VRGDG_LoadTextAdvanced
Read back anything the workflow generated, from lyrics to style
- text
- file_path
The VRGameDevGirl music-video workflow is a text factory with a memory: it writes lyrics, story concepts, style sheets, and scene prompts to disk, and on later runs it needs to read them back. VRGDG_LoadTextAdvanced is the reader for that whole system. Where VRGDG_LoadText handles the simple subject/scene case, this node understands the pack's actual file-tree - a dozen named folders, each holding a specific kind of intermediate.
That matters because the pipeline's most powerful trick is resumability. You don't re-run the LLM over the whole song every time; you re-read what it produced last run and continue. This node is how the workflow "remembers."
What it does
Inputs that matter:
- folder_name (enum, 12 choices) - which part of the pipeline to read. The options are the pack's working folders:
fulllyrics,fullstory,storyconcept,storygroups,subjectandscenes,themestyle,themestyle2,lyricsegements, plus the prompt folderst2i_Prompts,t2v_Prompts,t2iNotes,i2vNotes. Each is a different intermediate the workflow writes. - use_most_recent (
BOOLEAN, defaulttrue) - auto-pick the newest file in the folder instead of a specific one. This is the setting that makes reruns just work. - text_file (enum, 12 choices) - the specific file, e.g.
full_lyrics.txt,storygroups.txt,subjectsandscenes.txt. Only matters whenuse_most_recentis off. - folder_name_override (
STRING) - type a folder name that isn't in the enum, for custom layouts. - use_custom_base_path (
BOOLEAN, defaultfalse) and custom_base_path (STRING) - point the whole loader at a different root when your outputs live somewhere else (a shared drive, a specific project folder).
Outputs:
- text (
STRING) - the file contents. - file_path (
STRING) - where it was loaded from.
How the loop works
Run one: the LLM writes themestyle.txt and storygroups.txt; the pipeline consumes them; done. Run two: you want to tweak only the style and re-render. VRGDG_LoadTextAdvanced with use_most_recent on reads the newest themestyle.txt back into the graph, and you're iterating on the same creative decisions without regenerating them. That read-back loop is the difference between a workflow you use once and a workflow you refine for weeks. It's also how VRGDG_LLM_OutputSaver-style outputs (or this pack's own saved LLM text) get re-ingested.
Installing it
Part of the comfyui-vrgamedevgirl pack. ComfyUI Manager: search "vrgamedev", install, restart. Or:
cd ComfyUI/custom_nodes
git clone https://github.com/vrgamegirl19/comfyui-vrgamedevgirl
then install the README's requirements:
pip install -r custom_nodes/comfyui-vrgamedevgirl/requirements.txt
If it's not working
- It reads the wrong (old) file -
use_most_recentpicks by modification time. If some tool touched an old file, it wins. Turn it off and picktext_fileexplicitly. - Empty text - the folder exists but the file you expect hasn't been written yet by an earlier stage. This node reads, it doesn't create; make sure the generator ran first.
- Custom layout won't resolve - set
use_custom_base_pathandcustom_base_pathrather than relying on the default root; the enum folders are relative to a default that won't match a moved install.
Inputs (6)
| Name | Type | Default | Description |
|---|---|---|---|
| folder_name | COMBO | 12 options: fulllyrics, fullstory, i2vNotes, lyricsegements, storyconcept, storygroups, +6 | |
| use_most_recent | BOOLEAN | true | — |
| text_file | COMBO | 12 options: full_lyrics.txt, fullstory.txt, i2vNotes.txt, lyricsegements.txt, storyconcept.txt, storygroups.txt, +6 | |
| folder_name_override | STRING | — | |
| use_custom_base_path | BOOLEAN | false | — |
| custom_base_path | STRING | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| text | STRING | — |
| file_path | STRING | — |