

Bruh
Application has crashed: C++ exception
...rrides/[Texture]Visual Fixes/hooks/raycastweaponbase.lua:5: attempt to index field 'animations' (a nil value)
SCRIPT STACK
tweak_data_function() @mods/WeaponLib/hooks/lib/units/weapons/newraycastweaponbase.animations.lua:155
attempt_tweak_data_function() @mods/WeaponLib/hooks/lib/units/weapons/raycastweaponbase.lua:132
original() @mods/WeaponLib/hooks/lib/units/weapons/raycastweaponbase.lua:149
fire() @mods/base/req/core/Hooks.lua:264
fire() lib/units/weapons/newraycastweaponbase.lua:2079
trigger_held() lib/units/weapons/newnpcraycastweaponbase.lua:212
update() lib/units/enemies/cop/actions/upper_body/copactionshoot.lua:431
_upd_actions() lib/units/enemies/cop/copmovement.lua:773
update() lib/units/enemies/cop/copmovement.lua:736
lib/units/player_team/teamaimovement.lua:451
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
KERNEL32 (???) BaseThreadInitThunk
ntdll (???) RtlGetAppContainerNamedObjectPath
ntdll (???) RtlGetAppContainerNamedObjectPath

Just wanted to let you know.
I included the M4 Drum and AK Drum fixes from this mod, in my Drum Mag Mod.
They're added through beardlib so there's no conflicting files.
Thanks again for figuring out the issue with the AK Drum.
I've credited you and a few others on the mod page.
Not sure if I should list you or the others as collaborators, but I can.

The mod has something wrong in it. I'm trying to open the Ukrainian Job, but it never loads. After many tries, I reinstalled the game, and the vanilla works, so it was a mod causing the problem. I was able to isolate the problem to this one. When it is not there, it works fine, with it, it opens the Job overview and gets stuck at 99%. So I updated to the lates version, and now the game does not load to the Job overview screen. Even when leaving only the mod installed.
To be clear, before it got stuck on 99 on Ukrainian Job. Now NO JOB loads. And using ONLY this mod, on the mods_overrides folder.

Do you have Beardlib? Because that seems to be an issue with it trying to load something that doesn't exist so it hangs.

@dorpenka I'm using Super BLT only, no BeardLib, never knew it needed. Read now in the description that it needs both of them. Suggestion, move that to the top, in the first lines, so people with selective blindness (aka TLDR mindset) won't miss it.

I don't think so as there's text at the bottom of the mod's description in bold letters, the mods tags below the mods image and the Dependencies & Instructions button that all say to use Beardlib.

You might already know that this conflict exists with Visual Fixes. The conflict is with FEDNET Icons
(https://modworkshop.net/mod/16010)
Is it fine just to leave it alone, or could I delete the file in the Visual Fixes folder? I doubt this will require a mod update to prevent the files from conflicting.

You can delete them if you're using the FedNet icons, though whenever this mod needs to be updated beardlib will redownload them. Though i think FedNet icons has a higher priority so it'll load it's textures ontop of Visual Fixes.

Crashing on any Vlad heist that I open; after some seconds into the menu of the heist, game crashes.
Application has crashed: C++ exception
bad allocation
Callstack:
payday2_win32_release (???) zip_error_code_system
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
WSOCK32 (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
KERNEL32 (???) BaseThreadInitThunk
ntdll (???) RtlInitializeExceptionChain
ntdll (???) RtlClearBits
Current thread: Main
System information:
Application version : 1.140.211
CPU : AMD Ryzen 9 5950X 16-Core Processor (16 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1
DirectX : 12.0
GPU : NVIDIA GeForce RTX 3070 / nvd3dum.dll[32767.65535.65535.65535]
Language : english
Memory : 16297MB 40KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Speakers (Realtek(R) Audio))
I have other mods which conflict with Visual Fixes, but they aren't focused on Vlad heists:
- Compressed House (merged with Compressed MurkyHumvee);
- Highlighter Crowbar;
- Stop Painting My Stuff;
- Tailor Pack 2 Optimizations.
Also using DXVK 2.1, but I don't think that changes anything.

