For anyone having difficulty getting this going (like I did):
1. Install Scripthook (this version worked for me: http://www.dev-c.com/rdr2/scripthookrdr2/) 1a. Download the file and unzip it 1b. Copy the contents of [bin] into your root game folder (same location as RDR2.exe)
2. Install Lenny's Mod Loader (LML): 2a. Follow this link: https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/ 2b. Click Download This File 2c. Choose "lml_rdr_beta_7.zip" (this was the part that tripped me up, I was using beta_6 for a while... when I switched to 7, it started working) 2d. Unzip the file 2e. Copy the contents of ModLoader into your root game folder (same location as RDR2.exe) The remainder of the LML download can be ignored, including the ModManager, it is not necessary for this particular fix. 2f. In the lml folder now located in your root game folder, create a new folder called "replace". The path should look something like this (I have my copy through Steam, your may differ)C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml\replace
3. Install the Cold Bug Glitch Fix 3a. Download this file manually (I avoid using Vortex) 3b. Unzip the file 3c. Copy the update folder into the replace folder you created in step 2f. You should now see dutch_gang_greets.meta in this path (again, your exact path leading up to the game may differ): C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml\replace\update\common\data\ai\speechcontextrulesets
To be fair, Vortex is cool for the games it supports but for games such as RDR2 which are not really well-supported (require an additional mod loader), it's better to avoid it.
I use vortex to load all mods into RDR2, including LML mods, and it makes managing the 100+ mods I'm running way easier. Because I can disable/enable mods with vortex, and have vortex remove/add all related files automatically. I just wish mod authors would setup their LML mod files like this; ModName_Version_Author_Etc.zip containing directory structure \lml\ModName\files though it doesn't really matter, as it's easy enough to setup the file structure myself, before loading mods into vortex.
If everyone setup their LML mods consistently, then Vortex could probably include proper support easily enough, but getting the modding community to be consistent on that front, is probably a pipe dream. Drop files into lml\streaming, or, drop folder into lml, or, drop lml folder into base game dir, or create an XXY dir in the XX dir and drop XYX Files into XXY... It seems silly, given that mod authors could all, easily, just setup their file structure from base game dir, and then all mods could be installed in the exact same manner (key for automation)... but whatever.
The things to consider with Vortex:
In vortex settings, make sure vortex doesn't auto install, or auto enable mods.
organize the mod's file structure as if it should be dropped into base game dir. So for most lml mods VortexModName\lml\ModName\ModFiles. Though some mods want thing in lml\streaming\ (often worth setting such mods up with a proper install.xml file and their own streaming folder, but that's beyond the scope of this comment).
drag parent dir into vortex.
after vortex completes import, right click and choose "extract as is."
Prior to enabling, double click to see mod info on right, and under Mod Type, choose Engine Injector for LML mods (or basically anything else you just want vortex to drop into RDR2's directory structure according to the mod's directory structure, or reddeadredemption2.asi for .asi scripts which vortex should drop into game base directory (vortex usually identifies .asi scrips correctly, but make sure).
Yes, with both .asi scripts and Engine Injector mods, vortex does the same thing, drops them into game base directory, but IIRC when trying to load non .asi mods as .asi mods, vortex complains. I'm not sure if what I'm doing is optimal or the only way... I just know it works.
If a mod wants to create an empty directory (like Lenny's Mod Loader creating the lml dir), then put a placeholder.txt in the otherwise empty dir, because vortex is finicky about empty dirs (empty dir options in vortex settings don't seem to work as described).
Enable Mod in vortex.
Deploy mods in vortex.
Additional Notes:
Because most LML mods are in their own directories within the lml dir, vortex won't catch most LML file conflicts. The LML mod manager can be used to manage such conflicts (although it is pretty vague about the details, lol).
I recommend looking through mod files before importing into vortex, and file searching the lml folder (only enabled and deployed mods), or vortex's staging folder (all installed mods) to manually identify conflicts, and decide to how to handle them in advance.
