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General Modding Discussion

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Z1000
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#2221

Posted 08 May 2016 - 01:41 PM Edited by Z1000, 08 May 2016 - 01:42 PM.

Damn I hope not. I really would hate that. GTA4 doesn't have such problems, modded cars are fully functional in cutscenes, it's so much more immersive experience when characters interact with real life cars instead of GTA vanilla ones. Franklin's AMG GT was acting normal, and you can notice that lexus doors open regularly in next cutscene when they arrive at garage. 

 

Video creator mentioned this ''I only had cutscene interiors disappearing, but that is caused by OpenInteriors.asi'' Does that have to do something with cars or?

Can somebody test this with few cars in couple missions/cutscenes? Thanks in advance


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#2222

Posted 08 May 2016 - 04:56 PM

Is it possible to re-rig multiplayer items to make them compatible for MTF?

 

I would really like to port my GTAO heads.


gunziness
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#2223

Posted 08 May 2016 - 06:36 PM Edited by gunziness, 08 May 2016 - 06:54 PM.

Woops, it is. Don't know how I f*cked that up.

 

I don't think it's any scripts that control that. Maybe there's a script or something that designates these special areas so they can be listed and used in vehiclemodelsets.meta, but other than that I'm sure that it does control special spawns to some degree. Or something else is since even after messing with that the problem still persists.

 

The only difference between those sections in World of Variety and the default game, is that the default game has the probability set to 1.0 for both POLICE_HELI and AMBULANCE_HELI, instead of 2. And in the default file POLICE_HELI also lists the Buzzard. Like I said though, restoring those two parts to their default values doesn't fix the issue of cars spawning up there, so there has to be some other modified file that the mod uses that causes this, but I can't figure it out. Such an odd issue.

 

Its probably a typo that messed up the file. It happened to me before when I edited the loadouts.meta and popgroups files. One typo, one misplaced / or a missing </item> will glitch out the whole file. I would check from the top of the file to above those lines to see if there is an error.
Also, the probabilities values are from 0 to 1, they represent percentages basically.

Also, like CP said, you can add customized vehicles to the traffic with this file. Cars like the Penumbra, Schwartzer, Youga, and Lowriders that have a vast ammount of customization are perfect to add to traffic. Lowriders however are not THAT customizable as you might think. For instance, all the exclusive Bennys mods will not be available as they require new extra fields that are not defined in vehiclemodelsets. For example, all mods related to interiors, liveries (the liveries from the new vehicles are somehow modelled into the vehicle, they are not just textures files like the used to be), bennys wheels (unless they created a new type of wheel for vehicles.meta) they are not available aswell. All in all, you can customize lowriders pretty much the same as their stock models (for example the Buccaneer custom is as customizable as the stock one, and so on).
 

 

Talking about cars, there are some vehicles that have unused liveries. Examples are the Boxville (with the cones in the front end) has one unused livery thats located in the x64e directory, but since this vehicle was updated later, its modded files are located in the dlc files, and that version doesnt have said texture. The same happens with the Shuttle Bus.

 

And finally, I wonder why nobody fixed the JB700 by removing those ugly ass weapons (I know theres an old version in GTAVMods, but the colissions are way off). I mean, Its just a beautiful car but those weapons just murdered it for me.


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#2224

Posted 08 May 2016 - 08:33 PM

What did you say to me?
yT1SuRVh.png
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gunziness
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#2225

Posted 09 May 2016 - 03:09 AM

The weapons from the Lowrider2 dlc wont stay in the inventory if I save and reload the game, is this supposed to be normal? if so, how do I get rid of this issue?

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RM76
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#2226

Posted 09 May 2016 - 05:04 AM

The weapons from the Lowrider2 dlc wont stay in the inventory if I save and reload the game, is this supposed to be normal? if so, how do I get rid of this issue?

Yup, I got that as well.


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#2227

Posted 12 May 2016 - 11:52 AM

Hi, so I'm not a frequenter of this section at all. I was wondering, how easy is modding for GTA V compared to GTA IV? And would you describe the mods that were out for IV to be more original, or better than those for V? How about the compatibility of mods for GTA V compared to IV? I'm comparing the two games because they are both on the RAGE Engine, so I assume the modding process is the same for both games.

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#2228

Posted 13 May 2016 - 05:02 AM

It's the same engine but it has completely different formats.In GTA IV you used WFT format,while in GTA V it used YFT.

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#2229

Posted 13 May 2016 - 08:42 AM

It's the same engine but it has completely different formats.In GTA IV you used WFT format,while in GTA V it used YFT.


I see, so which one is easier to mod for?

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#2230

Posted 13 May 2016 - 08:59 AM

Though GTA V seems more popular today, IV is way easier to mod.


RM76
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#2231

Posted 13 May 2016 - 09:54 AM

Though GTA V seems more popular today, IV is way easier to mod.

Yeah, Rockstar didn't have their head up their ass and kept the same filesystem/routine from the Renderware games. None of the "8439574396796 .rpf files" sh*t V has.

