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goldenplaysterraria

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goldenplaysterraria

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    NOTE FOR DIRECTX12 USERS

    There was previously an issue with the mod where it would not work with DirectX12. I have since fixed this, be sure to download the latest version of the mod if you were affected by this
  2. JokerBoyPT30
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    Great mod, but I have an issue with it, it doesn't show the circles to select the pages and the weapons, is there anyway to fix it? Like remove a file or something?
    1. goldenplaysterraria
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      The circles specifically iirc are embedded into the catalog model itself. I did release a version of this mod (Version 1.01) that has them brought back, however. You can also restore the pointers and such by deleting elements.ytd as I mentioned in the description.
    2. JokerBoyPT30
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      Thanks
  3. I would like to know how I can be able to read descriptions again.
    1. goldenplaysterraria
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      The UI descriptions for the guns? Those were blanked out via a text edit in Real Gun Names, you should be able to go into the strings.gxt2 file from that mod and delete the entire <!-- Gun Description Prompts --> section
    2. Really? I know that any mention of fake gun names were blanked, but I thought that this mod cut half the functions for the catalog (such as showing the gun on the table and reading the descriptions) but that makes more sense.
    3. It didn't work.

      I am almost certain it is  your mod.
    4. goldenplaysterraria
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      I didn't remove any features of the catalog, they're just invisible. Try deleting SHOP_READ = from the CatalogText.gxt2 file
    5. Invisible, as in the ability to zoom, read pages and preview items?

      Edit, that seems to be it. I deleted all 4 of those lines and regained all catalog functionality back.
  4. Nice.
  5. RickyJoee
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    Hey, first of all great mod, really appreciate the time and effort u put into this.

    Seems like ur mod causes issue with DX12, prolly related to texture. Here's what it looks like after i enter the shop and leave (this happens to any shop that has catalogue) 1 2 3.

    I really hope u can address this issue and make us DX12 users be able to play with this mod.

    Best regards,

    Joee
    1. goldenplaysterraria
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      I don't have access to see those images but I'll try testing it out with DX12 later, if you'd like you could try taking out some of the textures from the mod to try and narrow down exactly which one is causing the problem.
    2. RickyJoee
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      I have updated the image so now u should be able to see them. Okay i will be waiting on ur findings and perhaps i'll maybe try finding the texture thats causing the issue.
    3. goldenplaysterraria
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      Alright, so I just now tested it and I figured out that it is s_sp_catalogue01x.yft that is causing the issue. It's not an issue on Vulkan. For now, just delete that file from the Textures folder and the rest of the mod should work.

      EDIT: I have since figured out the cause of the issue (one of the embedded textures had mipmaps it shouldn't have had and the texture formats were slightly off. I have released a fix for this now). Thanks for letting me know about it!
    4. RickyJoee
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      Ur welcome, also thank you for fixing the mod!
  6. civicboy
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    I was able to see item selection by removing elements file, but I noticed the red lock icon is missing from the catalog. How to I recover this?
    1. goldenplaysterraria
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      Unless you delete the catalog model from this mod you can't recover it without Codex (the lock texture is embedded inside the catalog model), I took it out to make the catalog look more realistic looking and it didn't seem important since you could easily tell which items are locked just by clicking on them

      Edit: The locks are added back in version 1.01 if you want them
    2. civicboy
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      Ok, makes sense. I got excited for a minute when I saw the lock icon gone. I thought somehow magically all the weapons were unlocked haha.
  7. Themanncub
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    How Does the install process work ? 
    1. goldenplaysterraria
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      You just unzip the file and drop the main folder into your LML folder
  8. filiota
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    Hello! Will your mod be compatible with WhyEm's DLC?
    1. goldenplaysterraria
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      Yes it's compatible with that
  9. Bazookoid
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    Nice work! Love mods that add little touches like this.
  10. StranGTastic
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    Would it work with Red Dead Offline? If not, can you please make one?

    Thanks.
    1. goldenplaysterraria
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      It's compatible with Red Dead Offline but you may see a couple Wheeler & Rawson Co. logos when using that mod due to some of the textures it uses being from Online
  11. RichardHertz
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    Have you ever looked at the catalog in this game and felt like something was just.. off? Well, think no more! This amazing little mod is going to completely change the way you view the catalog, and it'll completely turn the "Wheeler & Rawson Co" catalog into a Sears & Roebuck one! I spent a long time going through each and every aspect of the catalog to make it perfect, so enjoy this awesome mod!





    It's not required but I heavily recommend using Golden's Realistic Economy so the catalog prices will reflect what they were in 1899.





    MOD COMPATIBILITY:
    This mod should be compatible with most every mod but does not edit catalog entries from Red Dead Online or cut entries, so mods that use those will be unchanged.



    FAQ:
    The circles and pointers being gone makes the catalog harder for me to navigate. How do I add them back?
    You can add these features back if you need them by simply deleting elements.ytd from the textures folder

    Why am I still seeing Wheeler & Rawson logos in the firearms section?
    Be sure you have the Real Gun Names mod, they will hopefully be gone in a future update to that mod.





    Version History:
    1.001: Changed some instances of Sears & Roebuck Co. to say Sears, Roebuck & Co. and made the saddle names more historically accurate.