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Le GTA
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#391

Posted A week ago

I'm sorry and my english bad. I changing. There isn't ''must''. I change to ''should''. ''Should make''.


Carrythxd
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#392

Posted A week ago Edited by Carrythxd, A week ago.

DOWNLOAD

 

rjukQd8.jpg

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WildBrick142
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#393

Posted A week ago Edited by WildBrick142, A week ago.

 

KNOWN BUGS:
- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.
 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.
720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game
411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)
406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)
461_glendale2_modkit - breaks Penetrator (modkit ID: 205)
408_euros_modkit - breaks Dukes (modkit ID: 152)
410_futo3_modkit - breaks Blista Compact (modkit ID: 154)
721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game
460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)
463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)
722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)
723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game
462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game
724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

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Carrythxd
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#394

Posted A week ago

 

 

KNOWN BUGS:
- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.
 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.
720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game
411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)
406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)
461_glendale2_modkit - breaks Penetrator (modkit ID: 205)
408_euros_modkit - breaks Dukes (modkit ID: 152)
410_futo3_modkit - breaks Blista Compact (modkit ID: 154)
721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game
460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)
463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)
722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)
723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game
462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game
724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?


WildBrick142
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#395

Posted A week ago

Spoiler


Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

There is a bunch in between whatever-is-the-highest-in-Gunrunning and 256. There might be a few stray ID's too, but I'll have to check that.

Carrythxd
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#396

Posted A week ago Edited by Carrythxd, A week ago.

 

 

Spoiler

 


Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

There is a bunch in between whatever-is-the-highest-in-Gunrunning and 256. There might be a few stray ID's too, but I'll have to check that.

 

 

Alright. I'll take a look at those as well, hopefully I'll be able to find some IDs that work :p Thanks again for the info.

 

EDIT: Actually I think IVPack has used most of those IDs, atleast looking at its carvariations file most of the ones that are from Gunrunning highest to 256 are in use, damn.I guess I'll use the ones that are free and then just use the IDs from vehicles such as the Go Go Blista & Sprunk Buffalo like you mentioned.


Johnny362000
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#397

Posted A week ago

 

 

 

KNOWN BUGS:
- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.
 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.
720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game
411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)
406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)
461_glendale2_modkit - breaks Penetrator (modkit ID: 205)
408_euros_modkit - breaks Dukes (modkit ID: 152)
410_futo3_modkit - breaks Blista Compact (modkit ID: 154)
721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game
460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)
463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)
722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)
723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game
462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game
724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point
 

101
120
111
129
139
149
165
169
184
200
203
218
229
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
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Carrythxd
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#398

Posted A week ago Edited by Carrythxd, A week ago.

 

 

Spoiler

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point

Spoiler

 

 

Nice, thank you! It seems like all the other IDs except for 149, 200, 203, 229 & 231 have been taken by IVPack, though. Oh well, I'll just use some of the vanilla V vehicle IDs for the rest of them.


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#399

Posted A week ago

 

 

 

Spoiler

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point

Spoiler

 

 

Nice, thank you! It seems like all the other IDs except for 149, 200, 203, 229 & 231 have been taken by IVPack, though. Oh well, I'll just use some of the vanilla V vehicle IDs for the rest of them.

 

You could remove some of the useless modkits like 999_placeholder_hydraulic_modkit in the lowriders2 folder to free up a few more of them

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WildBrick142
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#400

Posted A week ago Edited by WildBrick142, A week ago.

Spoiler

 
Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)
There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point
 
Spoiler


139, 149, 165, and 218 are already in use, while 201 is unused (and missing on the list).

List with names:
Spoiler


Some of those are safe to scrap (and replace with default modkits) since they're empty and/or non-modpart livery-only modkits.

77_bati2_modkit
78_sanchez_modkit
79_Stunt_modkit
80_Shamal_modkit
81_rumpo_modkit
82_polmav_modkit
106_swift_modkit
167_windsor_modkit
215_voltic2_modkit
999_placeholderhydraulic_modkit
So in addition to the above ID's, you can have 10 additional ID's without affecting the gameplay. You could also free up a bunch of Cunning Stunts vehicles if you could make the livery a part of the model rather than a modpart.
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GA4397
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#401

Posted A week ago Edited by GA4397, A week ago.

Spoiler


Wow, thanks! At least we've got an answer to this

I guess, not even LS Custom nor Benny's can modify vanilla cars whose IDs are killed by add-on cars, is it right?

So, for now, the only workaround is manually selecting which cars we want to sacrifice, right? I hope emergency vehicles have bunch of unused IDs

Edited: My post was typed before WildBrick142 gave me an answer

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#402

Posted 6 days ago Edited by _MK_, 6 days ago.

