Creating a DLC pack.
Your DLC is going to need a name, and that name is going to be unique as it could be a conflict if someone else uses the same name.
For this example I'm using the name 'Tranq', anytime you see this used in anything in this thread, replace it with your DLC's name.
With OpenIV, create an RPF7 archive named "dlc.rpf" in Grand Theft Auto V\update\x64\dlcpacks\tranq (again, tranq = your DLC's name)
In the root of this RPF you're going to need setup2.xml and content.xml. Make a copy of another DLC's files (like christmas2).
setup2.xml tells the game what your DLC is and how it's going to be loaded. An example (probably all you'll need for weapons/cars):
The content.xml file points at what files/archives are going to be loaded, so every file you add to your dlc.rpf, is going to need to be in here. Also make sure every filename in content.xml begins with "dlc_Tranq:"
To load the DLC pack, all you have to do is add the path to Grand Theft Auto V\update\update.rpf\common\data\dlclist.xml, like so:
Adding a weapon.
Again, still using the name tranq, so replace all of them with your weapon's/DLC's name. This goes for filenames too.
First off, these are all the files you're going to need by the end of this:
common/data/ai/loadouts.meta //optional common/data/ai/weaponanimations.meta common/data/ai/weapontranq.meta common/data/dlctext.meta common/data/pedpersonality.meta common/data/pickups.meta //optional common/data/shop_weapons.meta //optional common/data/tranqcontentunlocks.meta common/data/weaponarchetypes.meta common/data/spstatssetup.xml common/data/spstatsuisetup.xml x64/data/lang/ *all your language files (see the next part)* x64/models/cdimages/weapons.rpf //and your weapon models/textures in thatloadouts, pickups, and shop_weapons are all for ways you can get your weapon in-game without a trainer. Some of the info needed is in the modding wiki.
There's no way yet to edit animation files, so for now you have to use pre-existing animations. Take info from a different weapons weaponanimation.meta that will fit your weapon (for this example I used the SNS's file) and change all the <Item key="WEAPON_SNS"> to <Item key="WEAPON_TRANQ">
weapontranq.meta is just like the normal weapons.meta, but only includes things pertinent to your weapon. Make sure to use an empty SLOT - R* left plenty of room there so it shouldn't be an issue.
Just copy/paste dlctext.meta from a different DLC, no need to modify that.
pedpersonality.meta can be kinda a tricky one as the original one is a .ymt file, so you have to edit other DLC files and don't have access to the names of the animations without looking up the individual anim files. As it's more animation stuff, pick a DLC weapon that fits closest to yours.
tranqcontentunlocks.meta, weaponarchetypes.meta and the .xml files are pretty straightforward, just copy/paste your weapon's name where applicable.
Adding to global.gxt2
See this thread for modifying GXT2 files. These are the hash names you'll need for a weapon:
//wt_pist_tranq (HumanNameHash weapontranq.meta) 0x8B8449F4 = Tranquilizer //tranq_kills (spstatsetup) 0xA5D2FD5F = Tranquilizer kills //wtd_tranq (weaponDesc shop_weapon.meta) 0xC982B584 = A modified special ops version of the Mk22, a suppressor-equipped tranquilizer gun being developed by the Navy. //wtu_tranq (weaponUppercase shop_weapon.meta) 0x92E66C86 = TRANQUILIZER //wt_tranq (textLabel shop_weapon.meta) 0x3A56493D = Tranquilizer //wtt_tranq (weaponTT shop_weapon.meta) 0x3426E2E2 = TranquilizerEnd Result/Tranquilizer
I didn't really focus of what the tranq was, this was more just trying to see if this would work, so it's basically just a sh*tty gun using the stunguns model that doesn't work as a tranquilizer at all.
Anyway, here's a video of it everything working in-game, and a download link for it:
Still missing the HUD icon, I believe you need to edit both a .ytd file (non-editable yet) and a .gfx file (kind of a pain to do).
Adding a vehicle.
Using 'newveh' here as the test name. Took the massacro2 and made it into a 'new' vehicle.
Files you're going to need to modify:
common/data/ai/vehiclelayouts.meta //optional (if your vehicle needs a custom layout common/data/levels/gta5/vehicles.meta common/data/carcols.meta //optional (for vehicle_mods) common/data/carvariations.meta common/data/dlctext.meta //used for telling the game there's a global.gxt2 file in the dlc pack common/data/handling.meta common/data/newvehcontentunlocks.meta //optional (used for buying online x64/data/lang/ *all your language files (see the part before)* x64/levels/gta5/vehicles.rpf //and your vehicle models/textures in that x64/levels/newveh/vehiclemods/newveh_mods.rpf //optional update.rpf/common/data/ai/vehiclemodelsets.meta //optionalHere's the download: newveh.zip