This method of forcing the textures to load in any map works for both PTDE and Remastered. Doing this is not necessary for certain important objects that exist in multiple maps, such as bonfires or corpses, but is usually necessary for objects that appear in only one map.
We are essentially going to mimic the setup of those types of objects but with an object that usually grabs textures from the map rather than its own bnd.
This method is a little tedious so bear that in mind before continuing.
<?xml version="1.0" encoding="utf-8"?>
<tpf>
<filename>o1321.tpf.dcx</filename>
<compression>DarkSouls1</compression>
<encoding>0x02</encoding>
<flag2>0x03</flag2>
<textures>
<texture>
<name>m10_01_wood_02.dds</name>
<format>0x01</format>
<flags1>0x00</flags1>
<flags2>0x00000000</flags2>
</texture>
<texture>
<name>m10_01_wood_02_s.dds</name>
<format>0x01</format>
<flags1>0x00</flags1>
<flags2>0x00000000</flags2>
</texture>
<texture>
<name>m10_01_wood_02_n.dds</name>
<format>0x24</format>
<flags1>0x00</flags1>
<flags2>0x00000000</flags2>
</texture>
<texture>
<name>m10_01_arrow_01.dds</name>
<format>0x01</format>
<flags1>0x00</flags1>
<flags2>0x00000000</flags2>
</texture>
<texture>
<name>m10_01_arrow_01_s.dds</name>
<format>0x01</format>
<flags1>0x00</flags1>
<flags2>0x00000000</flags2>
</texture>
<texture>
<name>m10_01_arrow_01_n.dds</name>
<format>0x24</format>
<flags1>0x00</flags1>
<flags2>0x00000000</flags2>
</texture>
</textures>
</tpf>