Bad Allocation usually means it isn't loading a texture correctly if i'm right, i'm not really getting any crashes when loading Vlad heists. So there's definitely something up on your end. I use Stop Painting My Stuff as well so it's not an issue with that mod. Not sure about the other mods.
On another note, the Humvee compression mod sucks and you shouldn't probably use it as the textures for the Humvee is already acceptable for the game (The textures are 2k while normals are 1k)

I didn't get a notification for this message so that's fun, but yeah nvm turns out i forgot a single ">" in one of the material_config files i edited for v1.3. Should be fixed now.

Not a huge fan of the Remixed integration. If I wanted to have it in-game, I would download that as a standalone mod. Otherwise, don't pull off a Resmod :3
ps here's a treat

They're just now using PD:TH's textures for some materials with various enhancements (such as better specularity, new GSMA to achieve proper metal-like shine on some surfaces). The PD:TH version of the textures were leveraged for generally having a bit higher quality and clarity in comparison to Dhruva's textures, which were already (sort of sloppily) modified PD:TH textures.

there's a bug with one of the files failing to be included in app.xml
, which is whatever levels/narratives/dentist/mia/stage1/world/world.continent
is.
instead of <world path="levels/narratives/dentist/mia/stage1/world"/>
, it should be <continent path="levels/narratives/dentist/mia/stage1/world/world"/>

Yeah seems like i messed up the naming, should be fixed now. Enjoy the restored lighting on Day 1 of Hotline Miami.

Some files are no longer compatible with these mods;
Stop Painting My Stuff
Correct/Fixed Normal maps
Besides, it would be nice if they had a version that didn't touch the gui files, enemies, particles and animations, so that the mod can adapt with others; for example with the particles massacre mod, or with some mod that changes the design of the enemies

Hi, i use these mods together and the mods work as they are even with Visual Fixes installed. Yes there is like a couple of files that are the same but it doesn't mean the mods stop working entirely. Most of them are the same fixes from those mods applied into Visual Fixes. I highly recommend people to use those mods alongside this mod anyway.

I didn't downloaded it yet so I'm not sure if its in this mod already but I got 2 visual bugs that could be added
1 - alesso heist
you know when you're playing dj and the show screens pops the gang's masks? so, chains and the the game logo "2" are glitched, instead of showing their textures it shows a print from the main screen video.
"isn't it part of the game?" no because there's also a flash effect that has the same form as the mask and logo, and you can clearly see it doesn't match the broken texture
2 - counterfeit
the water hose has a missing connector, it's the last one before plugging it to the basement safe
tested it with the hose spawning at wilson's backyard (near the sewer escape that's not at the boat)

Made an attempt to try and fix up that Video thing for Alesso heist, let me know what you think.
The counterfeit hose stuff I never really encountered as it's fine on my end.

@dorpenka yeah the fix actually broke more than what it already was for the screens lol
- chains screen won't ever show
- the '2' in payday still using a print from the video but now it won't even trigger the shape wave effect
- alesso's logo screen has been replaced for the same logo but from a print of the video
dallas, hoxton and wolf seems to be working just fine tho
as for counterfeit hose:
like I said the whole heist works just fine including the hose, the only issue is this broken visual on the connectors
EDIT: fixed the screen textures
https://modworkshop.net/mod/42924
judging by 2015 videos, same year as alesso heist got released the textures has always been broken, so I had to handcraft the fixed textures

Oh okay that looks way better than my edit. Regarding the hose it seems someone didn't set up the right mesh variation when the hose is set up. I think i can fix it, i'll see with it.

Something funky is going on with the Akron HC's Exclusive set. It seems to be caused by Visual Fixes as I tested without it and this visual oddity didn't appear.

i like the mod but i play in third person and with the new update for the visual fixes my character holds the gun up at all times but previous updates when not firing they hold the gun down until i aim

@Dorpenka even when gadgets are off the weapons point forward so im using the previous version of visual fixes

Rather random report, but the front tire of the plane on Bomb: Forest is missing something.

Not sure why, but for some reason when I load this mod, my game gets stuck in an infinite loading screen when I try to load into a heist. Maybe you could look into it?

