Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'V WIP'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GTA Network
    • Welcome to GTAForums!
  • Red Dead Redemption 2
    • Red Dead Redemption 2
    • Red Dead Online
  • Rockstar Games Multiplayer
    • Crews & Posses
    • Events
  • GTA Online
  • Grand Theft Auto
    • GTA Online
    • Grand Theft Auto Series
    • GTA Next
    • GTA V
    • GTA IV
    • GTA Chinatown Wars
    • GTA Vice City Stories
    • GTA Liberty City Stories
    • GTA San Andreas
    • GTA Vice City
    • GTA III
    • Top Down Games
    • Wiki
  • GTA Mods
    • GTA Modding
    • Mod Showroom
    • Featured Mods
  • Rockstar Games
    • Red Dead Redemption
    • Rockstar Games
  • Community
    • Off-Topic
    • Expression
  • GTA Network

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 1,000 results

  1. EncryptedReality

    [REL|V]Vice V

    This mod aims to port III era Vice City to GTA V! version: BETA 0.1
  2. arewenotmen

    Enhanced Native Trainer

    This is my extended version of Alexander's Native Trainer, which I will slowly continue to develop until I get bored. It's open source, with a GitHub project. UPDATE #28 Changes: Reminder: you need the latest Script Hook, v1.0.393.4 Prop Spawner, with 3815 (mostly) named and categorised props to choose from, all of which should work. Many options and features here – have a play around Contributions that are wholly or mostly thanks to Robert Kwapisz: Bodyguards "Chauffeur to Marker" in Locations menu Vehicle neon lights Vehicle 'extra power' feature replaced by detailed option Contributions from sub205: Option to fully upgrade cars, and spawn vehicles fully upgraded Some more teleport locations Weapon menu's 'No Reload' feature is improved and now works better with rockets etc. Thanks to Shane Allgeier. Blackout option added to World menu Scenarios named and added to Animations menu Ability to set custom skins by manually entering the name Vehicles now spawn a distance from the player proportional to their size, thereby avoiding spawning large planes etc on top of the player Prevention against trainer working online; should hopefully still allow FiveM use Support for nkjellman's "Heist Map Updates in Single Player" mod. Turn on the teleportation options in Misc > Trainer Options. Thanks to sjaak for the coordinates. Improvements to 'reset skin on death' to remove version dependency and prevent game crashes. Scrollable menu items now work by pressing Confirm first and then selecting an option. "Never Wanted" is rolled into Freeze Wanted Level Marksman Pistol was missing tint options Miscellaneous bug fixes and improvements PREVIOUS UPDATES: Pre-Built Release Download Compiled ASI and XML config, Release #28 on 03/08/15: here Read the bundled notes!
  3. GTA BELGIUM

    GTA V: Las Venturas & San Fierro DLC

    GTA V: Las Venturas & San Fierro DLC Since the lack of Single Player DLC made by Rockstar Games themselves, and the limited DLC map mods available from 3D era GTA games, I decided to make this a thing. First version released on 10 February 2019 https://www.gta5-mods.com/maps/las-venturas-san-fierro-dlc Dear fellow gamers and/or modders I am proud to present you my latest project, started around 4 january 2019. This map DLC places the 3D-era cities of Las Venturas and San Fierro, alongside to the original map of GTA 5. So far I only saw converted GTA San Andreas map mods replacing the GTA 5 map (FiveM, FiveReborn, MultiFive), except from a San Fierro DLC map mod by ArthurLopes, which is great, you can check it out here: https://www.gta5-mods.com/maps/san-fierro-dlc. As stated, ArthurLopes' version of San Fierro is awesome to me. It was the first GTA: San Andreas DLC map mod for GTA V if I am correct. Though, I thought I really missed the countrysides and of course Las Venturas. So, with all respect to ArthurLopes his mod, I did decide to make my own GTA San Andreas map mod as a DLC for GTA 5. Everything is converted from GTA IV: San Andreas BETA 3. Visit their website: http://www.gtaivsa.com/ I want to thank the GTAIVSA team for the converion from GTA San Andreas To GTA IV, and I hope they don't see my GTA V version as a problem. Those are the main members of the GTAIVSA team which I want to thank: Blaster_nl GTARandom Flitskikker Alber2gt Gamerzworld Tomix23 Everlost123 ManDog The largest problems on this mod are for now: - Some houses/buildings/props are still missing, which creates holes in the map - Sometimes, streetlights start flashing on and off - There is on some places collision, without a visible object. I think this will be fixed once all props are in place - The bridges between San Fierro and Las Venturas have a kind of 'gap', due to a small incorrection in the coordinates. The San Fierro part and the Las Venturas part are not perfectly connected yet. - Some objects have strange lines on them, I am looking for a fix, probably i need to apply an 'edit normals' modifier in 3dsMax but I am not sure yet. Other than that there are no shading problems it seems, and shadows work correctly. For people asking about traffic paths, please know this is a huge map to do all traffic paths for, on my own. It would take me months of work. I will probably release some basic paths in future updates but any help on it is welcome. You don't even have to work together with me, everyone is free to make some paths. Interiors are coming in a future update, including casino interiors. And again, don't forget to check out ArthurLopes' San Fierro DLC mod. My only purpose with this mod is to bring back the 2 other cities of San Andreas, next to Los Santos, as an expansion. Of course, in no way I want to copy ArthurLopes his mods, neither did I touch any of his files. I thought, better be clear with this Anyway, stay tuned for future updates! Thank you for all the support and keep the modding community alive! GTA Belgium https://www.gta-belgium.com/
  4. QuasiMatic

