@morbidslinky
I had a logo skip back in version r41 but removed it in r90 (well actually replaced) because:
It was before I knew how to pull pre-load save values so I couldn't have it as a toggle (no longer an issue).
The only situation where logos would increase the load>title screen time is if the load time is less than the logos appear time.
In practice this is only unmodded and offline.
Online adds a chunk of time to loading (and can be quite variable due to however konamis servers are).
IHs initial startup by itself pushes it past that.
So it just meant looking at a black screen, even though the logos aren't tied to loading timing it at least gives some sense of progress.
I played around with a replacement in light of the fact that it wasn't holding things up (in r90), where it would throw up random emblems, but ran in to issues with stability for some users (so I removed that in r115).
I was also bit wary that the nvidia logo was called by the exe rather than the scripts, in light of the above.
However your method pretty clear, and uses the new-game execution path which doesn't do logos in init (so it's a vanilla path rather than the kludge I had back when). So I'll add the option.
Cheers.
On my own end:
As some may have noticed, I've had more luck creating new fpkds, previously I had issues as the engine seems to require a specific file type order in fpkds or it will crash. fpks don't seem to have the same issue as far as I can tell.
This was acerbated by makebite just building fpks in whatever order it came across the files at.
My current workaround is to repack the fpkds after makebite with the gztool xml giving a specific file type order.
snakebite keeps the file order of packs it gets in the .mgsv
Since most of my packs I created by stripping down an existing pack, I've been using the type order from that is holding up.
I've thrown together a script to pull together the orders from the fpkd.xmls
https://mega.nz/#!jd1B3RCA!wh-pTVPBAT-y ... EdNM1eYzVU
And this is the nearest I can figure from that:
--tex reconstructed file type order from analysing output of this process.
--all positions reletively solid except for "bnd", analysis from my ExtensionOrder.lua puts it somewhere between veh and tgt.
--have put it between des and tgt in line with init.lua RegisterPackageExtensionInfo call
-- RegisterPackageExtensionInfo call seems to mostly match my derived order in reverse - however clo doesnt fit the order and lng isn't in its table.
local fpkdExtensionsOrder={ "fox2", "evf", "parts", "vfxlb", "vfx", "vfxlf", "veh", "frld", "des", "bnd", "tgt", "phsd", "ph", "sim", "clo", "fsd", "sdf", "lua", "lng" }
Should probably patch makebite at some point.
Apart from that, I'm hitting some overall gameobject limit, enough instances and the game gets crashy at different points (sometimes rolling into an area with the specific gameobjects, sometimes on checkpoint reload, sometimes on map exit).
This means I've had to rein back on my total count of helis,skulls,walkers,soldiers (since I can't run-time change the count and cant guarantee users don't have all enabled at once).
That's the issue we're hitting with IH and your animals mod morbidslinky, I haven't got round to atualy testing your mod with IH or even checked out what you have for your counts though sorry.
There's various references to memory allocation amounts both in the startup luas and in some fox2s, but my initial (brief) tinkering hasn't had any noticeable effect.