths.txt and fill it with the paths of each original file of the mod from the game. Then you run the script and rename the file it genereates to "install.xml" and you're done. Sometimes there are other files that aren't replaced or streamed, look inside the original "install.xml" to check, if that's the case copy-paste the lines of that file. Luckly for you I want to try this mod so I made the install.xml myself, saving you the hassle. Install the mod normally but put the "stream" folder inside the "Complete Horses Overhaul" and rename it to "replace" then replace the "install.xml" with mine. It should look like this: install.xml
  18. We know Railroad Engineer affects train spawning, in fact we (or at least I) don't use it to check normal train behaviour, I use it to see if all the trains shown on map spawn and if they have passengers inside. When I have stuff like WhyEm's DLC installed the trains don't spawn when I get to the blip, meanwhile when I remove those mods they spawn. This method works 100% of the time for me so I find it a reliable test, not to mention it's very fast. Yes, the number of total trains (and so of blips) might get lower after a while, but you just need to reload the fresh save to have them back. Anyway your method seems good (altough more time consuming but probably more accurate and complete too) and you're right that trolleys sometimes aren't full of passenger, I think it's pretty important to note this because some people use that as a test and it's not reliable if you check just one trolley.
  19. I think you can use almost any mod as long as it doesn't use streaming to load the files and has the textures modded with the right format and size, but this is just a generalization, unfortunately you need to read the thread if you want the details. There are some mods that are known to cause problems like WhyEm's DLC. This my modlist atm (haven't throughly tested it yet, but seems ok) but I remade some of the install.xml files, so if you don't do the same it's useless. LML: Scripts: Edit: Forgot to mention that other modlists have been posted before, so you can search "modlist" on the search bar and see if you can find them
  20. As you can see I'm pretty ignorant about this, so thank you for explaining. Anyway I'm just going to continue as I did until now since this thread is too long and, while it's good for discussion, it's very bad to find the solutions and all the important stuff (like that script you mentioned). (Also the file in the link has been deleted). I think someone should make a separate thing with all the important info and resources like the scripts, so everyone can find it easy and the thread doesn't fill up with anymore questions that already have a (buried) answer.
  21. The train blips number dropping to numbers like 7 is normal (or at least it is in my game when I remove all mods but the scripts for Rampage and Railroad Engineer). Unfortunately I don't know exactly what affects the numbers of trains on the map (visible with the blips). But I guess the important thing is that every train on the map spawns when you get near the blip, and that the trains and trams have normal ped spawning. That's as far as my knowledge goes

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