    GTA V Tommy Vercetti HD Remastered

    I'm gifting this mod away to whoever has the time to complete it... I stopped cause I lost interest in both GTA IV & GTA V but didn't want it to go to waste. Please post your progress! or V screenshots. Files: http://www.mediafire.com/file/3u7xg4ob9jfk8bo/Tommy+Vercetti+HD+Remastered.7z
  5. ArthurLopes

    GTA SA: San Fierro DLC for GTA V

    This is what happen when i don't have nothing to do lol Download BETA: https://www.gta5-mods.com/maps/san-fierro-dlc Well, i'm going to convert San Fierro from GTA SA to GTA V as a DLC, that's pretty much it, stay with some screenshots of the beta:
  6. Hi everyone, I've been working on a 3D map for PC version of GTAV. It's at: https://www.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map It now allows entities to be placed and moved, also new and modified ymap files can be be saved. This feature is still in experimental stages, but I would love to hear any feedback on it! Enjoy! [Edit: Updated screenshots and description]
  7. Hi everyone, most of you know me, and those who dont, will most likely know my past works from gta 4.. I been taking a break for a while as i thought i was done with modding. but turns out, i just got bored of porting other peoples work between games.. So decided, now V is with us, we have a good enough revision of the RAGE engine to play with. the dynamic ability of the new game engine has got me hooked once again. but im sorry to say, even Forza models are not quenching my thirst. This got me looking back at older works and realizing, for all the custom edits i have made to my previous converts, i could of made lots of cars from scratch. Cars not found in computer games or 3d assets websites. So yesterday ((after serious drama with my actual PC)) i switched on a crappy Pentium 4 dual core, and install my modelling suite AC3D by Inivis, the goal is simple. i want a car I LIKE, in MY game.. IT must BE EQUAL TO FORZA QUALITY since i will be using forza textures as donor for lighting, this way i can guarantee what i build, gives the result i aim for... ((im GEEKY - deal with it)) heres some screens of the car i intend to build (yes i know its in Forza Apex and Forza 6) but i dont have access to the actual files, so im building it myself.. the model, as you can see, is in 3 forms, stock, XR2 (factory tuner edition), and then a wide body (my favourite) as i said at the beginning of this long-ass post... my aim is to build to forza lod0 level.. hopefully, this is happening here is my sill, and door seal work >> i hope you like what i done so far, and hopefully in the next few days, il have another update.. this is my first actual post on the forum, lets try keep it to just this one for now otherwise, i get sidetracked and nothing gets finished coz iiiiiiiiiiiiim wicked and immm laaaaaaazzzzzyyyyyy
  8. AidenPatrickPGH

    Premium Deluxe Motorsport Remodel

    Over the past few weeks, I've been working on remodeling '"not so-Premium" Deluxe' Motorsport. It's on version 0.3.1 alpha as of now, and it can be downloaded here.
  9. droidrzrlover

    New Minimap

    I am working on getting the GTA V Next Gen Minimap to look like its predecessor. Previous Generation (Xbox 360, PS3): http://www.bragitoff.com/wp-content/uploads/2015/11/GTAV-HD-MAP-roadmap.jpg Next Gen (Xbox One, PS4, PC): http://imgur.com/j80qY29 I am looking for a team to help me out with the minimap mod. If anyone wants to assist, contact me on skype at DroidRZRLover (same as on here).
  10. shapematters

    Honda Accord Tourer '05

    Hi guys, a couple of weeks ago I started this project. It is my car actually. Because I will probably sell it in the near future, I thought it could be nice to make it in 3D as a tribute. It is my first scratch made car model and one of the first 3d models ever, so please take this into account. It is not priority to release it as a GTA car but because I love the GTA universe and I am a modder since the days of GTA3, I really want to ride my Accord in the world of GTA5. It just still have to take some time. Feedback welcomed...
  11. Antasurris