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Titania
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#2232

Posted 14 May 2016 - 09:07 AM

Though GTA V seems more popular today, IV is way easier to mod.


Yeah, Rockstar didn't have their head up their ass and kept the same filesystem/routine from the Renderware games. None of the "8439574396796 .rpf files" sh*t V has.


I see. :) How easy would it be for a beginner to start modding for V?

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#2233

Posted 14 May 2016 - 09:15 AM

It depends, what do you want to edit.


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#2234

Posted 14 May 2016 - 12:46 PM

Something to get started. :) I have some past experience with Blender to make 3D models and small character rigging experience.

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#2235

Posted 14 May 2016 - 02:42 PM Edited by GradeA-Hole, 15 May 2016 - 01:43 AM.

Is there any way to make Uraniom work for the retail/SC version?

 

Seems like this piece of sh*t was made for the Steam version only, it keeps crashing when I attempt to install my head model.


TheAdmiester
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#2236

Posted 15 May 2016 - 03:38 AM Edited by TheAdmiester, 15 May 2016 - 06:19 PM.

 

Though GTA V seems more popular today, IV is way easier to mod.

Yeah, Rockstar didn't have their head up their ass and kept the same filesystem/routine from the Renderware games. None of the "8439574396796 .rpf files" sh*t V has.

 

Buuut on the flipside, since the game was designed in a modular way in that it accepts DLC, it's way more friendly to have addon content. In IV you had to replace everything for a long time, and even the methods of adding on are glitchy. With V it works right off the bat and you can just tell it's way more solid.

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VickoStojanov
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#2237

Posted 15 May 2016 - 10:04 PM Edited by VickoStojanov, 26 May 2016 - 12:26 PM.

Guys can you help me out? I opened a new topic, but on the wrong forum.

 

Forgot to backup. I need the original folder cs_karen_daniels located in update\x64\dlcpacks\mpheist\dlc.rpf\x64\models\cdimages\mpheist_cutspeds.rpf

Help a brotha out?

Yeah, okay.


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#2238

Posted 17 May 2016 - 08:05 AM

Hello,

I installed a car mod into gta 5 some time ago.

It concerns the Porsche 911 Carrera S Add-on made by Yo06Player.

The car and tuning parts were working fine until yesterday.

I added a add-on pack yesterday from baba0rum2, I don't know if that has anything to do with it.

Because I didn't touch any of the porsche files.

But now the tuning parts aren't showing in lsc, I only see 3 lines (no armor/brakes/engine/spoilers/bumpers etc.)

I had the same problem with the mercedes S600 but reinstalling it solved that one.

I have over 100 add-ons which are all working fine except the porsche.

Does anybody know a solution?

Please help. 


Modojo
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#2239

Posted 20 May 2016 - 05:59 PM Edited by Modojo, 20 May 2016 - 05:59 PM.

Quick question. is it possible to add SP beards to our GTA Online male models? I've seen it done with Franklin but I'm wondering if it can be done with other char models as well.


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#2240

Posted 25 May 2016 - 10:18 AM

hello guys how r u. 

 

i have  a problem that i can't spawn a car from enhancer native 

 

anyone know how to fix it 


Claude_Lib
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#2241

Posted 25 May 2016 - 10:41 AM

I'm sorry, but our local telepaths took a day off. You need to provide more details. What is the game's version, what mods do you have installed and so on.


the-maske
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#2242

Posted 25 May 2016 - 10:57 AM

my game is gta v on pc and im using enhanced native trainer update 28 when i try to chose a car it showes up and disappers againe 


Claude_Lib
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#2243

Posted 25 May 2016 - 11:05 AM

Is it a lowrider introduced in the latest update? If so then you need this.


the-maske
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#2244

Posted 25 May 2016 - 11:31 AM

thank you for  help

but now i can't spown a car when im driving another one does it seems like a problem or not ?


EternalSeekerX
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#2245

Posted 3 weeks ago

Hey guys,

 

Are there any mods that upgrade visuals of the whole game?

Any mod pack out there that replaces all vehicles with realistic models?

 

P.S. Does anyone know what endRadius and initspeed is from explosion.meta? I am trying to get my weapon to blow up multiple tanks and it seems like so far sometimes it does and sometimes it doesn't. Is this a radius thing? The damage is there as I changed the explosion damage of the weapon.


Alpha Ice
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#2246

Posted 2 weeks ago

How do I convert GTA V Models to GTA VC .dff and .txd format.
Please post bellow anything that you may know about doing this.
Thanks in advance...

Egostic
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#2247

Posted 6 days ago

Has anyone found out how to increase the amount of parked cars on the streets?

 

I have tried to edit those lowprkd and maxprkd values etc. but nothing worked. :(

 

If anyone could have a look into this, it would be much appreciated.

 

Thanks. :)


PlsGoobez
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#2248

Posted A day ago

How do I convert GTA V Models to GTA VC .dff and .txd format.
Please post bellow anything that you may know about doing this.
Thanks in advance...

Try https://github.com/DK22Pac/v2saconv

 

San Andreas uses the same file format for models and textures as Vice City.





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