The Schyster Greenwood's front license plate is transparent from the back,if you guys can fix that.


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#403

Posted 6 days ago

Love your new signature, Da7k.

1239603_10151577171880636_495546682_n.jp
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#404

Posted 6 days ago

The Schyster Greenwood's front license plate is transparent from the back,if you guys can fix that.

 

I think the model is locked so only Dani02 can fix that.

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ReDeYe69
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#405

Posted 6 days ago

Why that modkit ID thing is there? That don't make any sense


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#406

Posted 6 days ago

Why that modkit ID thing is there? That don't make any sense

What doesn't make any sense?

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#407

Posted 6 days ago

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light


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#408

Posted 6 days ago

 

Why that modkit ID thing is there? That don't make any sense

What doesn't make any sense?

 

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?


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#409

Posted 6 days ago

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

 

Do you have any graphic mods installed? NaturalVision Remastered disables coronas for example.


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#410

Posted 6 days ago

 

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

 

Do you have any graphic mods installed? NaturalVision Remastered disables coronas for example.

 

No, no graphic mods. Here's how it looks:
mxsJEVU.jpg

6Usr4Bl.jpgYou might think that the problem is in the closed headlights, but no, the AE86 with the closed headlights still shine:

jVS11U3.jpg


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#411

Posted 6 days ago

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

It's most necessary part of tuning in this game...
It sets what part shows up, where, what collision it has, the name, weight value, name etc. Even vehicles that have just performance upgrades, have one, although they share them together.
They set it up like that, because they didn't expect that they would add that many vehicles via DLC. Same thing happened on YouTube when Gangnam Style reached billion views - view counter broke.
If Rockstar runs out of IDs they will most likely add more.

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#412

Posted 6 days ago

 

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

It's most necessary part of tuning in this game...
It sets what part shows up, where, what collision it has, the name, weight value, name etc. Even vehicles that have just performance upgrades, have one, although they share them together.
They set it up like that, because they didn't expect that they would add that many vehicles via DLC. Same thing happened on YouTube when Gangnam Style reached billion views - view counter broke.
If Rockstar runs out of IDs they will most likely add more.

 

The problem is that you'd think the modkit's name would suffice. When assigning a modkit to a car you don't just put in the ID, it's the whole name. It's probably a workaround/fix from early development that, like a lot of things in this game, was never meant to last this long


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#413

Posted 6 days ago

The problem is that you'd think the modkit's name would suffice. When assigning a modkit to a car you don't just put in the ID, it's the whole name. It's probably a workaround/fix from early development that, like a lot of things in this game, was never meant to last this long

Yeah, I know. I'm just explaining how modkits work...

I hope that they'll implement better system for VI or at least add more ID's.

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#414

Posted 6 days ago

No, no graphic mods. Here's how it looks:

You might think that the problem is in the closed headlights, but no, the AE86 with the closed headlights still shine:


It's just gtawiseguy not configuring the data line and some part of the model properly, nothing we can do since the models are locked.
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ReDeYe69
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#415

Posted 6 days ago

 

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

It's most necessary part of tuning in this game...
It sets what part shows up, where, what collision it has, the name, weight value, name etc. Even vehicles that have just performance upgrades, have one, although they share them together.
They set it up like that, because they didn't expect that they would add that many vehicles via DLC. Same thing happened on YouTube when Gangnam Style reached billion views - view counter broke.
If Rockstar runs out of IDs they will most likely add more.

 

I didn't know that, thanks for the reply mate


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#416

Posted 6 days ago

I just noticed that I said that it sets up the name twice :v

I also forgot to mention that ID's are set up per modkit, per one vehicle, unless it's shared.

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#417

Posted 6 days ago

 

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

 

Do you have any graphic mods installed? NaturalVision Remastered disables coronas for example.

 

Previously, the same problem was with Hellhound, but after installing Vanilla Extended Paсk they work. As far as I know, this problem with the 6STR vehicles is not just mine. Maybe me need to change something in the parameters?


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#418

Posted 6 days ago Edited by Kiyone_Alien_Cop, 6 days ago.

Spartan112 Dubsta Landaulet would be amazing in gta v with a functional roof.m3aKGpj0OZQ.jpg

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#419

Posted 6 days ago Edited by MGgames100, 6 days ago.

Spartan112 Dubsta Landaulet would be amazing in gta v with a functional roof.

You mean like working convertible?
That's not really possible, because roof animations are really specific.

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#420

Posted 6 days ago

The animation of the ceiling to be used is that of the Tornado.





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