Awesome mod! Endorsed! Everyone should be using this... even people running DX12!
I ran into the issue with DX12 hanging on the opening menu screen, because it doesn't like large texture replacements or something.So I changed the mod around a little bit, to load the .ytd as a streaming file instead of a file replacement, and it works fine with DX12 that way.
Somewhere I picked up this notion that this issue was on account of DX12 having a problem with large textures. So I went ahead and just learned the basics of RDR2 texture replacement, so as to extract the textures, downsample to 4096, and repack the .ytd file. But the game still hung at the opening menu.
Turns out it has more to do with the file replace method, than the size of the texture, because as a streaming file, it works fine even at 8k resolution.
I need DX12 because I'm using ReShade Effect Shader Toggler, for something that I could not make work in Vulkan.
Damn, this explains it. I wish I saw this post before I spent hours trying to figure out why DX12 wouldn't work all of a sudden.. never considered this mod.
I'm pretty sure that if you uninstall the mod, and then instead of installing it, just drop skydome.ytd into lml\stream, it will work fine (and look fantastic) in DX12.
This has to be one of the most amazing mods for the game. However after installing it the entire Milky way belt just looses its brightness after 3 minutes like something just turns its down. The textures are still there but its just too dim. Plz help me out guys
kinda off topic not how texture resolutions work, 8k in texture terms is 8192x8192 while 8k in screen resolution terms is 7680x4320 so if you want a "2k" version, the resolution would be 2048x2048
Yes, then please maybe make a version of that? I know you are obviously the expert here, thus the request, and 2k is the highest resolution my machine can run anyway.. So please maybe make a version for that? Obviously only if you have the time for that and it's not too much trouble..
You don't need to run the game at a high resolution to see the benefits of this mod. Even at 1080p, you can still see improved texture quality from higher resolution textures. Everything is being resampled constantly in real time in the game engine as it's rendered to your screen, so you never see the textures at their native quality, but if the engine has more detailed textures to sample for it's output, you will see more details in the final imagine that the engine outputs.
The only reason you would need a lower res version, is for performance, or because you don't have enough video memory. However, being as this mod only provides a couple textures, it is unlikely to have a major impact on either performance or video memory usage.
In short, you don't need a 1440p version of this mod. I would be surprised if anyone is actually running this game at 8k. The 8k texture res, is unrelated to the game's output res. This mod will look fantastic as is, even when playing the game at 1080p.
However I have encountered a GLITCH, but I quickly found the SOLUTION to this problem.
GLITCH: When I stand around and do nothing, the stars and the milky way will 'flicker' around and have this weird 'light pulsing' - and when I start to move around this intensifies even more. (Please note that I also use the VESTIGIAgraphics mod)
SOLUTION: You will need to find and edit "visualsettings.dat" (Red Dead Redemption 2 > lml > VESTIGIA > global > visualsettings.dat) - I USE VESTIGIA SO THIS IS MY LOCATION.
1. Open visualsettings.dat 2. Search for "stars.heightBlend" and "stars.blinkHeightBlend" (both are 3000.0 and 24000.0by default) 3. Mess around with the values (the lower the value = the less flickering and pulsing will occur) 4. HAVE FUN!
EDIT: If you are still experiencing this GLITCH then it might be worth to set "stars.rotation.rate" to 0.0 (also under visualsettings.dat) - The 'flicker' and 'pulsing' you might experience happens due to the fact that the milky way moves every second, and every time it moves it causes the problems you experience.
FUN FACT: This GLITCH was 100% solved with ChatGPT, I pasted the configurations in the chat and described what was happening, and it quickly gave me the solution.
The easy way, would be to drop skydome.ytd from this mod, into lml\stream (and otherwise just don't install this mod at all aside from that one step), I think...
That's not how I did it though. I edited the instal.xml file in this mod to load the skydome.ytd file from this mods own subdirectory as a streaming file. It's a little more complex but I thinks it's better than just dropping things in lml\stream. To learn how, look at this mod's comment page, water physics overhaul, and the stickied post at the top explains exactly how to setup the directory structure and instal.xml file for streaming files in an lml mod. It's a little more involved than the easy way mentioned above, but it's still really easy.
Edit: The benefit of doing it the second way, for me, was that I could then install/uninstall this mod using vortex in the same way as other mods, and the mod would be structured in a nice self-contained manner according to established lml mod conventions (TLDR... OCD). Of course you could achieve basically the same thing by just creating a zip file with the directory structure I mentioned in the easy way above (so... modname.zip\lml\stream\skydome.ytd), and then load that via vortex (essentially the same result... behind the scenes though... slightly less satisfactory according to my OCD). And yes, when I was playing RDR2, I was using vortex to load all my mods, including LML mods. I would use LML to organize load order for certain mods that required it, but I would always load mods into game directories, including LML mods, using Vortex which was still helpful for catching and controlling, in an easily reversible way, the many instances when mods would overwrite the same files (this would occur with patch mods, but also with many mods that would drop files into lml\stream). The other major benefit to loading everything via vortex, being that I could quickly and easily disable all mods, and reload all mods.