    Los Santos Multiplayer

    Hi there GTAforums community ! Introducing the official topic of LS:MP which, at the time we write this post, is the most recent alternative multiplayer project for GTA V. LS:MP is entirely developed by TransmetTeam, in whom I give all my support. I. What is LS:MP ? II. The ambitions of LS:MP III. LS:MP currently IV. How works LS:MP ? V. Legal status VI. Follow us I. What is LS:MP ? LS:MP, or Los Santos Multiplayer ( and previously VMP ), is an alternative multiplayer to GTA Online on PC. Take the latter, remove all constraints (money, XP ), add all that you want (RP mods, modded cars, modded textures), and thats it ! LS:MP ! A multiplayer GTA V, only base on fun and liberties gave by the game ! II. The ambitions of LS:MP LS:MP wants to offer a stable multiplayer client. The server version will be available later. The players limit objective is around 300 players, this number could be revised upward or downward later. A server dedicated to a post-apocalyptic mod will be also available, it will be a server base on « Survival game like » with zombies. Take a look on this video to get a small preview: III. LS:MP currently At the time of writing, LS:MP is able to synchronize players and vehicles, we currently work on weapons synchronization and the link between server and website. Videos showing respectively synchronization of players and vehicles : IV. How works LS:MP ? For the moment, LS:MP works through Rage Plugin Hook, in other words it uses GTA V functions. That's mean that its no way based on GTA Online or GTA V files modification. It runs on a semi-P2P technology for the synchronization of the main part of elements. That allow to have a low ping between players. More sensitive elements are encrypted via an algorithm ( created by ourselves ), then exchanged via a secured protocol. That enable to know if players' data are authentic, consequently prevent hacks/cheats. The other strong point of LS:MP is the optimization of the size of packets, their structures are really light. That enables to take a great number of players, even for low internet connection. Finally LS:MP doesn't required a lot of resources to make the most of GTA V. V. Legal status Given the points stated above, LS:MP cant be stopped for the motive of intellectual property or all other point forbidden in the EULA of Rockstar Games and/or Take-Two Interactive Software. VI. Follow us Youtube : https://www.youtube.com/channel/UC170HmrO5V1wonLtfbWOIpA Twitter : https://twitter.com/LSMultiplayer Website (currently under construction) : http://ls-multiplayer.com/ If you have any questions, ask me
  12. Edit 12/30/16: This topic will now be for concept art models you can give me a cool clothing concept and i will put it on a character of your choice or i will make one myself Dont worry Spike (my friend on steam) ill still make a HD tommy With my permission and please give the link to your mod page when uploaded Thanks. I will start with whatever model gets the most Yes! votes first
  13. T-808

