|QUOTE (DexX @ Dec 7 2008, 21:16)|
|I've also just modified the handling.dat, and deleted the Banshees handling, but when I went into game, the banshee was still outside of my property, I got into it and it still drove the same...|
Vehicle data is saved with the vehicle in your save files. To see differences for handling and carcols, you'll need to find a new copy of the car in traffic (or for carcols, go to the pay n spray). Changes to vehicle.ide were not tested yet.
|I have even tried deleting all content from files, including the CJ_GTA.dat file and the game runs as though I hadn't even messed with that file... (the level still loads like it supposed to do...)|
Every file in the data folder (among others), has a second copy in filelist.pak (that the game WILL use!), make sure you copy the new filelist.pak that this mod uses.
Hmm, I just thought I'd chime in here with my own experience.
I'm using version 3 of Opium_addicts mod loader that uses the filelist.pak patch from here.
The only files I've tested so far are weaponsinfo.xml and handling.dat.
I used to need to modify filelist.pak directly but the filelist patcher in v3 fixed that.
Anyway, Modification to cars saved at my house definitely take effect when modding handling.dat without having to find a new car.
I find it much easier to park 2 cars I want to mod, then save and quit, that way they're right there to test when I reload.. Anyway since the changes are definitely taking effect right away It may be a difference between the two mod loading workarounds.