Is there a way to reduce the total amount of stars? I think 2X is a little excessive. The stars near the horizon are just as bright as the one's straight up in the sky, anyway to change that as well?
50 comments
I ran into the issue with DX12 hanging on the opening menu screen, because it doesn't like large texture replacements or something.So I changed the mod around a little bit, to load the .ytd as a streaming file instead of a file replacement, and it works fine with DX12 that way.
Somewhere I picked up this notion that this issue was on account of DX12 having a problem with large textures. So I went ahead and just learned the basics of RDR2 texture replacement, so as to extract the textures, downsample to 4096, and repack the .ytd file. But the game still hung at the opening menu.
Turns out it has more to do with the file replace method, than the size of the texture, because as a streaming file, it works fine even at 8k resolution.
I need DX12 because I'm using ReShade Effect Shader Toggler, for something that I could not make work in Vulkan.
The only reason you would need a lower res version, is for performance, or because you don't have enough video memory. However, being as this mod only provides a couple textures, it is unlikely to have a major impact on either performance or video memory usage.
In short, you don't need a 1440p version of this mod. I would be surprised if anyone is actually running this game at 8k. The 8k texture res, is unrelated to the game's output res. This mod will look fantastic as is, even when playing the game at 1080p.
However I have encountered a GLITCH, but I quickly found the SOLUTION to this problem.
GLITCH: When I stand around and do nothing, the stars and the milky way will 'flicker' around and have this weird 'light pulsing' - and when I start to move around this intensifies even more. (Please note that I also use the VESTIGIA graphics mod)
SOLUTION: You will need to find and edit "visualsettings.dat" (Red Dead Redemption 2 > lml > VESTIGIA > global > visualsettings.dat) -
I USE VESTIGIA SO THIS IS MY LOCATION.
1. Open visualsettings.dat
2. Search for "stars.heightBlend" and "stars.blinkHeightBlend" (both are 3000.0 and 24000.0 by default)
3. Mess around with the values (the lower the value = the less flickering and pulsing will occur)
4. HAVE FUN!
EDIT: If you are still experiencing this GLITCH then it might be worth to set "stars.rotation.rate" to 0.0 (also under visualsettings.dat) - The 'flicker' and 'pulsing' you might experience happens due to the fact that the milky way moves every second, and every time it moves it causes the problems you experience.
FUN FACT: This GLITCH was 100% solved with ChatGPT, I pasted the configurations in the chat and described what was happening, and it quickly gave me the solution.
Red Dead Redemption 2 > lml > VESTIGIA > global > visualsettings.dat (Please note that I also use the VESTIGIA graphics mod)
You can open this with a notepad, and if you cannot find it, press "CTRL + F" and type "#Config for night sky stars"
stars.constellations.sizex.xx
stars.constellations.intensityx.xx
stars.constellations.intensityGalaxy x.xx
Change the values of the numbers (lower number = lower amount)
:(
That's not how I did it though. I edited the instal.xml file in this mod to load the skydome.ytd file from this mods own subdirectory as a streaming file. It's a little more complex but I thinks it's better than just dropping things in lml\stream. To learn how, look at this mod's comment page, water physics overhaul, and the stickied post at the top explains exactly how to setup the directory structure and instal.xml file for streaming files in an lml mod. It's a little more involved than the easy way mentioned above, but it's still really easy.
Edit: The benefit of doing it the second way, for me, was that I could then install/uninstall this mod using vortex in the same way as other mods, and the mod would be structured in a nice self-contained manner according to established lml mod conventions (TLDR... OCD). Of course you could achieve basically the same thing by just creating a zip file with the directory structure I mentioned in the easy way above (so... modname.zip\lml\stream\skydome.ytd), and then load that via vortex (essentially the same result... behind the scenes though... slightly less satisfactory according to my OCD). And yes, when I was playing RDR2, I was using vortex to load all my mods, including LML mods. I would use LML to organize load order for certain mods that required it, but I would always load mods into game directories, including LML mods, using Vortex which was still helpful for catching and controlling, in an easily reversible way, the many instances when mods would overwrite the same files (this would occur with patch mods, but also with many mods that would drop files into lml\stream). The other major benefit to loading everything via vortex, being that I could quickly and easily disable all mods, and reload all mods.