@Dorpenka Thanks! I honestly didn't notice BeardLib was a dependency when I first downloaded this mod, but I ended up downloading it later as part of another mod, so thanks for letting me know what the problem was!

it wont allow me to extract to mod_overrides and it says
couldnt install reason: path too long
txt2_acc_bikervest_female_sydney_default.material_config

is their any way to report some in game visual bugs to you or not? the federales heavy has some messed up popped helmet and the zeal tazers inside helmet just straight up dissapears after going slightly back

Alright fixed them and gonna include them in the next update, but here's some interesting things i've found out
- Federale Taser drops quite literally the wrong helmet, the shape of it looks like the helmets the Russian Reapers use in Boiling Point
- With the Federale FBI Heavy's helmet, they completely redid the helmet's textures but didn't mirror the UV's (the OG model didn't need UV's to be mirrored at all) which results in some parts of the texture being in the wrong place.
There's also a billion issues with the federales as well such as the Federale bulldozer's visor texture being borked and their textures for their dropped armor being completely wrong.
This faction was totally not rushed at all B)

Seems to be an issue with Scarface Mansion's trees around the start of the heist where they only load in when walking forward far enough and disappear when out of range (went in for testing other mods, found this by accident.)
Spoiler!

@Dorpenka I tried disabling every other mod except BeardLib and the same issue occured, so it's not a Celer or Map-Based Optimizations issue.

There's an issue with the mod where Aran G2 iron sights are misaligned please look into that

Looks the newest update may have broken Shields. At least from what I've seen, the lights on the shields are solid black now.

@Dorpenka I tried deleting any other Shield-based mod I had, no dice. I looked in advanced options and there were no conflicts.

Hi, every time I start a heist my game keep crashing in the loading screen, and the logs keep showing
"05:00:06 PM Lua: [BeardLib][ERROR] File does not exist! assets/mod_overrides/Visual Fixes/units/payday2/vehicles/gen_vehicle_turret/gen_vehicle_turret.object
05:00:06 PM Lua: [BeardLib][ERROR] File does not exist! assets/mod_overrides/Visual Fixes/units/payday2/vehicles/gen_vehicle_turret/spawn_turret_debris.object
05:00:06 PM Lua: [BeardLib][ERROR] File does not exist! assets/mod_overrides/Visual Fixes/units/pd2_dlc_pxp3/weapons/wpn_fps_upg_o_northtac/wpn_fps_upg_o_northtac_scope.object"
Is any thing I can do to fix tihs?

Is it possible to fix the texture on the swat turret's armor plate changing after it breaks off? The "S.W.A.T" text turns from yellow to white when the plate breaks off. Would it also be possible to fix the strange blue tint that appears on the ks12-a burst muzzle and the ks12-s long silencer when you have a weapon skin (not color) equipped, plus the "DURABLE" text showing up on any of the sawblades of the ove9000 saw when you apply a weapon color?

- Didn't know the turrets were having that issue, i'll fix it in the next update.
- If i can find why the KS-12's mod parts do that then yeah i'll fix it
- Not really sure about the sawblade thing, that's more of a Stop Painting My Stuff thing to fix

@Dorpenka I almost forgot one more thing, the icon for the engineer gloves has some sort of overlay in the background overkill forgot to remove lol. any chance you could also fix that while your at it?

will having both this and re-texture project cause any issues with my game as far as you know?

You fixed the wrong thing with the VD-12 drum, the two black shells inside the magazine is the follower

Hiya, I've been unable to get into the safehouse because of this mod, the loading screen sticks at 99% and stays there
Coulda let me know if there are any files I can delete to make it work again?

Doesn't really seem to be this mods fault, since me and a friend can load into the safehouse (both old and new) with ease. I am aware that sometimes if you update the mod through in-game it won't download certain assets so reinstall the mod from here if you think it's causing that. Besides that not really sure what could be causing it.

My game crashes when equipping the LBV and then previewing the Immortal Python Skin.

