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Anach

Using update.rpf for everything.

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Anach

So I have been doing some experimentation with adding new directories and files to update.rpf that otherwise would be only located in other archives. What I have found is that so far, everything works as intended.

 

Anything that is in the "x64*,rpf" archives can go into update.rpf, under the x64 folder, none existing files or folders must be created or imported to the update.rpf.

 

Example - Files that would normally go into:

"x64e.rpf\models\cdimages\pedprops.rpf"

Now go into:

"update.rpf\x64\models\cdimages\pedprops.rpf"

Having exported pedprops.rpf from x64e.rpf and imported into update.rpf.

(What I haven't tried is only having the updated files inside imported pedprops.rpf and deleting other unchanged files to save space)

 

Another example - Files that would normally go into:

"x64w.rpf\dlcpacks\mppilot\dlc.rpf\common\data"

Now go into:

"update.rpf\dlc_patch\mppilot\common\data"

 

Final example - Files that would normally go into:

"update\dlcpacks\mpheist\dlc.rpf\common\data"

Now go into:

"update.rpf\dlc_patch\mpheist\common\data"

 

The only thing is that you need to be sure to rebuild the archive after adding files that were otherwise not there.

 

I have not found this information elsewhere, and assume that many people aren't aware of this, as most mods that source files from multiple archives are still suggesting they be placed in those same archives, requiring me to have multiple modded rpf files instead of a single file.

Edited by Anach
  • Like 4

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ffzero58

This is good information (or at least a good reminder).

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Anach

There are some things that don't work doing it this way, so I'm wondering if it's a path issue or a manifest of some kind. I'm still experimenting.

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Crocodile Hunter

I'm trying to editing a file that goes under x64j - ... citye/hollywood/Hw1_02, and I found that its folder is in update/mpheist, however I followed your instructions but it didnt show up when I tried to preview the .ytf file

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Jax765

Yeah, I do this too. A few archives don't work, namely x64e, x64v and x64w. Get crashes when I try to emulate them in update.rpf.

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Anach

Yeah, I do this too. A few archives don't work, namely x64e, x64v and x64w. Get crashes when I try to emulate them in update.rpf.

Did you rebuild the archive? You will get crashes if you don't. Also you need to have the correct path. I'm using the "LSSD Maverick Mod" that normally requires x64e.rpf, and it works fine. Eg; I had to export vehicles.rpf from x64e.rpf then import into the correct location in update.rpf and rebuilt the archive once I was done.

 

"x64e.rpf/levels/gta5/vehicles.rpf"

"update.rpf\x64\levels\gta5\vehicles.rpf"

 

 

I'm trying to editing a file that goes under x64j - ... citye/hollywood/Hw1_02, and I found that its folder is in update/mpheist, however I followed your instructions but it didnt show up when I tried to preview the .ytf file

You need to export "hw1_02.rpf" from "x64j.rpf\levels\gta5\_citye\hollywood_01\hw1_02.rpf", then import into "update.rpf\x64\levels\gta5\_citye\hollywood_01\hw1_02.rpf" making sure to have the correct folder structure then, add your files to the newly imported "hw102.rpf" and rebuild "hw102.rpf" and "update.rpf"

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SonofUgly

For .rpfs you can go a step further and make them .rpf patches - so instead of copying the whole 'pedprops.rpf' to update.rpf, you just add a pedprops.rpf with only the modified files you want to change.

Add pedprops.rpf to update.rpf: update.rpf/x64/patch/models/cdimages/pedprops.rpf

 

Then modify content.xml in update.rpf and add:

 

		<Item>			<filename>update:/%PLATFORM%/patch/models/cdimages/pedprops.rpf</filename>			<fileType>RPF_FILE</fileType>			<locked value="true"/>			<disabled value="true"/>			<persistent value="true"/>			<overlay value="true"/>		</Item>
And under the section CCS_TITLE_UPDATE_STREAMING in content.xml add:

 

		<Item>update:/%PLATFORM%/patch/models/cdimages/pedprops.rpf</Item>
Then any file in that new pedprops.rpf will overwrite the original, without the need for all the extra files that you're not modifying.

 

 

Also for loose files, you don't need to rebuild archive (it's never recommended to rebuild) you just need to add that file into the appropriate content.xml when necessary.

Edited by SonofUgly
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Jax765

 

Yeah, I do this too. A few archives don't work, namely x64e, x64v and x64w. Get crashes when I try to emulate them in update.rpf.

Did you rebuild the archive? You will get crashes if you don't. Also you need to have the correct path. I'm using the "LSSD Maverick Mod" that normally requires x64e.rpf, and it works fine. Eg; I had to export vehicles.rpf from x64e.rpf then import into the correct location in update.rpf and rebuilt the archive once I was done.

 

"x64e.rpf/levels/gta5/vehicles.rpf"

"update.rpf\x64\levels\gta5\vehicles.rpf"

 

 

I'm trying to editing a file that goes under x64j - ... citye/hollywood/Hw1_02, and I found that its folder is in update/mpheist, however I followed your instructions but it didnt show up when I tried to preview the .ytf file

You need to export "hw1_02.rpf" from "x64j.rpf\levels\gta5\_citye\hollywood_01\hw1_02.rpf", then import into "update.rpf\x64\levels\gta5\_citye\hollywood_01\hw1_02.rpf" making sure to have the correct folder structure then, add your files to the newly imported "hw102.rpf" and rebuild "hw102.rpf" and "update.rpf"

 

I tend to get crashes whenever I rebuild, so I avoid it. Was it fixed?

Edited by Jax765

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Crocodile Hunter

Ok, so I added the hw1_02.rpf to the update folder, but still nothing. Did I do anything wrong?

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Anach

For .rpfs you can go a step further and make them .rpf patches - so instead of copying the whole 'pedprops.rpf' to update.rpf, you just add a pedprops.rpf with only the modified files you want to change.

Add pedprops.rpf to update.rpf: update.rpf/x64/patch/models/cdimages/pedprops.rpf

 

Then modify content.xml in update.rpf and add:

		<Item>			<filename>update:/%PLATFORM%/patch/models/cdimages/pedprops.rpf</filename>			<fileType>RPF_FILE</fileType>			<locked value="true"/>			<disabled value="true"/>			<persistent value="true"/>			<overlay value="true"/>		</Item>
And under the section CCS_TITLE_UPDATE_STREAMING in content.xml add:

 

		<Item>update:/%PLATFORM%/patch/models/cdimages/pedprops.rpf</Item>
Then any file in that new pedprops.rpf will overwrite the original, without the need for all the extra files that you're not modifying.

 

 

Also for loose files, you don't need to rebuild archive (it's never recommended to rebuild) you just need to add that file into the appropriate content.xml when necessary.

 

 

Cool, I'll definitely try that out when I'm next playing around. What would be the perfect solution would be to have a completely custom RPF file that has priority over every other default RPF.

 

For rebuilding, I find that if I don't rebuild whenever the filesize of the rpf changes too much, I'll end up with a game crash. So I do it whenever I add files that weren't there initially.

 

 

 

Ok, so I added the hw1_02.rpf to the update folder, but still nothing. Did I do anything wrong?

See the info above and try that.

Edited by Anach

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Baender

Hey I have a question. So if I want to change something in an rpf-file, do I have to use the complete rpf-file with its whole content, or can I delete everything in it and just add my altered file?

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