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Abdelrahman Mahmoud

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AbdelrahmanMahmoud

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30 comments

  1. pessivesto
    pessivesto
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    This is a fantastic mod. I am planning to merge your mod with the Vestia weather system. I read your previous post, and you mentioned that only timecycle_mods_1 needs to be merged. In that case, is it okay to remove everything else from your mod except for timecycle_mods_1?
    1. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      I appreciate the kind words, yes, after some testing, timecycle_mods_1 from my mod is enough.. hope you enjoy!
  2. pilqwrld
    pilqwrld
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    Hello, I hope this finds you well. I have been looking for a fix for trees that when near all of a sudden fade out and back in. Ive been having this issue, especially in chapter 1, when trees would fade in when riding my horse as well as snow on the trees fading in and out. Im not sure if this mod helps resolve that issue or not, but as I see you are an efficient modder in RDR2, and was wondering if this mod or others can help to resolve the issue. I currently use the LOD mod at extreme, yet still have this issue. You can get back to me whenever you can.
    1. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      Thank you for the kind words. Yes, this mod will help, but also, what will provide much much more help is using the increased geometry level of detail mod, not the one that says lod.. no, the one that increases the actual geometry lod 1.75-2 or whatever works for your pc.

      It will help and be much much better than the other one, as this you won't see fences get generated 1 meter away or anything like that, it increases the draw distance for everything, which is better.
    2. pilqwrld
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      Thank you for the response.
      I had made a mistake in my previous comment by stating what LOD mod im using. Yes, I am currently using the increased geometry level of detail mod, which contains a mode of extreme that I use. However, even while on the highest, textures still seem to load in right in front of me, as well as when I turn away from buildings, textures fade until I look back at them. Im not sure if its because im using too high of a level or not, but if you could get back to me with an answer whenever you can, it would be appreciated.
    3. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      I would strongly advise downloading a game config if you haven't yet, if pop-in is the only issue, download the stutter fix mod from here, choose the version that suits your gpu and download it, it will help.

      Also, go to systemsettings in the lod mod, and make the maxtexupgradeperframe 25, then change it in the system file in documents in the rdr2 folder
  3. stalkerpowerss
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    Hello, my friend! I hope everything is well with you. Could you clear up some questions for me, even though not all of them are related to this post? It's just that I trust your expertise on RDR2 since I use your gameconfig as a priority in my mod manager.

    Here’s the situation: I have several mods, none that alter textures because I don't have a very strong laptop. It's an Acer with an RTX 3050 4GB VRAM, 16GB RAM, i5 processor, and a 500GB SSD. I can run the game with very nice visuals without lag problems. My main mods are WhyEm, RDO, Wero, and Ped Damage Overhaul. However, I really like game issue resolutions, so like you, I also have all the fix mods like spoon, micah hair, etc.

    Recently, I downloaded the Graphical Issues Fix mod by Omdehoek. In my game story mode, I've reached the part of Saint Denis, and something that's been bothering me is the problem with textures taking a long time to appear (3 seconds some buildings, objects) and buildings/objects disappearing when I look back with the camera.

    I’m not having spawn problems like the most, so everything is working correctly in terms of spawn. About the Graphical Issues Fix, what do you think is better, because I don't understand the difference between the two versions: map culling and disable map culling?!

    Another question is that the same author released another mod called Increased Geometry Level of Detail. Is this mod the same thing as yours (Imposter trees fade fix)? In your opinion, which one should I use, or should I use both ? Any ideas on how I can solve this problem in Saint Denis? It's the only city in the game where I'm having this problem. (I don't know if it's a vanilla issue, if some mod brought this problem, or if it's just my PC hardware.)

    Sorry to be verbose, but I wanted you to understand my scenario, and I'm sure that when you can clear my questions, it will help other people too.

    Thank you, I am a big fan of your work (sorry for the lengthy text.)

    btw, i use Vulkan in my settings
    1. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      I appreciate your trust and your kind words my friend, I will try to explain everything as clear as possible:

      - First, the great mod called graphical fixes has 2 versions of mapculldata file, there is a folder in the mod called disable all map cull in general I think, that is the best version, as It disables all map culling, to use it, copy it into thecmain folder called graphical fixes and press replace when it shows on screen.