@Dorpenka Here is it :
Application has crashed: access violation
-------------------------------
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
-------------------------------
Current thread: Main
Script stack:
view_armor_skin() lib/managers/blackmarketmanager.lua:5379
callback() lib/managers/menu/blackmarketgui.lua:12776
callback() lib/managers/menu/blackmarketgui.lua:12730
mouse_pressed() lib/managers/menu/blackmarketgui.lua:6706
mouse_pressed() lib/managers/menu/menucomponentmanager.lua:1475
mouse_pressed() @mods/base/lua/MenuComponentManager.lua:23
mouse_pressed() lib/managers/menu/menurenderer.lua:375
mouse_press() lib/managers/menu/menuinput.lua:662
lib/managers/mousepointermanager.lua:345
-------------------------------
System information:
Application version : 1.134.167
CPU : AMD Ryzen 5 5600X 6-Core Processor (6 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1
DirectX : 12.0
GPU : NVIDIA GeForce RTX 2070 SUPER / nvldumd.dll[31.0.15.2686]
Language : english
Memory : 16297MB 1012KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : NVIDIA Corporation (PHL 276E8V (NVIDIA High Definition Audio))
I've tried removing all my mods and mod_overrides (execpt SuperBLT, BeardLib and this mod) along with reinstalling the mod but to no avail.
Only removing Visual Fixes fixed the crash when previewing the skin on the LBV.
EDIT:
I think I managed to fix the crash by editing armorskinstweakdata.lua.
It's probably a dirty workaround but I've changed "false" at line 4 to "Idstring("units/pd2_dlc_tam/base_gradient/tam_basegradient_001_armor_df")".
The sticker is gone and the appearance of the armor still looks normal

"No Forced Mip Values - This mod edits a bunch of material_config files that Visual Fixes also touches so there's bound to be conflicts. I would recommend to see what files conflicts and delete the corresponding in either Visual Fixes or No Forced Mip Values."
Well, I created a python script to automatically solve this problem: https://pastebin.com/raw/GeUnK7Vm
Demo: https://youtu.be/Np4uvGYtp3g
Edit: Updated source code link as I used "frp" instead of "fwp" (folder with priority) which bothered me.
The script does not eliminate dupes in the main folder (e.g main.xml)

dorp the update broke these doors in birth of sky https://media.discordapp.net/attachments/1044357065788887090/1061480328188932197/image.png?width=881&height=497
this screenshot shows this door but the other one too

I'm looked a new cubemap on bank GO.
Cubemap is nice, but some materials on my weapon is very shiny again!
Can you fix it? Cubemap is very good, but weapon is shiny... yep :)

Couldn't you by any chance do a texture fix on a weapon? Beretta Various Attachment this mod has a texture of the log slide that is all blurred and blurred, could you by any chance fix it?

Can you fix Joy's arms in first person? After the sleeve update, the vertices look really stretched and rotated weirdly with her default gloves. Only a problem with her default gloves, the vertices look fine on any other gloves that aren't her defaults.

@Dorpenka It's weird though, because it's only her default gloves, Any other gloves make her arms look just fine. Idk, I kinda felt this was the right one? There's not really any mod out there that would have any reason to deal with Heister arms and therefore fix Joy's FP arms, so I'm sorry ig lol

Is it possible to make fix the weird shadow in Four Stores and include in this mod?

Somehow, the mod cause me to stuck at 99% loading when trying to play Ukranian Job.

Hiya! I noticed a problem with the fences at the end of Aftershock, they seem to cut off suddenly.
Here
Spoiler!
Here
Spoiler!
Here
Spoiler!
And here
Spoiler!

Ahhh that's a shame, thought they woulda counted as objects but what can you do ¯_(ツ)_/¯

Suddenly payday 2 modding becomes like Skyrim but it work online!
Thank you for the contribution soldier!

