
This mod separately improved and wrote the gameconfig.xml based on the propscenarios.meta of syyyke’s RDR2 Spawns Fix 3.1. It has changed………..
Improvement: VehiclesVehicleStructMaxTrainScenarioPointsCPedTransportComponentCPedTransportUserComponentand related ScenarioPointsAndEdgesPerRegion, ScenarioPointWorld, VehicleScenarioAttractors, etc.Entity pools related to trams, NPCs, vehicles, physics, animations, etc. (such as CEntityGameInfoComponent, CEmotionalLocoHelper, CPedVisibilityComponent, CObjectWeaponsComponent, etc.). For example: if it was originally <PoolSize value=”150″/>, change it to <PoolSize value=”151″/>; if it was originally <PoolSize value=”1024″/>, change it to <PoolSize value=”1034″/>
So to a certain extent, the refresh priority of trams and trains has been increased again.
In today’s version 1.2.1, some thread priorities have been changed again: CVehicleCoreComponent: 8100 • CVehicleDrivingComponent: 8100 • CVehicleIntelligenceComponent: 8100 • CVehiclePhysicsComponent: 8100 • CVehicleWeaponsComponent: 16380 • CPedTransportComponent: 24510 • CPedTransportUserComponent: 15390 • CSimulatedRouteManager::Route: 3312. Some pools have also been adjusted, making the video memory usage of the new version approximately 5% less than that of the old version. Further updates and adjustments will be made in the future. Since some players using the old version experienced crashes, this issue has been fixed in this version, so please feel free to use it.
This mod has resolved all non-mod conflict errors or its own “fffff” error issues by expanding the memory pool.
I ran it normally on a laptop with 6GB of VRAM without any errors or crashes. The NPCs for trams and trains also generated properly. If you encounter serious crashes or error issues, please contact me as soon as possible. Thank you!
Credits:
Half a period