Often, if I really want both conflicting mods, I will decide which mod gets to load a specific file, use notepad++ with the compare plugin, and merge differences into that mods file, then delete that file from the other mod's directory structure. Either prior to vortex import, or by making the changes within vortex's staging dir (and saving any file additions/deletions by disabling/enabling/redoplying in vortex so it asks about keeping changes).
It is wise to keep a log of such merges, along with back-ups of edited files. Personally, I create a duplicate version of mods that I edit this way and name them accordingly, so I know it's a compatibility version, and can easily switch back to the original version if I want to disable the other mod, or revert changes. This also helps because sometimes you may have a mod that has had several other mod's features merged into one or more of it's files, which can become difficult to keep track of otherwise.
Most conflicts can be avoided via point 3 above. However some conflicts need to be handled by LML's mod manager load ordering, usually compatibility patches or mod requirements where the relevant LML load order is described by the mod authors, so just follow their directions. Depending on what mods you're running, it's possible you never even need to open LML Mod Manager, as with the vortex system I'm describing, LML Mod Manager is only used to alter LML load orders, which is only needed when file conflicts are not handled preemptively.
Some compatibility patch mods are meant to overwrite files in another mod, just use common sense according to mod author's instructions, the patch mod's file structure can be arranged so that files will overwrite the files in another mod's installed directory location, in which case, upon enabling, vortex will identify the conflict and you can tell vortex which mod to load last, thus applying the override non-destructively.
I'm shocked more people aren't doing this. The alternative, of manually managing 100s of manually installed mods, is not something I even care to think about.
To take things one step further... now I haven't tried this, and don't recommend it, but one might experiment with alternative lml file structuring in order to take full advantage of vortex's file conflict capabilities. Normally LML mods go \lml\modname\^files^ (including install.xml). However, if they were instead reorganized to \lml\^files^\modname\install.xml... then of course the install.xml files would need to be edited to include the changed file paths, and well... the lml directory would be a mess, but it wouldn't matter because vortex would manage that mess, and catch almost all file conflicts. Some mods include additional subdirectories like \lml\modname\subdir, who's files could be be moved out of the relevant subdirectories for consolidation, or in the case of StreamingFiles subdirectories, consolidated into a standard naming convention, bearing in mind the reorganizing/renaming of such subdirectories would of course also require editing respective install.xml files to reflect the proper file paths. Then vortex should be able to recognize virtually all file conflicts. The only questions being, A; will LML install.xml files support ..\ file paths? And B; would it be worth the trouble?Again not recommending this one, but if you are adventurous... do let me know how it goes.
Thanks for the mod! Could you perhaps remove the dialogs where arthur says he's been bad (killing animals, innocents people and ignoring people who need help) because I did no such thing, and it has been very hard to avoid killing anyone or anything, AND STILL I had that heart to heart with Mary beth and Karen. I'm so pissed.
I am pretty sure its fixed even if they havent stated it in the current patch note, I been playing for hours in and out of the camp alot since I been hunting for camp materials, still no comment from any of the gang members related to me freezing to death.
Thank you so much for this you actually fixed the sp experience unlike rockstar who just continue to work on stupid online while ignoring sp. u tha man
Yeah hi, I seem to have a problem. It says that I should copy the update folder into the replace folder I made, problem is I don't see any folder named "update", only Cold_Bug_Glitch_fix which leads to Fix which leads to dutch_gang_greets.meta
The instructions are outdated. I think you only have to drop the extracted folder "Cold_Bug_Glitch_fix" into the lml folder. ModLoader will take care of it (due to the included install.xml file the program knows what to do)
Not too lazy, this bug wasn‘t even existing in v 1.0! They “installed“ this bug during one of the earlier MP patches, in fact, with every MP update the SP game got a bit worse….
hello I've downloaded lml extracted the files from mod loader to the red dead directory where the exe is, I've downloaded this mod dragged and dropped the update file into the replace folder in the lml folder (a reddit post said i needed to make a replace folder in there so i did ) but soon as I go camp its still the same everyone's concerned about how cold I am while sweating like a pig, what am i doing wrong?