Application has crashed: C++ exception
Archive::set_position() Attempt to seek past end of archive 'assets\mod_overrides\Visual Fixes\units/pd2_dlc_sah/characters/npc_acc_tux/npc_acc_criminal_male_tux_big/npc_acc_criminal_male_tux_big.model'
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
Current thread: Main
Script stack:
load() lib/managers/dynamicresourcemanager.lua:151
safe_load_asset() lib/managers/criminalsmanager.lua:340
original() lib/managers/criminalsmanager.lua:405
update_character_visual_state() @mods/base/req/core/Hooks.lua:288
func() @mods/BeardLib/Hooks/PlayerStyleGloveHooks.lua:1488
set_unit_teamAI() @mods/base/req/core/Hooks.lua:294
spawn_one_teamAI() lib/managers/group_ai_states/groupaistatebase.lua:2978
fill_criminal_team_with_AI() lib/managers/group_ai_states/groupaistatebase.lua:3260
spawn_players() lib/network/base/basenetworksession.lua:1526
update_original() lib/states/ingamewaitingforplayers.lua:300
update() @mods/VanillaHUD
Plus/lua/MenuTweaks.lua:776
update()
core/lib/utils/game_state_machine/coregamestatemachine.lua:92 original()
lib/setups/setup.lua:913
update()
@mods/base/req/core/Hooks.lua:288 original()
lib/setups/gamesetup.lua:789
update()
@mods/base/req/core/Hooks.lua:288 update()
lib/setups/networkgamesetup.lua:21
core/lib/setups/coresetup.lua:557
System information:
Application version : 1.125.116
CPU : Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (3 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce GT 1030 / nvldumd.dll[27.21.14.5671]
Language : english
Memory : 8127MB 228KB
OS : 6.2.9200 () 0x100-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Realtek Semiconductor Corp. (Speakers (Realtek(R) Audio))

Are there any fixes that can be done to these shitty wall panels in Scarface Mansion, or is it just a case of a shitty texture being used?
Spoiler!

That prop originates from the safehouse (as you know the new safehouse has horrible memory issuse) and Overkill's way of reducing memory usage is making assets load the textures like if you're using the lowest graphical settings. I'm guessing No Forced Mip Values fixes that but that has some conflicts with this mod. You could just delete the files that conflict with Visual Fixes though.
Besides that i really don't want to touch assets that has mipmap values on them, should be very obvious as to why.

Gotcha. I removed NFMV to get rid of potential conflicts, but I'll take a look at it later.

There's something sussy about shields, maybe its because of this mod? The only other mod I have that I can imagine would make it weird is Corrected/Fixed normal maps.
Spoiler!
Edit: Happened on GO Bank and Diamond Store (part of the career mode) but not on other heists so far.

I decided to not be lazy and actually do a quick comparison.
Shield without Visual Fixes (on Zdann's Enemy Spawner custom map):
Spoiler!
Shield with Visual Fixes:
Spoiler!
Both are with Correct/Fixed Normal Maps, no Old Deferred Lighting.

When the Correct/Fixed Normal maps by Columbus mod is installed along with your mod, there is a file conflict because the files in the mods are duplicated. How does this file conflict affect the display of objects, and how can you eliminate this conflict when using both mods?

Also crashes upon C4ing the non-drillable metal doors on Big Bank
EDIT: Happens with and without the DX11 mod
Yep, getting an odd crash too. Can't be WeaponLib or The Fixes since those were updated just recently (WeaponLib in particular was updated to fix something related to raycastweaponbase:
Spoiler!
Application has crashed: C++ exception
...s/mod_overrides/Visual Fixes/hooks/raycastweaponbase.lua:5: attempt to index field 'animations' (a nil value)
SCRIPT STACK
tweak_data_function() @mods/WeaponLib/hooks/lib/units/weapons/newraycastweaponbase.animations.lua:155
attempt_tweak_data_function() @mods/WeaponLib/hooks/lib/units/weapons/raycastweaponbase.lua:132
fire() @mods/WeaponLib/hooks/lib/units/weapons/raycastweaponbase.lua:149
fire() @mods/BeardLib/Hooks/Fixes.lua:367
fire() lib/units/weapons/newraycastweaponbase.lua:2079
trigger_held() lib/units/weapons/newnpcraycastweaponbase.lua:212
origfunc() lib/units/enemies/cop/actions/upper_body/copactionshoot.lua:436
update() @mods/The Fixes/copactionshoot.lua:10
original() lib/units/enemies/cop/copmovement.lua:773
_upd_actions() @mods/base/req/core/Hooks.lua:264
update() lib/units/enemies/cop/copmovement.lua:736
lib/units/player_team/teamaimovement.lua:451
Callstack:
Current thread: Main
System information:
Application version : 1.143.228
CPU : Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce RTX 2060 / nvldumd.dll[31.0.15.3667]
Language : english
Memory : 16291MB 816KB
OS : 6.2.9200 () 0x300-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : EPOS Group A/S (Speakers (GSA 70 Main Audio))
Fixed it hopefully.
works perfectly now, thanks for the hard work o7