Troubleshooting
The resource will not start
An asset-pack error in the server console.
Your server licence key does not have asset packs enabled. The manifest declares dependency '/assetpacks' because the pack streams twenty-nine .ycd files, and that dependency is an entitlement check.
Enable asset packs for your key in the Cfx.re portal. Nothing in the resource can work around it, and no other setting matters until this passes.
A resource-name error.
The folder was renamed. Rename it back to exactly rm_30-custom-female-pose.
A dictionary will not load
DoesAnimDictExist('redmorrow_com@pose5') -- falseCheck F8 first — the pack names this one for you in red. Then work through these in order:
- Is the resource started? Check the server console for
rm_30-custom-female-posewith no red errors. - Is
ensure rm_30-custom-female-poseactually inserver.cfg? - Did you
refreshafter copying the folder in? - Is the
.ycdpresent instream/under the right name?
One pose fails and the rest work.
Almost always a renamed .ycd. An RDR2 dictionary stores its own name inside the file, so renaming the file does not rename the dictionary — it only makes the two disagree, and that one becomes unreachable.
Restore the original name. The full list is in the animation list.
It fails only for hatsdown_clip or pose29.
Those two do not follow the naming pattern, and code that builds the dictionary from the id gets them wrong:
| Pose | Dictionary |
|---|---|
hatsdown_clip | redmorrow_com@pose7 |
pose29 | redmorrow_com@pose26 |
The dictionary loads but nothing happens
Check F8 before you start guessing — a clip that is not in the dictionary says so by name.
| Cause | Fix |
|---|---|
| Wrong clip name | Check it against the animation list |
| The character is in a blocked state | See below |
| Another script cleared the ped's tasks | Stop the other animation first |
| GTA V flag values | RDR3 flags differ. See the flag table |
A pose is refused with a message
These are guards, not faults:
| Message | Why |
|---|---|
| You cannot do that right now. | Dead, dying, ragdolled, falling, climbing, hogtied or cuffed |
| You cannot do that while swimming. | Swimming |
| Get down first (or enable "Walk"…) | Mounted or sitting in a vehicle, and you asked for a full-body pose |
Where the message appears depends on whether the menu is open:
| Menu | Where the message goes |
|---|---|
| Open | A toast inside the menu — and nowhere else; nothing is printed |
| Closed | The F8 client console, plus a chat line only if the stock chat resource is started |
So if you replaced chat with your own NUI chat, F8 is the only place a refusal shows up with the menu closed. A dictionary that fails to load or times out behaves differently — that one is always printed to F8 before the message is routed.
Full-body poses are blocked by Config.BlockOnMount, which covers both a mount (IsPedOnMount) and any vehicle (IsPedInAnyVehicle) — so the same refusal appears on a wagon bench or in a boat. Upper-body poses are allowed, because they layer over the riding animation rather than replacing it:
/rm_female_poses pose5 walkA pose fails with a message
These are faults, not guards, and each one names the cause. The first two are printed in red to the F8 console verbatim; the third is accompanied by a red console line reading clip "<clip>" not found in "<dict>" or task refused.
| Message | Means |
|---|---|
| Animation dictionary "…" is not streamed. Is rm_30-custom-female-pose started and the .ycd valid? | DoesAnimDictExist was false — the resource is not started, or the .ycd is missing or renamed |
| Timed out while loading "…". | The dictionary exists but did not stream in within 5 seconds |
| The animation could not start (clip missing from the dictionary?). | The dictionary loaded, but the clip did not start within about a second — usually the clip name is not inside that dictionary. Check it against the animation list |
Each message also reaches the player, routed exactly as a refusal is — a toast when the menu is open, otherwise chat if the stock chat resource is started.
A T-pose flash, or the pose looks wrong for a moment
TaskPlayAnim was called before the dictionary finished loading.
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do Wait(0) end
TaskPlayAnim(...)The pack's own export already does this. The flash only appears in hand-written native calls that skip the wait.
The pose stops immediately
Playing with flag 0 — once — on a clip that is under two seconds. Several poses are 1.967 s, so "once" is over before you see it.
Use loop (flag 1) or hold (flag 2). Every shipped pose defaults to loop for exactly this reason.
The F7 key does nothing
| Cause | Fix |
|---|---|
| A NUI has focus, or the pause menu is open | Deliberate. The hotkeys stand down in both cases |
| Another resource claimed the key | Change Config.MenuKeyVK |
| The raw keymap failed to register on your build | Set Config.MenuControl as a fallback |
The command always works, and trying it is how you tell "the key is not bound" apart from "the pack is not loaded":
/rm_female_posesThe key is not rebindable by players
RedM has no RegisterKeyMapping, so the pack uses RegisterRawKeymap with a raw virtual-key code. There is no entry in the game's key settings — you change it once in config.lua for everyone.
The menu does not open
Check Config.UseMenu is true. With it off, /rm_female_poses does not open anything — it prints the pose list to the F8 client console and (when the chat resource is running) puts a single pointer line in chat: 29 animations listed in the F8 console. Use /rm_female_poses <id|number>. That is the intended behaviour rather than a fault; open F8 to read the list.
Poses look wrong on a character
They are built for female character models. They will play on a male model, but the proportions were not authored for it and the result usually looks off.
My emote menu does not show them
This pack streams animations; it does not write itself into another resource's database or config. Add the dict and clip pairs yourself — see adding them to an emote system.
It works in a test script but not in the emote menu.
Either the emote system has different dict/clip values, or it loaded before this pack did. Start rm_30-custom-female-pose before or alongside it.
Server lag
Not from this. There are no server scripts and no database queries — every part of it is client-side.
A stutter the first time a pose plays is the dictionary streaming in. Subsequent plays of the same one are instant. Pre-load with RequestAnimDict if you need the very first play to be smooth.
The character freezes after a resource restart
The pack clears the pose and releases its dictionaries in that order on stop, specifically to avoid this. If you see it, something else is holding one of the dictionaries — release it on your own onResourceStop.
What to send when you ask for help
| Send | |
|---|---|
| Server artifact version | |
| Server console output when the resource starts | Including any asset-pack error |
| F8 client console errors | |
| The exact dict and clip you are using | Copied, not typed |
DoesAnimDictExist('redmorrow_com@pose5') | true or false |
| Which emote system you integrate with | If any |