Do you plan to put all your hair fix mods into one pack? I only ask as I've heard LML is quite performance heavy and when you install 20 - 30 mods it can act a little cumbersome (as far as I've been told)
Hi, there would be no difference in performance by just moving the mods into one parent folder. Which is what a pack / collection would be. Anyone can do it. :)
See the end of this post, As for performance impact. and TahitianMango's reply:
moving the mods into one parent folder
(For the OP, not necessarily for TahitianMango): In practice, that would mean creating a folder, let's call is "TahitianMango NPC Fixes" in the LML directory. Then, instead of "installing" the TahitianMango's "fix" mods into LML...dump them all into "Red Dead Redemption 2/LML/TahitianMango NPC Fixes". Example:lml/TahitianMango NPC Fixes> /Lenny's Face Fixes> /Bill's Eyebrow Fix> /Micah's Gold Teeth Fix>LML doesn't care how many folders deep a mod is, as long as there is an "install.xml" with correct data, it will load the mod(s). For example, I have created a folder and mod structure as follows: lml/Moto's Mods> /Moto's Clothing Edits> /(14 more folders with both replace and stream "install.xml" "mods") /Moto's Weapon Edits> /(4 more folders with both replace and stream "install.xml" "mods")With the above, all 18 of my created mods show up in Lenny's Mod Manager and load correctly into the game. I am slowly working to make them all "replace" versions of "install.xml", which also familiarizes me with the general game directory and archive (rpf) setup.
In my case, doing the above (consolidating mods into organized folders) is for my sanity only; allowing me to keep track of what my created mods do and where they are...rather than just throwing them into the "stream" folder and trying to keep track of them willy-nilly.
As for performance impact, mods heavy in texture replacement that have improperly compressed texture format is the leading cause of performance loss. In other words, LML doesn't impact performance on its own...it behaves just as RDR2.exe, decompressing compressed files and loading them into the game, with only the added ability to log results and print them to a log file accessible by the user. The only way I can think of that LML might be at fault would be if there were several mods conflicting with each other (the same .ymt files, etc) causing a (possibly) imperceptible added length of time in loading the game. And this wouldn't necessarily be LML's fault, but the user's fault by having several mods that try to replace the same file.
Thanks! It's a modification of that object, made by desse, called Artificial Light Prop. It's sadly not available on Nexus anymore. The white backgrounds are Magic Lantern screens, placed with Rampage. They appear white when there's enough of said light prop, as it bounces the daylight.
If it edits Lenny's face textures, then no. You'll have to either override that mod with this one in lml mod manager, or delete the lenny .ytd inside the other mod.
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and TahitianMango's reply:
In practice, that would mean creating a folder, let's call is "TahitianMango NPC Fixes" in the LML directory. Then, instead of "installing" the TahitianMango's "fix" mods into LML...dump them all into "Red Dead Redemption 2/LML/TahitianMango NPC Fixes". Example:
lml/TahitianMango NPC Fixes>
LML doesn't care how many folders deep a mod is, as long as there is an "install.xml" with correct data, it will load the mod(s). For example, I have created a folder and mod structure as follows:/Lenny's Face Fixes>
/Bill's Eyebrow Fix>
/Micah's Gold Teeth Fix>
lml/Moto's Mods>
With the above, all 18 of my created mods show up in Lenny's Mod Manager and load correctly into the game. I am slowly working to make them all "replace" versions of "install.xml", which also familiarizes me with the general game directory and archive (rpf) setup./Moto's Clothing Edits>
/(14 more folders with both replace and stream "install.xml" "mods")
/Moto's Weapon Edits>
/(4 more folders with both replace and stream "install.xml" "mods")
In my case, doing the above (consolidating mods into organized folders) is for my sanity only; allowing me to keep track of what my created mods do and where they are...rather than just throwing them into the "stream" folder and trying to keep track of them willy-nilly.
As for performance impact, mods heavy in texture replacement that have improperly compressed texture format is the leading cause of performance loss. In other words, LML doesn't impact performance on its own...it behaves just as RDR2.exe, decompressing compressed files and loading them into the game, with only the added ability to log results and print them to a log file accessible by the user. The only way I can think of that LML might be at fault would be if there were several mods conflicting with each other (the same .ymt files, etc) causing a (possibly) imperceptible added length of time in loading the game. And this wouldn't necessarily be LML's fault, but the user's fault by having several mods that try to replace the same file.
is it the whiterender object from rampage or smth else?