    [GTAV] Pop Culture Mod

    Hello Forums, It's your Old Pal T-808 here and have I got a project for us all.it's called the Pop Culture mod for a very good reason. I plan to model,convert and or otherwise design models for mods that are from Movies,T.v. shows,Comic Books,other video games and more. some of these you may have already played in GTA San Andreas but a lot of it will be brand new things to play with in this game....with your help of course. some models will just need a simple sa to gta V conversion (I've seen you guys use goskukes mad max bikes and they look awesome.) others will require textures to be made and full rigging and set up to play properly ingame. some have textures from other games while others have no textures and are a completely new model. I have references for so many works that I am actually backed up which is where I hope a team or maybe one off volunteers are willing to come in on this mod. Needs: Riggers Texture artists Other modelers Conversion specialists Now I know some of these mods I am about to put out there for work are mods you've all wanted ever since "Mad Max Fury Road" mods first appeared. so it's not like I don't know you guys want these mods. so I am here to help as best I can while moving some of the mods I and We want further. I am not demanding that any of you do any work on this but I can model models that's litterally it. so before I get to my first sets of offerings I'd like to thank you for reading through this and ask that anyone who is interested in working on a mod please PM me the mod you want and I'll send you a link to the files as I don't want 100 downloads but no one really is working on the mods All I ask is that we be productive and I am even willing to take suggestions for mods that fit Pop Culture setting I have put out here. most models are either hand made by me. or are free models with free liscense to use or in some rare cases the model has permission from the owner (some guns I will put out there have credits that need to be put into any readme and release of said mod) all the models I have will have a readme for the modder so they know what needs to be done to get it all together. and while the first offerings will be a little sparce I have so many models about to be ready for you all to work with. I have also put litteral money into getting ref models to work with since I was tired of waiting for others to do some of the base models I plan to use for movie cars,etc. this doesn't mean I expect money back I am doing this out of a deep love of these models and for you all to enjoy for those who enjoy pop culture as much as I do. all I ask is that we be productive in our works so that we can all share in the fun and joy of the models I have coming out. Now without further aduex let's get into the first set of offerings. Mad Max Beyond Thunderdome Movie plane and stock plane: stock mesh Movie mesh Needs skinning and rigging otherwise it should be pretty ready to go. Constantine Holy Shotgun: needs skinning and rigging Mad Max the road warrior Ironcross Dune Buggy: Needs Skinning and rigging. so false geormetry mapping to make the ironskull and crossbones on the front. plus damaged parts Mad Max the Road Warrior lone wolf car: needs skinning and rigging plus damaged parts Mad Max the RoadWarrior Lord Humongus Truck: Needs skinning and rigging plus damaged parts TrainZ Hotrod F7 locomotive this has a full interrior needs rigging and skinning. there is also a hotrod unit b I am willing to set up if someone will skin and rig that one as well. this locomotive isn't simply a ripped model this is ground up remake I did a couple of years ago. but if need be I do have the models from the game. Mad Max the Road Warrior Gyrocaptians crossbow: standard skinning and rigging. this has the full fold up site and everything. Mad Max the Road Warrior Gyrocopter: rigging and skinning. and yes I have scan of the actual pornography included with the file to go on the wing. I think we can agree that doing a version with the porn and without might be best so that we don't get angery parents on us. G.I. Joe cobra Fang: needs rigging and skinning. scratch build from the ground up. Mad Max Fury Road Razor Cola: needs a conversion from san andreas. and probably a total reskin. this was done and released by my old team but the guy who helped us didn't know most of what he was doing I bet this awsome beast would look even better in the right artists hands. Mad Max Fury Road Elvis: main body and wheels are from the mad max video game. the engine pipes and machinegun are my work. I do plan to sort out more of the cars from the game and make them movie counterparts. anyways this one has texture files with it they just need to be applied and yes this has the right steering wheel for this model. doors probably need a little better sizing as hey shrunk a little in the model ripping process. otherwise it needs a rigging. Mad Max the Road Warrior Rail Dune Buggy: Rigging damage parts and skinning Mad Max the Road Warrior Wez Bike: GTA SA to GTA V conversion Terminator 1 FUTURE WAR bombs: skinning and rigging as an explosive Terminator Salvation Mototerminators (both ridable and non ridable) I don't have renders of these. I found them on a chinese free model website but I have looked them over and they are almost exact to the movie. they'll need rigging and but should have texture files with them to apply. now some of you may see that a theme with these meshes is they don't have damage. well the simple fact is that my skinners tended to skin the undamaged parts and then clone them to make the damaged ones. it made them work faster and they were damn good at what they did back in the day. to hopefully answer some of your other questions these models tend to be mid poly. I litterally studied riped gta V models to get an understand of things like how they do rails on a buggy. the buggy engines were fef modeled off of the buggy in GTA V. so these should all be very game ready and look nice when ingame. and this is far from what I have going forward. I have the Buckaroo Banzai jet truck,More Mad Max fury road and road warrior meshes,many more terminator models no one has ever done especially with the future war stuff. and so much more. thanks to disney infinity (RIP) I have the cartoon darkwing duck motorbike. the meshes I bought from commissions aren't for distribution so sadly I have to remake them. but that's good the models I bought tend to be very high poly and not at all game ready but I'll use my knowledge to make them game ready. I also have something from very obscure 1980's and 90's movies and tv shows that should again add so much more variety to gta. lastly if anyone wants ref packs to make your own models off on your own you welcome to ask me for a model ref pack I can't give you my ref models but I can give you movie or on set refs for things I think everyone could enjoy. any models you get from me that you want to alter or make even more movie perfect well that's fine too all I could ask at that point is that I get the credit I am due when it's a model i made from scratch. so pm me and let's get this all going cause I think you'll love more of what I have to do or have done but haven't posted. thank you for your time and I look forward to working with the community again. UPDATE 11/3/2016: I'll try to post updates to this post as much as I can when it's not something with pictures. MY Current modeling goal Judge Dredd Comic Book LawGiver Motorbike. Possible Mod that was picked up F7 Trianz Hotrod Locomotive. more updates when I have them.
  14. ArthurLopes

    De_dust2 from CS:Source in GTA V

    I Finally manage to get the maps from CS Source on GTA V, the first one i'm doing is the popular Dust2, this is (maybe) going to be my last mod for fivereborn, and when i get a better pc i'll try to learn how to use GIMS EVO and use map editor to make maps in SP, but here is a sneak peek from the map: http://imgur.com/a/LWe1B
  15. 11john11

    John's Workshop

    What you are going to see here are mostly RDE Style lore friendly emergency and service vehicles inspired by real ones from the 80s until late 2000s carefully edited to closely resemble their real counterparts (with the occasional edited civilian car dropped in for variety) <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Currently I'm working on some late 90s until mid 2000s themed vehicles. My WIP Mods 2005 Stanier - LSPD: 1998 Stanier - LSPD (normal + traffic/gang unit) Landstalker - LSPD: Rancher XL Service truck: My Released Mods
  16. nkjellman

