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Posted

Hi folks, hope someone can help me. I've replaced Arnold T2's render with a Rob Van Dam render as I've replaced T2 with RVD, all working fine. But 2K16 crashes now after installing it. If I scroll upwards, it crashes when it reaches Shane McMahon. However, if I scroll downwards, the game crashes every time I reach Big Show.

Any help would be appreciated.

Posted

Hi folks, hope someone can help me. I've replaced Arnold T2's render with a Rob Van Dam render as I've replaced T2 with RVD, all working fine. But 2K16 crashes now after installing it. If I scroll upwards, it crashes when it reaches Shane McMahon. However, if I scroll downwards, the game crashes every time I reach Big Show.

Any help would be appreciated.

Which method did you use mate?

Posted (edited)

Hi folks, hope someone can help me. I've replaced Arnold T2's render with a Rob Van Dam render as I've replaced T2 with RVD, all working fine. But 2K16 crashes now after installing it. If I scroll upwards, it crashes when it reaches Shane McMahon. However, if I scroll downwards, the game crashes every time I reach Big Show.

Any help would be appreciated.

Which method did you use mate?

XPacker and simply injecting the new 0001.pac in the render file. Also I successfully injected a new render for Seth Rollins with no problems so yea. 

Edited by Motka
Posted (edited)

Honestly dude, the X-Packer method is obsolete IMO. The ltag files are so temperamental that injecting a render that the file doesn't like will fuck it up, and injecting some renders into some of the pach files is nearly impossible.

Use this method instead, it's easy to follow and you're not injecting anything into anything and just making a pac file from scratch to paste into the folder and then nulling the value in the ltag so it reads the new file you placed in the folder instead. You don't have to use Visual Studio either so you don't have to wait 5-10 minutes just to save the DDS, and I've used it to replace several renders in the game, including ones I've had nothing but trouble with, and it's all gone without a hitch. VisitorX is also working on a tool that's based on the method and does half the work for you so there's that to look forward to as well. You can use X-Packer to do the second half of the tutorial but really, although it seems simpler it still has the potential to cause errors so I'd just go ahead and follow the main non-X-Packer tutorial.

Using this method as well, as I said you're nulling the values in the ltag file, so it'll get rid of the crashing render :)

Edited by 4Life, Brother!
Posted

Honestly dude, the X-Packer method is obsolete IMO. The ltag files are so temperamental that injecting a render that the file doesn't like will fuck it up, and injecting some renders into some of the pach files is nearly impossible.

Use this method instead, it's easy to follow and you're not injecting anything into anything and just making a pac file from scratch to paste into the folder and then nulling the value in the ltag so it reads the new file you placed in the folder instead. You don't have to use Visual Studio either so you don't have to wait 5-10 minutes just to save the DDS, and I've used it to replace several renders in the game, including ones I've had nothing but trouble with, and it's all gone without a hitch. VisitorX is also working on a tool that's based on the method and does half the work for you so there's that to look forward to as well. You can use X-Packer to do the second half of the tutorial but really, although it seems simpler it still has the potential to cause errors so I'd just go ahead and follow the main non-X-Packer tutorial.

Using this method as well, as I said you're nulling the values in the ltag file, so it'll get rid of the crashing render :)

Thanks man. Didn't know about this method. It'll be a lot easier to replace renders now :)

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