      But there is a catch, which I actually made a comment about on the mod page for graphical fixes, when using the full map cull disable version, it will cause error fff in some missions and riding through saint denis, how can you fix that? Do the following:
      Open the mapculldata file, if you are using the version I recommend to disable all cull, search for std_main using notepad++, then when you find it, keep scrolling down below it till you reach enabled:false, change false to true, this will get rid of all error fffs while disabling all map culling.

      Also, just before the mission that leads you to ch.5, delete the map cull file, just for one reason, when in sea and on island, you will see some unfinished lods which look funny and distracting, so delete the file, and once you go back add it again.

      - Second: let us talk about increased lod mod from the same modder and my mod here, they are totally different, my imposter trees fix makes all trees far away from you to not cull or disappear when you get far away from them or when weather changes, consider it the other half of the disable map cull but for trees, and so, you can use both of them without no problem at all.

      Increased lod mod by the same modder is great in every aspect, as it is an increase in the lod scale for all eliments, this is the only mod that does that, I 100% recommend using it.

      As for the popin issue, I would like you to try this:

      - once you download the increase lod mod, you should find a system file in it, this system file is needed to be able to increase lod above one in game.

      I want you to open that file, search for maxtexupgradesperframe, or something very similar to this name, it will have a minimum of 5, and max value of 10, change max value to 25, then save the file.

      After that go to you documents folder, inside your red dead redemption folder you will fine a file in settings folder that is located in the same place as your profile folder, called system, open it in notepad, between the lines you will find a line for maxtextureupgradesperframe, change its number to be 25, save the file and exit.

      One more thing, when downloading a version from the increase lod mod, try not to go too high, as it can be intensive given your specs, maybe try 1.25 or 1.5.

      Again I appreciate your words, thank you, kindly try that and please come back here anytime if it did not work or you needed anything else.

      Ask all the questions you want, no matter how many or how long ask them, I will try my best to help.

      Thank you, I hope things work out for you.
    2. stalkerpowerss
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      I've made the changes suggested, opting for the 1.0 - 1.25 LOD to avoid overloading the game's performance. I have a few questions:
      Is it necessary to merge the system file from the Graphical Issues mod since the Geometry Detail mod also includes a system file?

      To recap, my mod manager prioritizes your gameconfig and has it set to overwrite. Regarding the other fixes, how should I prioritize them? I'm using Graphical Issues, Imposter Tree (yours), and the LOD 1.0-1.25. What's the best order to run these mods smoothly? And should I enable the overwrite option for them, or is it unnecessary?

      I've left SSAO full screen enabled, as the description in the Graphical Issues mod suggests. What do you think about this setting?

      If you could help me, regarding the best configuration for my laptop, which is full HD with a 144Hz refresh rate, do you think I should set the game to 144Hz or lower it to 60Hz? Should I have VSync on or off? My game runs at 40-60 fps in some areas but drops to 30-35 FPS in places like the swamp and Shady Belle. Taking advantage, if you know, or can give some tips on settings to optimize the game without losing graphical quality, which has no difference between ultra or high/medium, but rather in performance, it would be very welcome too.

      I'll wait for your response before testing in-game. Thank you, my friend. More people like you are needed in the community! I'm new to these settings, sorry!


    3. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      it is not that necessary, you can at anytime change any setting or any lines if you want, we only make changes to the systemfile so when we change in game settings, they do not revert back at all.

      as for your question for the load order, It would not matter at all, if you have only one mod that edits gameconfig or one mod that edits game files like timecycle1.xml from my mod, It would not matter at all.

      load order only matters when you have different mods that edits the same exact files, other  than that, no need to care about it.

      as for the game settings in general I would 100% advise you to watch this video:

      https://www.youtube.com/watch?v=385eG1IEZMU

      this is part 1 and it has part 2, It will make a huge deal as it tells the exact thing you want, it tests every single option and sees which is worth it and which is useless to use at ultra or even high.

      use these settings and let me know if it gained you any extra fps.

      I recommend for now tell we test, keep the game at 144 hz, turn off v-sync, turn low latency to enabled+boost in game.

      try this and let me how it goes
    4. stalkerpowerss
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      Hi friend, first of all, sorry for taking so long, but in the last few weeks, I've been testing RD2 in more depth. So, please, take a moment to read through and provide any additional suggestions you might have, as you have been doing, I really appreciate it your help!

      So, I just finished the main story, completed it for the second time, and what a great game;

      Regarding the Map Culling and Disable Map Culling versions from Graphical Issues mod, I believe that Disable Map Culling is a bit heavier. Correct me if I’m wrong?!

      Here it is, I followed your tips and optimized my graphics using the YouTube video that you suggested. Thanks! I got a 15 FPS boost, so now my game runs around 45 FPS in Saint Denis and sometimes 60 FPS in the wilderness.

      I've changed the lines that you suggested, setting maxFrameUpgrade to 25. It helped with the pop-in problem, but it’s not totally fixed. Actually, this is very annoying to me.

      After searching and reading some threads, I discovered that, in fact, it's a vanilla problem. It's sad that Rockstar just abandoned this great game. RDR2 is not in its prime version on PC.

      From what I discovered with some research, the pop-in issue is related in some way to the VULKAN API. Dude, I changed to DirectX 12 and there is no pop-in. But here's the downside: DX12 is very buggy, the game stutters so much. So, I'm looking for a way to fix it and...

      I came across the mod Stutter Fix, which you probably know from Nexus. Even after trying several versions, I still couldn't fix the stuttering issue with DX12. People are suggesting changing a line called <aiTextureMaxMem_3_Base>. Some say setting this line to 30000 resolves the stutter issue, others suggest 60000, 70000, or even 90000. I tried these values, but it didn’t fix the stuttering problem with DX12. It’s not just in Saint Denis; I also see it elsewhere (sometimes Valentine is worse that Saint Dennis). And I noticed that your gameconfig has this line too. If you could, I’d appreciate any suggestions on how I can improve the situation.

      I updated DLSS to version 2.5.1. There is also a version 3.7.20 available, but I’m not sure if that would make a difference. I use DLSS with the Quality settings in the game.

      I don't think it's just a hardware problem. Sure, my setup might not be the best, or even recommended for RDR2, but it’s strange because even people with a RTX 4090 are experiencing stuttering issues. Many times, my FPS is at 45 and stutters still occur (DX12). I also get some micro-stutters with the Vulkan version, but nothing compared to DX12. So, I still believe that Rockstar has neglected RDR2 for PC, focusing instead on GTA V and VI (just my opinion). I know those are the company’s most profitable games, but it’s a shame.

      I’m not sure if this is why so many promising projects on Nexus have been abandoned. When it comes to mods, this game is quite complex, It seems like there are a lot of limitations compared to other games. (just my opinion)

      Sorry for the long text, but I’m sure my attempts will help other players as well. Here are the mods that I use and some that might have affected my game. I’ll only list the mods that I had problems with. I’m currently using more than 40 mods:

      My Laptop specs are i5 12th gen, RTX 3050 4GB VRAM, 16GB RAM 500GB SSD, Windows 11. My game version is 1491.50;

      Auto Craft and Brewing: This mod will break the skip checkpoint feature in story mode and crash the game.

      Rifle Hoster: This mod will break the load game feature. If you're already in the game and try to load another save, the game will crash.

      Graphical Issues: As my brother AbdelrahmanMahmoud  mentioned, you need to delete the MapCulling file in the Gator mission with Dutch and
      Guarma chapter and set std_main to true if you are using the Disable Map Culling version to avoid FFF errors and crashes.

      MapEditor: I don't know, but with me this tool break Guarma textures.

      AMJM: This mod break Guarma as well, but in my opinion it's a great immersive mod, so I did not have other problems with it, so just deleted on Guarma chapter.

      Disable Out of Sniper by SgtJoe: This mod may break some missions because it’s outdated and can cause crashes. There are other mods available with this feature, and the Rampage Trainer also includes this feature.

      WhyEm + EEE + GFA: Some users don’t have problems with it, but I did. It’s a great mod, but it causes the FFFF error when going to the Spurs section at the Trapper. So, I switched to the WhyEm RDO version, and it's working like a charm.

      WhyEm + RDO: The only problem, in my opinion, is with the Semi-Shotgun. For some reason, the barrel is broken. I think it’s easy to fix in the merge weapons, but I couldn’t do it because I don’t have the knowledge. If you could help me with this, I’d appreciate it. (For players experiencing this problem, I used Rampage Trainer. In the Manage Weapons section, I equipped the Semi-Shotgun and upgraded the weapon. This fixed the broken barrel, and you can also customize it at the gunsmith. This was an alternative fix that I discovered.)

      Version.DLL: It will break the Epilogue mission bounty with Sadie, that's for sure. Some other people say that Version.dll breaks random encounters, side missions, spawn issues, and more. I’ve experienced these issues only in this mission. My RDR2 is still spawning trains, trams, peds, and animals even with this DLL. (If you could give your opinion on Version.dll, I’d appreciate it)

      Scripthook v2: This was the ScriptHook V2 that solved the FFFF error for me, along with the gameconfig by AbdelrahmanMahmoud. The ScriptHook version by Alexander causes crashes and the FFFF error, at least in version 1490.51. (ScriptHook V2 is also buggy for me; when I minimize RDR2 for example, the ASI loader stops working, so I have to restart the game.)

      Again, sorry for the long text, but I wanted to make research easier, especially for new players who, like me, started playing RDR2 this year. So, if you could also answer my questions, it would be a great help not just for me, but for others as well.

      Today, what really bothers me in RDR2 is the pop-in issue. I have to use the Vulkan API because it runs smoother for me. DX12 doesn’t have the pop-in issue, but it has a lot of stuttering.

      Extra: Another thing I did during my gameplay, but which was also a mistake, is that I started my save game with only 10 mods. By the end, I had about 45 mods. I believe this is not ideal. I think the best recommendation is to start a new save game with the mods installed to avoid issues with spawns, trains, peds, and trams.

      If you read everything and got this far, thank you for your time. Please leave your feedback here!!!
    5. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      thank you for your comment, I will to respond to everything:

      - first you do not delete disable map cull for the big gator mission, you just delete the skiff.ytf file from the fixes mod and after you finish you can add it later.

      - For disable all map cull, You only set std_main to true for the whole game as It will cause error fff in saint denis not guarma, so it will be better to use the disable all map cull with std_main to true, I did not find any performance difference with it so it is good to go, and you only delete this file for ch.5 and that is it.

      - for disable out of bonds snipers, there is an updated version that got released a few days ago by another modder, check it out.

      - as for the popin issue, you are right it is something in the game itself, try my game config and increase <aiTextureMaxMem_3_Base> to be 5000.

      - do not set <aiTextureMaxMem_3_Base> to be 10000 or 60000 or numbers like that, it will cause memory leak and error fff.

      - FOR mods like whyem and EEE, you need to know they stream thousands of textures and a lot of stuff, and streaming is very resource intensive, and I think this plays a role in the stutter you are having, not the only reason for it, just a small part of it, also they of course use more vram.

      - I would not recommend using version.dll, use online content unlocker from here and download the asi loader you can find here on scripthook v2 page or from ab scripthook.

      - it is not that big deal adding a lot of mods through your game play, but always be thoughtful about the mods you are adding, add the mods that you know you will use and you need and you are sure will enjoy, and avoid adding too many mods that you end up not using at all.

      - the updated verison of dlss is of course better in quality, maybe not that difference in fps, but better.

      - I would try to cap the fps to only 60 fps, maybe try that as this way the fps will not jump so high and so low all of a sudden causing an annoying stutters, maybe cap it for 60 fps and see how it goes.

      I hope I responded in a way that can be helpful, please try that and let me know.. as for vulkan or dx12, I did not compare between them too much but I use vulkan as it can endure textures above 1024x1024, dx12 will crash or not load with any texture files that has a quality over 1024
    6. stalkerpowerss
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      Yeah, you're right.

      Do I have to change the three lines named <aiTextureMaxMem_3_Base> to 5000?
    7. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      no only the last 2
    8. stalkerpowerss
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      Okay man, I changed the lines you suggested. After all these changes, my gameplay has surely improved by 95%. I still have pop-in issues, though they are less frequent now on Vulkan, and occasional micro-stutters, but there's nothing more I can do, I guess. However, thanks to you, I found the best optimized settings for my setup, keeping both good performance and beautiful graphics.

      I really appreciate your help, and I'll keep an eye on your work daily. So long, bro!
    9. AbdelrahmanMahmoud
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      I am very happy for you, and I appreciate the kind words, thank you, I hope all works well and you enjoy the game and to always be happy and good.
    10. khorvair
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      You do realise Whyem's is a texture mod right
  4. geenaxion
    geenaxion
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    is it not compatible with https://www.nexusmods.com/reddeadredemption2/mods/2154 ?

    it uses many of the same files.
  5. vincemeister55
    vincemeister55
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    Hello sir! I have Vestigia installed, so I prefer to copy your entries. In regards to the time_cycle_mods, in your mod description, it says to copy your entries from time_cycle_mods_1. But in the archive, there are 7 other time_cycle_mods. Do I need to copy the entries to each time_cycle_mods? Because I tried opening the time_cycle_mods_2 file and there is no 'Base_modifier" on it.
    1. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      Thank you for your kind comment, for the timecycle mods, the only one that matters is timecycle 1, just copy the slod fade power from mine into the other mod and you are good.

      The other time cycle files are not needed at all, it was my first mod so my knowledge wasn't that good.

      Thank you
    2. vincemeister55
      vincemeister55
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      Thank you, good sir. your mods are really helpful. As are you.

      Do you happen to know how to disable the vignette? I think its in time_cycle_mods_1 too but I dont know the entry.

      EDIT: Never mind about the vignette. I downloaded a file from vestigia community and it seems to fix it.

      My question is now is, I noticed in the time_cycle_mods_1.xml, this line in the Base_modifier;

      <modifier name="Base_modifier" description="" numMods="6" userFlags="0">

      It says "numMods=6". If I add your slod entry, should I change that to numMods=7 or leave it as it is? Because in the other lower entries of the time_cycle_mods_1 file, the numMods is equivalent to how many entries there is in the modifier.
    3. AbdelrahmanMahmoud
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      I would not worry about it, I played more than 2 playthrough without changing nummods or anything, It will not affect anything at all.

      for vignette, look for <postfx_vignette_intensity> and set all to 0.

      thank you for the kind words, I am about to publish another mod that gives you an option in wardrobe to remove the off-hand holster
    4. vincemeister55
      vincemeister55
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      Thank you sir! And I look forward to your new mod.
  6. Endlessunset
    Endlessunset
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    Are you able to look into this?

    https://www.rdr2mods.com/forums/topic/2334-huge-problem-with-modding-rdr2-that-no-one-is-talking-about/
    1. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      Thank you for your comment.

      Yes, I read that thread, I will tell you a few things but that doesn't mean I don't believe that is problem exists, I believe it does exist, but:

      - I have been using mods for the last 4 months exactly, and started making this mod 2 months ago and played with it a whole 150 hr play through, yes I go everywhere and look everywhere to find points of interest and stuff like that, I have never had any problem like this at all, beside my mod I use:

      - no ammo.
      - terrien overhaul.
      - upscaled splashes.
      - a mod I made for pop in, a game config, not published.
      - a mod I made for visual settings and for persistent corpses, bot published. 
      - high res vegetarian.
      - some maze/spoon/micah coat and hair fix.
      - a few others.

      I play at 4k ultra every thing even beyond existing options with taa.

      I have never encountered anything like that.. trains always are there, passengers are there, tons of birds and animals everywhere, wagons everywhere with passengers, trollies have passengers, peds with horses, everything is the same.

      2 weeks ago while testing some stiff, I removed all mods and tested only game itself, everything is the same, no thing changed, the gurad of the train in the back can sometimes be there and sometimes not, and this is the game not with mods.. with mods it is the exact same.

      Again, I believe it is a valid thread, but that didn't happen for me at all with 150 hrs with mods.

      BUT, SOME ADVICE:

      - TO prevent this from happening do the next:

      1- DO NOT INSTALL ANY MODS THAT INCREASE PED LIMIT OR MODIFY WILD LIFE IN GAME, IT WILL BREAK SOME STIFF AND WILL EXCEED SOME LIMITS.

      2- DO NOT INSTALL ANY GAMECONFIG MOD THAT INCREASE MAX MEM BASE_3 BEYOND HALF OF YOUR GPU VRAM, ONE IS 16K, ONE IS 3200, ONE IS 2500, DO NOT INCREASE THE LAST 2 NUMBERS ABOVE HALF OF YOUR VRAM.

      3- DO NOT INSTALL ALOT OF UNNECESSARY UPSCALED STIFF, LIKE FACES, COATS, ANIMALS, SNOW, HORSES, COATS, PLAYERS, FOOD, AND STIFF LIKE THAT, ACTUALLY ALL THE MODS HERE I TRIED FOR UPSCALING PLAYERS TAKE ALOT FROM THEIR FACE DETAILS.

      4- I ONLY RECOMMEND THESES TEXTURE RELATED MOD:
      - HIGHER UI.
      - HD.TEX.
      - TERRIEN OVERHAUL.
      - HIGHER RES VEGETARIAN.
      - HIGHER RES HAIR, UNUSED RESLUTION.
      - UPSCALED SPLASHES.

      THESE ARE ALMOST THE ONLY MODS THAT YOU CAN FEEL 100% IN GAME AND AS I SAID DO NOT BREAK ANYTHING AT ALL.

      AS FOR MY MOD, THE ONLY THING IT DOES IS TO KEEP IMPOSTER TREES ALWAYS THERE NO MATTER WHAT, IT IS A DISCOVERY I CAME BY AFTER 2 MONTHS OF TESTING DIFFERENT THINGS, AND HAVE BEEN USING FOR THE LAST 2 MONTHS.

      hope this helps and please ask anything if you want to.. thank you my friend.
    2. elrosiddd
      elrosiddd
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      I always enjoy reading your comments on every post. As always, they are comprehensive and insightful. Thanks for always coming up with suggestions/solutions regarding these issues
       
      Currently, I'm trying to re-mod my game to find the missing spawns, such as:

      • Trains regularly showing with peds/guards inside
      • Wagons with peds inside
      • Trams with peds inside
      • Wildlife (spoonbills) spawning near Saint Denis

      Just wondering, you mentioned some texture upscaling mods. What about these types of mods will it break the world spawn rate?
    3. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      Thank you for the kind words my friend, a lot has changed since this comment of mine, so I will share my thoughts with you.

      I think I was wrong about a few stuff I said like not installing mods that increase ped limit or upscaled stuff, as I have been testing lately with a lot of mods even using stream and increasing ped limit and these stuff, and found no errors it can cause when done correctly, so I am sorry I was wrong, I learnt a few things.

      but, kindly allow me to answer your questions.. 

      you can use all of the mods you mentioned and nothing will happen hopefully, beside that, check some upscaled mods that you may like, I love the upscaled vegetation mod, I had almost all of the new upscaled stuff downloaded and was using them, but I was comparing to the basic game and the upscaled, I could not tell much difference expect for the upscaled vegetation, 4k stars and moon, cigg. cards, upscaled fish, upscaled hud, upscaled dynamite. that of course beside terrain overhaul and high res. vegetation.

      for all the other upscaled stuff I could not see any difference in game, but with these, It was day and night in difference and quality.

      I am sorry for all of that, but even in vanilla, I can see trams with no passengers, and sometimes no trains for a while, download all the mods that you love and like and enjoy this great game, it is game is 100% great, with the mods here that fix it, enhance it, it is 1000% more better.

      I hope I had an extremely clear answer, the game is torturing a lot of us maybe? I do not know. but I will try best and hopefully I will update the game config soon.

      god bless you and enjoy the game the way you want and love my friend



    4. stalkerpowerss
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      Edit: sorry I reply the wrong message
  7. khorvair
    khorvair
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    So what does this mod do? I'm a bit confused
    1. AbdelrahmanMahmoud
      AbdelrahmanMahmoud
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      Hi,

      There are imposter trees on the mountains and across sea, which disappear when walking away from them or with weather changes, my mod stops that completely, now imposter trees will always be there and will not disappear or popin, at no fps cost.