    GTA V Cut Interiors Add On

    I'm working on adding two interiors to GTA V that you may not have seen before. Since the placements are in the ytyp for interiors, all I need to do now is place the whole interiors into the world. Here is my progress. The High Life Update garage (originally found by me): The timecycmodifer being used here, I am not very crazy about. It is too foggy. I may play around with different ones that are used elsewhere in the game. Possibly the ones from the 3 story 20 car garage will do. Additionally, it seems that the radio emitters are working in here too. I turned on all of the radio emitters in the Simple Trainer, so it seems that one of those emitters is for this garage. So long story short, you can hear Self Radio playing if you set up the trainer's emitters properly in the ini. The beta FIB office. (Originally found by TaazR): The placement of this interior is subject to change. I only put it under the map because this was a test. In fact, someones swimming pool is making it so part of the server room is underwater. lol Regarding the placement of the FIB interior. It is too long to be placed in the upper floors of the FIB building. I want to place it here. The interior does not fit in the FIB building very well. The hallway to the left of the conference rooms even sticks out of the building so I had to push it back from the exterior windows. The whole interior fits in the bottom part, so I will place it on the 7th floor. Note that the whine bottle represents the interiors pivot point. Also, since it doesn't match, a script will be needed to access the interior from the lobby. I am thinking that the FIB building would be hidden, sorta like how the High End apartments work. There is just one problem. The collision mesh on the FIB building was done so it goes right through the interior. The narrower part at the top goes down through the fattest part at the bottom. Here are some pics of the collision for the FIB building exterior. Here are some images from code walker showing where the meshes and collisions sit. It is easy to see in the first two images, but the second two are a little tougher due to that side being taller. However, the issue is the same on both sides. I am no professional modeler. I am wondering, could someone make a modified collision mesh for the FIB building? Have it where it isn't effected on the outside, but the collision doesn't block off the inside at the first few floors of the tower (at the widest part of the building). The interior will be placed on the 7th floor. It needs to be done on both sides so it doesn't block off the conference rooms and the server room. Who ever does it will receive credit. Anyways, once this collision issue is resolved, I will move the FIB interior and release the DLC Pack.
  17. Wakka387

    [WIP] Chicago R.A.G.E

    Team*Looking for more members... Idea - Ss4gogeta0 Mapping/Paths/Zones - GTARandom Progress: [X] Map Ported Ingame [ ] Ped Paths [ ] Vehicle Paths [ ] Zones [ ] Interiors [ ] Retexturing This post is still a Work in Progress and should not be considered the final style for this mod... *credit to ZZCool for the temporary image
  18. maxnonogaming

    [ PC & ANDROID ] GTA Unity Remake

    Hi everyone ! I'm making an UNITY 3D Remake of GTA , with some different mechanics . No playable build for the moment, but can I ask you some feedbacks please? I working on population, I ll try to show you how it's look like soon . Thanks
  19. Info GTA V gets the game location from the system before executing the game, requiring a registry change if the directory is not the one where the game was installed. This little app helps to "bypass" that. What this does When you start the provided file from the location of the game, it searches for the common executables to ensure that the game is in there (GTA5.exe, GTAVLauncher.exe, and PlayGTAV.exe). Then if the files were found, it sets the actual location on the Registry and starts the game. Preview Download and Install Grab the latest release from 5Mods. Click the "GTAVPath.exe" file to download it and save it in the game dir. Development If you found any bug just report it either on the Issues page on GitHub or leave a message on this thread. I will also accept the Pull Requests made on the Repository. License MIT License Copyright © 2017 Hannele Ruiz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  20. AidenPatrickPGH

    [WIP] Tesla Motors of Los Santos

    Tesla of Los Santos Informational Post DEVELOPERS: Mechartix (gta5-mods.com/users/Mechartix) - Major Modeling Aiden Patrick (gta5-mods.com/users/aidenpatrickPGH) - Minor Modeling and Texture Mapping What is it? Tesla of Los Santos is a car dealership mod that obviously is a Tesla exclusive store. As of right now, it only carries the Model S, and Roadster (although screenshots will show Model X ). A Tesla Model 3 is also expected to be coming soon. Where will it be located? (by default) Tesla of Los Santos will be located along Great Ocean Freeway, next to the townhomes in Del Perro. When will it be released? You can expect Tesla of Los Santos to be released mid-September, on gta5-mods.com How will it be installed? Tesla of Los Santos will be installed as if it were a prop, (or in later releases as multiple props) so it is optionally placed in the map by the player using a mod such as Map Editor. Release Schedule and Plans Mid September - 0.1a - Initial ALPHA Release - Single Prop - Completed Building Late September - 0.2a - Multiple Props allowing for more user customization Mid October - 0.1r - Initial Stable Release - Add-on pack featuring additional props - Floor swaps - Exterior wall and ground material swaps Early November - 0.1x [FINAL] - Final Release - *100% Building Customization* - Full texture template - Most props movable and swap-able Screenshots [uPDATED JULY 18]
  21. [#About] ToolsV is a launcher, mod manager and a utility pack for GTA V. It contains many built-in tools as shown below. ToolsV can auto-update without any manual instalation. [#Main features] * GTA V launch options: Normal launch, Singleplayer with mods, Singleplayer without mods, Multiplayer (without mods). * GTA Mod manager - enable/disable particular mods. * Basic commandline read-write (free input coming soon, four options right now): Reads and prints current commandline parameters, checkboxes for: file verification, safe mode, singleplayer offline and multiplayer freemode. * Game info display: Patch version, installation path, game type and language. * GTA V file migration (works only with non-steam version). * Shortcut creation tool with argument support. * ScriptHookV version checker. [#How to use] There is no instalation needed for this tool. Simply launch it from wherever you want (GTA installation directory is found automatically). [#Screenshots] [Link] [#Download] GTA5-Mods download [#Upcoming/planned features] [=]Game intro bypass [#Changelog] [*] -> An important update for ToolsV v2.2.1 [+]Updated update tool [+]Fixed self-update [+]Fixed updater not downloading [+]Fixed label text when GTA not found [+]Fixed links (sorry, using GDrive instead of FTP server right now) v2.2.0 - [*] [+]Added mod manager [+]Added self-updating [+]Added unexpected crash handling [+]Updated settings window [+]Improved program speed [+]Bug fixes v2.1.0 [+]ScriptHookV checker on startup can now be toggled [+]Added exit after game launch option (AKA stealth mode) [+]Added update button in settings menu [+]Updated shortcut icon [+]Updated "about" message [+]Fixed "normal" game launch shortcut [+]Fixed patch version retrieve for steam edition of GTA [+]Fixed shortcuts not running the game v2.0.2 - [*] [+]Added full support for steam edition of GTA! [+]Game version is now shown [+]Added shortcut creation tool [+]Updated migration tool [+]Fixed ScriptHookV checker [+]Fixed GTA Online launch [+]Fixed crash when commandline.txt didn't exist v1.0.0.1 [+]Initial release
  22. Adding Cars with DLC Pack (Working Template) As the topic title says, this is a DLC pack that allows the adding of cars to GTA V instead of replacing existing Rockstar cars. I have included within the release files a working add on DLC pack that adds 2 new car slots to the game, I have used duplicates of existing R* cars in order to release on this forum. the cars I have used are Infernus = F40 to spawn by name with simple trainer Coquette2 = Cobra Instructions on how to install are contained within the mod files and folder names the included cars have various aspects of car modding functionality in Los Santos customs in order to show how the different file entrieas affect how the mod shop works when adding full car mods in future. If you want to use the cars in the picture you know where to download them by now, simply rename the model and texture files to match the names used within this mod I have also included a full template setup of all the files used and they show you how to add cars for yourself. Adding LSC car modding information to the game (this section is ongoing W.I.P.) the carcols.meta is where all the car mod stuff is contained, if you look at the original files I included you will see the different sections for engine, suspension etc between the <statMods> </statMods> section within the file, each section like engine has 4 sections to it with a value = between 25 - 100 for each value in the mod shop and is contained within <item> </item> formatting engine example <Item> <identifier /> <modifier value="25" /> <audioApply value="1.000000" /> <weight value="20" /> <type>VMT_ENGINE</type> </Item> <Item> <identifier /> <modifier value="50" /> <audioApply value="1.000000" /> <weight value="20" /> <type>VMT_ENGINE</type> </Item> <Item> <identifier /> <modifier value="75" /> <audioApply value="1.000000" /> <weight value="20" /> <type>VMT_ENGINE</type> </Item> <Item> <identifier /> <modifier value="100" /> <audioApply value="1.000000" /> <weight value="20" /> <type>VMT_ENGINE</type> </Item> Adding on screen car information to the game (this section is ongoing W.I.P.) in order to add on screen car information like model name and manufacturer you need to create an americandlc.rpf, this information is still very much a bit of W.I.P. and will be updated and added to the template pack soon. this screenshot gives you a visual description of what is needed, there is no need to define the .rpf itself in any other file, the contents of the americandlc.rpf include the car and manufacturer information. this section will be updated with more in depth information as and when it is requested, as I'm currently working on a variety of dlc pack aspects for adding content to this game without modifying much more than a simple line entry in the dlclist.xml in the update.rpf. Download External http://www.mediafire.com/download/xf35e7vtdwf8mxz/add_cars_dlcpack_Gforce.rar GTA Garage http://www.gtagarage.com/mods/show.php?id=27426 Credits Credit goes to sjaak327 who has been working along side with a wide variety of modding aspects over the last few months and in particular with this mod since I started researching it all this last week and suggested starting the topic. thanks go to the following: Alexander Blade for his scripthook and asi stuff GoodNTS for his OpenIV tools sjaak327 for Simple Trainer and play testing this for me Disclaimer this mod assumes you know what you're doing, and assumes you know and understand that rule number one with modding is to always backup your original files before attempting to modify your main game folder. I'm not a very good tutor so feel free to ask and answer any questions that may arise in this topic and I will participate when I get chance to reply. this is not a mod release, this is an educational tool. RTFM
  23. Hello Everyone ::Index:: Current Version: 1.3 . 1a) WTF is "Manual Transmission (Continued)" a.k.a. Why, where, what? 1b) Manual Transmission (Continued) Main Features / Details 1c) Future Features / To Do List 2a) Requirements 2b) Installation 2c) Files Included 3a) Changelog 4a) Credits / Copyright ::::: Content ::::: . 1a) WTF is "Manual Transmission (Continued)" So... I was drifting in GTA V and though "If I could just lock on 2-3rd gear it would make it a lot easier and a lot more realistic." Then I've searched for a Manual Transmission mod and found this: https://www.gta5-mods.com/vehicles/manual-transmission Sadly, the Mod was discontinued (as said in the description), last update on 5th May 2015, and it was Gear Based instead of Sequential (I'm playing on a Keyboard/Mouse or GamePad. No 5-6 Gears Wheel Controller) . Therefore I wanted to make a mod to suit my needs (First Mod I ever made, ever, even though I know my programming shiz). Since I've already enjoyed (and I'm currently enjoying) great mods from the community, I thought it would be only fair enough for me to share it as well. ##### 1b) Manual Transmission (Continued) Main Features / Details . - Sequential Drive OR Manual Drive (Both With and Without Clutch) 4 Versions to choose from: Manual No Clutch, Manual With Clutch, Sequential No Clutch, Sequential With Clutch - 6 Gears (Currently on all cars, mind you, if you're in a truck, maximum gear will be 6, if you are in a car with a Top Speed Mod, it will be 6 as well) - Gears Adjusted for Vanilla Game (Even though I play with a TopSpeed Mod, I don't want my car to get to 200 in the 3rd Gear) - 1-5 Gear Locked, 6th Gear -> Full Speed What these means is, either you are playing Vanilla or with a Top Speed Mod, your care will lock the maximum speed between the 1st and the 5th gear. 6th Gear will let you drive to the maximum speed of the car, so if you have a Top Speed Mod, your care will reach 400km/h + as well. - Current Gear Engaged Indicator - Activated Automatic Mode Press the Hotkey (Default: Z) and go Automatic Mode (a.k.a. disable Mod). Press again to activate ##### 1c) Future Features / To Do List - Add different number of Gears for Trucks, Cars and Bikes Ex.: Trucks with 12 Gears, Sports Cars with 6, Super with 7, etc, etc. - Important timing for shifting Ex.: If you shift up to early it will slow the car acceleration - Dynamic Gear Range for every vehicle Ex.: If a car would reach 70km on First Gear (Red Line) then it will be the Max Speed for the first gear, etc. Once this is done, animations / sound will match when you Shift Up or Down - Ability to hold Clutch to Rev the engine Mainly for Drifts, Slides, etc.Plus More realistic - Gamepad / Xbox Controller Support - Reverse Gear - Your Suggestion? - Bugs Known -- Changing cars will keep the gear of the previous car in the new car -- Animations / Sound not matching the gear change (Read Above) ##### 2a) Requirements Script Hook V http://www.dev-c.com/gtav/scripthookv/ LUA Plugin for GTA V http://gtaforums.com/topic/789139-vrelhook-lua-plugin-for-script-hook-v/ ##### 2b) Installation Just copy your desired Setup to your GTA V/scripts/addins (Use "READ ME" for info on each version) ##### 2c) Files Included - ManualTransmission.lua - READ ME.txt ##### 3a) Changelog 1.3) - Realistic Slow Down when Shifting Down if the gear engaged doesn't support the current velocity - Engine will stall if you are stopped and try to go with another gear other then 1st (Small Detail, car will tilt a bit forward just like reality) - Bug Fixes . 1.2) - Added Two New Versions (Manual With Clutch, Manual Without Clutch) - Current Gear Indicator on Top Left of the Screen - Hotkey to Activate the Mod or go full Automatic (like Vanilla) - Control support (Currently only Sequential, NO Clutch - Read Features) 1.1) - Added a Clutch version. On these one, you have to press Clutch (Default X) while pressing the Shift change - Downshifting should now decrease the Maximum speed of the vehicle to correspond to the current gear maximum 1.0) Release - Edited the Mod (as it was discontinued and source code is available) from https://www.gta5-mods.com/vehicles/manual-transmission to: - Sequential Gear Instead of 5 Keys, one for each gear - Removed "Reverse" gear - 6 Gear Instead of 4 - Changed default Keys from original Mod - Rewrote the code for better performance ##### 4a) Credits / Copyright . Credits - Original Code from https://www.gta5-mods.com/vehicles/manual-transmission by https://www.gta5-mods.com/users/nazhul . Copyright You may use and edit the mod at your free will. If you, however, want to edit and re-release it, include it on one of your Mods / ModPack or in any other way re-upload it I just ask to give me a shout out and link it back to me / this mod. Thank You for reading and using this mod, Your suggestions, feedback and bug report is greatly appreciated. I will considerate any suggestions to the mod and I will do my best to keep it updated and meet your needs. Sincerely, Nihu Download: https://www.gta5-mods.com/scripts/manual-transmission-continued
  24. Sorry if re-posting into the right section annoys you , my bad for placing this at Textures section I would like to present you my current progress into making a TOTAL overhaul of franklin's wardrobe with Modern and famous Clothing brands. This Modification includes model replacements, i took some meshes from other characters of the GTA 5 World, this with the only goal of making textures look even better. I provide with full texture replacements for these model changes so you have a fitting texture for every "version" slot, this way you wont be getting bad mappings because the lack of these, along with the textures that didnt require model replacement (these ones only come with the versions i modified). ITS REQUIRED FOR YOU TO INSTALL THIS MOD INTO A FRESH x64v.rpf file. Then you can add the other mods you could have installed in the past. Im not responsible for textures not appearing correctly if you didnt install it with a clear x64v.rpf file. Will be updating with new versions as i follow up to create more quality Clothing for you guys. Please if you can donate to me as you enjoy this mod, i will be thankful for it. Any questions, write it down as a comment. BUGS?: None big enough to make your eyes bleed. Just let me advice you, the shoes that use model replacement do have some "overlaping" with slim fit jeans, but they fit perfectly with shorts and baggy jeans. RECOMMENDED: Use trainer to explore the clothes as it will be easier than trying to find them around the stores. Link for Screenshots and Download: https://www.gta5-mods.com/player/vans123-s-modern-wardrobe-for-franklin
  25. Drewgamer

    GTA V Vehicle Speed Project

    Introduction After playing GTA V for couple hundred hours I became really disappointed by the speeds of vehicles in game. Ok I was really disappointed with speeds after just a few hours in game. It's so very immersion breaking to be zooming down the the Los Santos city streets to top out at max speed. It's especially immersion breaking to top out at ~120 MPH in an Adder. I've used several top-speed increasing or handling mods, and while they all seem to do what they advertise, none of them are kept updated and some miss certain vehicles for various unknown reasons. The idea behind this mod is to increase all the top speeds of in-game vehicles to their real-world counterparts (or as close as possible). I'll also be trying to keep acceleration values as close to real-world as possible as well. This will all be done using unmodified cars, so if you throw max performance upgrades on your Adder, expect it to go stupid fast (and by that I mean, probably absurdly unrealistically fast). This will be primarily for top speeds and acceleration tweaks, but when/if I get that done for all cars I might consider tweaking handling values if it's highly requested. Affected Vehicles (more to come!) SUPER: Adder, Osiris, T20, Turismo R, Zentorno, Entity XF Installation To install this, you will need OpenIV, which you can get HERE. 1a) First, I REALLY recommend using OpenIV to create a mods folder and get update.rpf in there. 1b) Use OpenIV to open up update.rpf 2) Navigate to update.rpf/common/data/ 3) Drop the handling.meta from my ZIP file to overwrite the handling.meta from update.rpf 4) Enjoy! Download You can always find the latest version of this mod here at gta5-mods.com You can NOT find this mod anywhere else, if it is uploaded anywhere else it's not my official version. Permissions I started this mod from scratch and did not base it on anyone else's numbers, however if you want to use this as a base for your own tweaks, I just ask that you give me a heads up. Please do NOT upload this anywhere else without my express permission as I prefer not to have it mirrored on any other sites Changelog v0.6 - Added Overflod Entity XF v0.5 - Added the Pegassi Zentorno - Adjusted Adder drive bias (less power to the front wheels and more to the rear wheels) v0.4 - Added the Grotti Turismo R - Slightly reduced Adder launch wheelspin - Slightly lowered T20 top speed - Reduced T20 launch wheelspin and increased power (for quicker, more reliable launches) v0.3 - Added the Progen T20 - Tweaked Adder to accelerate a bit faster - Reduced Osiris wheelspin from a standstill (for slightly more reliable launches) v0.2 - Added Pegassi Osiris v0.1 - Initial Release - So far the only car tweaked is the Adder
×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.