It's working! Thank you very much! That bug was annoying as hell! But what's even more infuriating is that R* broke it themselves and doesn't care to fix it for over half a year!
Thanks again, now the game can be played, I was close to ditching it because of this stupid shit.
106 comments
1. Install Scripthook (this version worked for me: http://www.dev-c.com/rdr2/scripthookrdr2/)
1a. Download the file and unzip it
1b. Copy the contents of [bin] into your root game folder (same location as RDR2.exe)
2. Install Lenny's Mod Loader (LML):
2a. Follow this link: https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
2b. Click Download This File
2c. Choose "lml_rdr_beta_7.zip" (this was the part that tripped me up, I was using beta_6 for a while... when I switched to 7, it started working)
2d. Unzip the file
2e. Copy the contents of ModLoader into your root game folder (same location as RDR2.exe) The remainder of the LML download can be ignored, including the ModManager, it is not necessary for this particular fix.
2f. In the lml folder now located in your root game folder, create a new folder called "replace". The path should look something like this (I have my copy through Steam, your may differ)
C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml\replace
3. Install the Cold Bug Glitch Fix
3a. Download this file manually (I avoid using Vortex)
3b. Unzip the file
3c. Copy the update folder into the replace folder you created in step 2f. You should now see dutch_gang_greets.meta in this path (again, your exact path leading up to the game may differ):
C:\Program Files (x86)\Steam\steamapps\common\Red Dead Redemption 2\lml\replace\update\common\data\ai\speechcontextrulesets
That should do it.
And thanks for making the installation clear !
If everyone setup their LML mods consistently, then Vortex could probably include proper support easily enough, but getting the modding community to be consistent on that front, is probably a pipe dream. Drop files into lml\streaming, or, drop folder into lml, or, drop lml folder into base game dir, or create an XXY dir in the XX dir and drop XYX Files into XXY... It seems silly, given that mod authors could all, easily, just setup their file structure from base game dir, and then all mods could be installed in the exact same manner (key for automation)... but whatever.
The things to consider with Vortex:
Additional Notes:
I'm shocked more people aren't doing this. The alternative, of manually managing 100s of manually installed mods, is not something I even care to think about.
To take things one step further... now I haven't tried this, and don't recommend it, but one might experiment with alternative lml file structuring in order to take full advantage of vortex's file conflict capabilities. Normally LML mods go \lml\modname\^files^ (including install.xml). However, if they were instead reorganized to \lml\^files^\modname\install.xml... then of course the install.xml files would need to be edited to include the changed file paths, and well... the lml directory would be a mess, but it wouldn't matter because vortex would manage that mess, and catch almost all file conflicts. Some mods include additional subdirectories like \lml\modname\subdir, who's files could be be moved out of the relevant subdirectories for consolidation, or in the case of StreamingFiles subdirectories, consolidated into a standard naming convention, bearing in mind the reorganizing/renaming of such subdirectories would of course also require editing respective install.xml files to reflect the proper file paths. Then vortex should be able to recognize virtually all file conflicts. The only questions being, A; will LML install.xml files support ..\ file paths? And B; would it be worth the trouble?Again not recommending this one, but if you are adventurous... do let me know how it goes.
Could you perhaps remove the dialogs where arthur says he's been bad (killing animals, innocents people and ignoring people who need help) because I did no such thing, and it has been very hard to avoid killing anyone or anything, AND STILL I had that heart to heart with Mary beth and Karen. I'm so pissed.
Thank you very much man, you're the best !
What do?
Thanks again, now the game can be played, I was close to ditching it because of this stupid shit.