Everything posted by Edegon
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I don't know how to do it, it was the first thing I wanted to do when I got your script but don't know how Edit: I mean, I can copy the path of multiple files in mass or you mean to manually copy-paste every single *.ymt, *.ytd, etc. path? Because just the .ytd files are about 90000.
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I don't know how to make one (yet), but I think a script to fill source_paths.txt semi-automatically can be done (I guess it should also be easy), and would be great since it's very time consuming to copy-paste stuff hundreds of times. My idea was that some mods replace files that are inside a single .rpf, so you have a folder full of files that have the same path. I guess a script can be made where the user puts the .rpf path and the mod's folder path and it makes the list automatically. Edit: made one with ChatGPT: removed Feel free to edit and upgrade it. Edit 2: I broke it, will update it as soon as I fix it. Edit 3: Now it works (don't forget to delete the .ytd from the path if you copy it from a file): removed Edit 4: No, it didn't. Sorry, this time I will test it more carefully before posting it. Edit 5: Seems to be working right this time: https://pastebin.com/70cFWVUv
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
Try changing the hour with Rampage and see if the number of blips changes Edit: Thinking about it, there should always be at least 4 train blips, since trams count as trains. If it actually goes down to 3 there's a serious problem, if it goes to 4 it means there are no trains at all. Are you using a save file used with mods installed?
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
- HUGE Problem With Modding RDR2 That No One Is Talking About
-
HUGE Problem With Modding RDR2 That No One Is Talking About
@werwolf969 Thanks a lot for the script but I find faster to make the install.xml manually on Notepad++. IDK if I'm using it wrong, but if I'm not then it could be optimized. I still thank you because you took your time to make it for free and without it I wouldn't be able to have an idea on how install.xml works. Anyway the way I do it manually is to check if all the mod files are in the same .rpf, if they are then they can be all put in a folder (let's call it folderX) inside the mod folder and then I use this as base and it's done. It's way faster than copy-pasting all and each of the files I need to replace inside the source_paths.txt for your script. <EasyInstall> <Name>ModName</Name> <Author>AuthorName</Author> <Version>1.0</Version> <Resources> <Resource> <FileReplacements> <GamePath>platform:/pathOfTheRPF</GamePath> <FilePath>folderX</FilePath> </FileReplacements> </Resource> </Resources> </EasyInstall> If they aren't all in the same .rpf then I just make different folders for each .rpf (putting the mod files in the right folders) and add them in like this: <EasyInstall> <Name>ModName</Name> <Author>AuthorName</Author> <Version>1.0</Version> <Resources> <Resource> <FileReplacements> <GamePath>platform:/pathOfTheRPF1</GamePath> <FilePath>folderX</FilePath> </FileReplacements> <FileReplacements> <GamePath>platform:/pathOfTheRPF2</GamePath> <FilePath>folderY</FilePath> </FileReplacements> </Resource> </Resources> </EasyInstall> [Click and drag to move] I repeat that I'm not an expert and am doing this imitating other mods install.xml and don't fully understand how this stuff works, it's just intuition and assumptions. Anyway for files with duplicates I still use your script because I don't know how that works. Edit: Here's an example on how I did it with Beta Wrinklemasks by SomeClassyToast <EasyInstall> <Name>Wrinklemasks</Name> <Author>SomeClassyToast</Author> <Version>1.0</Version> <Link>https://www.nexusmods.com/reddeadredemption2/mods/1865</Link> <Resources> <Resource> <FileReplacements> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_a_f</GamePath> <FilePath>metaped_textures_cutscene_a_f</FilePath> </FileReplacements> <FileReplacements> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_g_l</GamePath> <FilePath>metaped_textures_cutscene_g_l</FilePath> </FileReplacements> <FileReplacements> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_m_r</GamePath> <FilePath>metaped_textures_cutscene_m_r</FilePath> </FileReplacements> <FileReplacements> <GamePath>platform:/packs/base/models/metaped_textures_cutscene_s_z</GamePath> <FilePath>metaped_textures_cutscene_s_z</FilePath> </FileReplacements> <FileReplacements> <GamePath>platform:/packs/base/models/metaped_textures_player</GamePath> <FilePath>metaped_textures_player</FilePath> </FileReplacements> </Resource> </Resources> </EasyInstall> The mod folder: The files inside the first folder:
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
So I need to manually find, copy and paste the original path of every file in the mod from OpenIV and paste it there? Sometimes the file is in more paths, all of them (excluding the one of the mod itself) must be put in source_paths.txt?
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
dominatorgt said that: Here. Do you think points 2 and 3 can be fixed too?
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I see, thank you. I think deadwoodd made a mistake here then:
- 761 replies
-
-
- 1
-
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I don't have much experience with Python, and I get a syntax error following these instructions. # Specified variable values $SourceFolder = "C:\Test\Maize Sack Fix" # Folder with source files $TextFilePath = "C:\Test\Maize Sack Fix\source_paths.txt" # Path to the text file with paths These are the first three lines in my file. What am I doing wrong?
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
I confirm that it works (for me at least). When I don't have mods all trains shown on map spawn, meanwhile if put stuff like WhyEm's DLC and upscaled Arthur textures trains don't spawn. But there's a little thing (probably nothing): sometimes the number of total train blips goes from 12 to 7 or any number in between (with or without mods), but I don't know how it happens so I can't replicate it. My guess is that it's normal game behavior tied to a schedule. Edit: It's probably tied to a schedule since changing the hour made the number of trains 12 again after it became 9
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
In fact I wrote "and if ped spawns are normal too on trains and trams". Anyway the last time I did that test was a few days ago, now I'm going to make sure it actually works 100% of the time and it's all right
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with:
-
HUGE Problem With Modding RDR2 That No One Is Talking About
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 wait a few seconds for the game to load the area where you are, then fly away from where the train should spawn while looking at the railroad, after moving away the right distance you should see the train 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.
- 761 replies
-
- ambience
- discussion
- issues
- npc
-
Tagged with: