Have you tried my Unknown Error FFFFFFFF Fix I know the title says it's an error fix but really what it does is multiply pools and give extra performance in a bunch of areas along with 225 ped limit instead of 150. If you try to run it and it crashes with no error then you can assume it's your rig and I'll make something smaller.
I have that installed and i notice after dying my game will crash with no error whatsover keep in mind that i have alot of mods both ASI and LML so i probably think to balance i need a mod that reduces ped to not break the game engine.
Interesting I have not heard of that yet. I'll have to see if maybe I changed something I shouldn't have. I'll run some tests tonight. Cause if you're running mod heavy you definitely need the other texture/script pool increases. It could possibly be caused by one of the mods you are running as well. Do you have any mods that trigger anything upon death?
The only one i could think of is ''Hard'' mod that makes you lose the money you have upon death and I'm not running with textures, upscales nor whyem. So after changing ASI loader with your recommendation the ultimate one i didn't experience a single crash after multiple deaths, tho I'm still testing but so far so good Cheers.
+1 for this. A less peds mod (maybe halving it to 75) could really be great. I have enough GPU power and VRAM/RAM capacity to keep the game at a solid 60 FPS with my desired settings but my CPU is still a bottleneck and can bring the game to ~45 FPS in the densest urban areas. So considering that NPCs seem to be the single most demanding thing on the CPU in this game that could really solve it. In fact it makes me wonder why something like that doesn't exist already.
I am using the mod Stutter fix. That mod has its own gameconfig.xml.
You mention in the description; now integrated with my memory fixes to increase performance/stability and combat stutter.
With the stutter fix mod I don't have any texture pop in or shadow bugs anymore while using the terrain texture overhaul mod. I use the 10000 version although I don't know if that mod has anything to do with the pop in but after I installed it, restarted my PC and booted up the game all bugs were gone.
EDIT: I tested it, removed the stutter fix and installed this mod and immediately the shadow and texture pop in returned. After that I removed this mod and reinstalled stutter fix and the texture pop in went away.
I don't know what exactly in the stutter fix mod solves it but would it be possible to merge this mod with that or use them together? I am happy with how the game is now. That being said I wouldn't mind having more population in the world as well :D
Thank you for doing the testing. Just like you, I use Stutter Fix, which is essentially a huge and modified gameconfig.xml file. PEDS 2X also works by modifying the gameconfig.xml, but focusing on the aspect relating to peds. All that is to say, these mods are not natively compatible, so the author of PEDS 2X decided to implement some of their own optimization techniques.
I think it would be awesome to see syyyke, the author of this mod, PEDS 2X, write a gameconfig.xml that would somehow be compatible with Stutter Fix. I'm not sure how that can be achieved, if at all. The only other alternative is for someone to merge the Stutter Fix gameconfig.xml with PEDS 2X's gameconfig.xml, but it wouldn't be permissible to publish without permission from Stutter Fix's author.
It should yes unless something has a special gameconfig.xml designed for their mod this should work just fine. If you have a mod that has a gameconfig.xml let me know and I can add the changes to make them compatible.
I'm using CharactersOverhaul (with custom made install.xml with replacement method), XtremeGrass (same method) and Visual Redemption.
0 spawn issues, completely stable.
Would this just simply "enhance" the perception of an even more lively world essentially? Does it really murder performance that much? I'm playing 4K DLAA (all ultra) 70-90 FPS
Depends on where you are. You won't see many problems aside from Strawberry and Saint Denis. Other than that it's really stable. I just wanted to put the warning there for folks. This definitely makes the world more lively by a lot. Animals are also considered peds by the game. So you will see a lot more animal activity as well.
It should be able to handle it but I just had a crash to desktop (no error message) in St. Denis on Epilogue 2. So I'm not sure if it's related to your gameconfig or not right now. Need to test it further.
I did notice that the city seemed much fuller, tons of carriages etc, but didn;t see a single tram (Uncle's mission on Epilogue 2). Not sure if it's because of the mission or something's broken.
I'm using the latest ScriptHookRDR2 V2 + latest ASI Loader version from July 2024.
Interesting. What has the trapper got to do with it?
Btw, I just opened the gameconfig and changed MaxTotalPeds to 225 instead of 300 and so far 0 crashes. I think the trams not spawning was due to Uncle's mission. After that they spawned normally and all with people inside. Still tons of peds and carriages in the city.
Doubling the amount (300) was probably a bit too much. In case that was the actual cause of the crash. Might try to up it to 250 and see if it's still stable.
Btw, this is using the same mods as above plus Terrain Textures Overhaul which has gotten an update to also use the replace method. All working absolutely fine.
Just one quick question, this gameconfig literally only messes with pool sizes and ped limits etc right? Doesn't really affect anything else? Just asking because I do see a lot of pop-ins sometimes, not sure if it's related.
The texture popping is from using excessive textures for literally no reason. It overloads the aitexture pools. The reason it matters by the trapper is there are more peds in that little area than anywhere else. Also, I already know this which is why my other mod has a 225 ped limit... This was mainly for fun. Make sure your LOD settings in your system.xml at least have 1.00 values: <worldHeightShadowQuality value="1.000000" /> <lodScale value="1.000000" /> <grassLod value="3.000000" /> <pedLodBias value="1.000000" /> This will help with LOD and weird shadow rendering.
Hmm I can't find system.xml. I know Visual Redemption already raises LOD etc. Which is found in timecycle_1 but can't find a system.xml file anywhere.
Those values you pasted aren't found on any file in Visual Redemption as well. Only the ones Increased Level of Detail (LOD) uses.
<lod_mult_hd>1.500 0.000</lod_mult_hd> <lod_mult_orphanhd>5.000 0.000</lod_mult_orphanhd> <lod_mult_lod>20.000 0.000</lod_mult_lod> Though there are multiple entries in timecycle1 of these values.
Could you point me in the right direction as to where to change those? Also I don't think shadows are weird (at least I don't think so), it's mainly the pop-in. Which isn't horrendous, but noticeable at times.
Maybe it will sound a bit strange, but how can we create a lonely world where all the peds in the game (except maybe animals) do NOT spawn? I'm asking to try liminal space style effects and various RP situations. I tried a mod on the Nexus but unfortunately it doesn't work anymore.
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I am using the mod Stutter fix. That mod has its own gameconfig.xml.
You mention in the description; now integrated with my memory fixes to increase performance/stability and combat stutter.
With the stutter fix mod I don't have any texture pop in or shadow bugs anymore while using the terrain texture overhaul mod. I use the 10000 version although I don't know if that mod has anything to do with the pop in but after I installed it, restarted my PC and booted up the game all bugs were gone.
EDIT: I tested it, removed the stutter fix and installed this mod and immediately the shadow and texture pop in returned. After that I removed this mod and reinstalled stutter fix and the texture pop in went away.
I don't know what exactly in the stutter fix mod solves it but would it be possible to merge this mod with that or use them together?
I am happy with how the game is now. That being said I wouldn't mind having more population in the world as well :D
I think it would be awesome to see syyyke, the author of this mod, PEDS 2X, write a gameconfig.xml that would somehow be compatible with Stutter Fix. I'm not sure how that can be achieved, if at all. The only other alternative is for someone to merge the Stutter Fix gameconfig.xml with PEDS 2X's gameconfig.xml, but it wouldn't be permissible to publish without permission from Stutter Fix's author.
If you have a mod that has a gameconfig.xml let me know and I can add the changes to make them compatible.
PDO v2.0 Extended Features https://www.nexusmods.com/reddeadredemption2/mods/184
A.E.M. https://www.nexusmods.com/reddeadredemption2/mods/1675
It seems they don't touch the gamesconfig.xml at all.
0 spawn issues, completely stable.
Would this just simply "enhance" the perception of an even more lively world essentially? Does it really murder performance that much? I'm playing 4K DLAA (all ultra) 70-90 FPS
when you say “problems” in strawberry and st dennis what do you mean by that?
Should I stray from trying this?
7800x3d / 32GB Ram / 4090
It should be able to handle it but I just had a crash to desktop (no error message) in St. Denis on Epilogue 2. So I'm not sure if it's related to your gameconfig or not right now. Need to test it further.
I did notice that the city seemed much fuller, tons of carriages etc, but didn;t see a single tram (Uncle's mission on Epilogue 2). Not sure if it's because of the mission or something's broken.
I'm using the latest ScriptHookRDR2 V2 + latest ASI Loader version from July 2024.
Btw, I just opened the gameconfig and changed MaxTotalPeds to 225 instead of 300 and so far 0 crashes. I think the trams not spawning was due to Uncle's mission. After that they spawned normally and all with people inside. Still tons of peds and carriages in the city.
Doubling the amount (300) was probably a bit too much. In case that was the actual cause of the crash. Might try to up it to 250 and see if it's still stable.
Btw, this is using the same mods as above plus Terrain Textures Overhaul which has gotten an update to also use the replace method. All working absolutely fine.
Just one quick question, this gameconfig literally only messes with pool sizes and ped limits etc right? Doesn't really affect anything else? Just asking because I do see a lot of pop-ins sometimes, not sure if it's related.
The reason it matters by the trapper is there are more peds in that little area than anywhere else.
Also, I already know this which is why my other mod has a 225 ped limit... This was mainly for fun.
Make sure your LOD settings in your system.xml at least have 1.00 values:
<worldHeightShadowQuality value="1.000000" />
<lodScale value="1.000000" />
<grassLod value="3.000000" />
<pedLodBias value="1.000000" />
This will help with LOD and weird shadow rendering.
Hmm I can't find system.xml. I know Visual Redemption already raises LOD etc. Which is found in timecycle_1 but can't find a system.xml file anywhere.
Those values you pasted aren't found on any file in Visual Redemption as well. Only the ones Increased Level of Detail (LOD) uses.
<lod_mult_hd>1.500 0.000</lod_mult_hd>
<lod_mult_orphanhd>5.000 0.000</lod_mult_orphanhd>
<lod_mult_lod>20.000 0.000</lod_mult_lod>
Though there are multiple entries in timecycle1 of these values.
Could you point me in the right direction as to where to change those? Also I don't think shadows are weird (at least I don't think so), it's mainly the pop-in. Which isn't horrendous, but noticeable at times.
When you say load in last order that means at the top right?
This is literally double values on all ped/ped components.