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GTA V Enhanced / Gen9 / E&E Modding Discussion & Finds


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C0lt0_0
On 3/16/2025 at 4:11 AM, sjaak327 said:

Forgot to mention, you need to edit mods\update\update.rpf\common\data\gen9_exclusive_assets_vehicles.meta in LEGACY

 

and replace everything with this:

 

Gen9ExclusiveAssetsDataVehicles>
  <VehicleModels>
  </VehicleModels>
  <VehicleData>
    </VehicleData>
</Gen9ExclusiveAssetsDataVehicles>

is this the method for adding custom models for peds & vehicles? Like if i add vehicle addon and edit the dlc list, the game refuses to launch atm.

Eldgar_Uchiha
19 hours ago, schnurboy said:

since the scripthook has been updated, was anyone able to launch the game?

Yes! just make sure you update your direct x and c++ before launching. It will give you an error if so, just told ya how to fix it! Happy modding 

MaveriX
On 3/19/2025 at 5:26 PM, Nitric Acid said:

no unless you use this following method 

 

 

 

On 3/18/2025 at 4:15 AM, iNSANE666 said:

To make OpenIV work, make a copy of "GTA5_Enhanced.exe" and rename it to "GTA5.exe", then OpenIV will be able to read the game files and archives.

 

Then for example for my own Visuals Mod, what I did:

Same as always, opened update.rpf in OpenIV, and replaced vanilla weather files with my own mod files.

Then took the edited update.rpf and drag-and-dropped it onto ArchiveFix.exe, and it encrypted it successfully.

The next step to do was to delete "rpf.cache" from game folder, then add -skipPatcherCheck as Launch Command.

And that's about it, the game reads the edited .rpf archive normally, and mods work without any issues.

 

I've got Steam version, so that's how it's done in it, when it comes to the Rockstar Launcher version I am pretty sure that there is some extra step needed to be taken.

 

im asking about this folder (modding the game in the special mods folder that i can easily remove whenever i want to play GTA Online)

 

does it work on Enhanced?


image.png.f8fb7ab2294a0c0eb79eeb3568a0e85c.png

Edited by MaveriX
schnurboy

I'm working with codewalker RPF explorer at the moment, not with open IV - BUT the main problem is, that the "openiv.asi" file, which is generated by OpenIV, does not recognize GTA Enhanced, so it does not load modded RPF-archives, which make it run into an error.
you can "mod" the files no problem, by just copying the gta5.exe into the enhanced main directory to make openIV work. but as i said the files inside the "mods" folder wont get loaded due to the asi file not working.

RitaGTA
1 hour ago, schnurboy said:

I'm working with codewalker RPF explorer at the moment, not with open IV - BUT the main problem is, that the "openiv.asi" file, which is generated by OpenIV, does not recognize GTA Enhanced, so it does not load modded RPF-archives, which make it run into an error.
you can "mod" the files no problem, by just copying the gta5.exe into the enhanced main directory to make openIV work. but as i said the files inside the "mods" folder wont get loaded due to the asi file not working.

First of all the recommended editor is now CodeWalker, not OpenIV.exe. Secondly openiv.asi has been replaced by OpenRPF.asi.
A guy put up a guide that explains all this.
https://www.gta5-mods.com/tools/gta-v-modding-toolkit-web-version

23 hours ago, schnurboy said:

I'm working with codewalker RPF explorer at the moment, not with open IV - BUT the main problem is, that the "openiv.asi" file, which is generated by OpenIV, does not recognize GTA Enhanced, so it does not load modded RPF-archives, which make it run into an error.
you can "mod" the files no problem, by just copying the gta5.exe into the enhanced main directory to make openIV work. but as i said the files inside the "mods" folder wont get loaded due to the asi file not working.

This is slightly misleading & I don’t see too much talk about OpenRPF here.

 

You can very well still use OpenIV for modding and editing files. Although, CodeWalker is quickly becoming a better program day by day & it is now starting to receive most of the features that OpenIV has anyway.

 

If you prefer to use OpenIV for modding or want to install a .oiv file for Enhanced Edition:

 

  • Ensure that OpenIV.asi has been deleted either using OpenIV or directly deleting it from GTA V’s root folder once you are done editing your files.

 

To be able to use a mods folder & run unencrypted .rpf files and so on, like you can with OpenIV’s script, download OpenRPF instead. This is the current alternative to OpenIV.asi and has been working perfectly for me.

schnurboy

Thanks Rita and Thanks Royals, works like a charm.

Got VisualV installed and now the enhanced version looks even better.


only thing is that i cant get modded rpf files in the dlc folder to work. game loads forever or crashes without error after click on story mode.

i tried the aventador 2012 enhanced mod which replaces "patchday13NG" - so i dont need to add something to dlclist.xml. - wont work
also i tried a new dlc "aventador" renaming everything in content.xml and setup.xml and adding a line in dlclist.xml -  wont work

but the visualV mod is great

14 hours ago, schnurboy said:

Thanks Rita and Thanks Royals, works like a charm.

Got VisualV installed and now the enhanced version looks even better.


only thing is that i cant get modded rpf files in the dlc folder to work. game loads forever or crashes without error after click on story mode.

i tried the aventador 2012 enhanced mod which replaces "patchday13NG" - so i dont need to add something to dlclist.xml. - wont work
also i tried a new dlc "aventador" renaming everything in content.xml and setup.xml and adding a line in dlclist.xml -  wont work

but the visualV mod is great

No worries!

 

Could you link said mod please? And have you converted the assets from the mod from Legacy to Enhanced using Codewalker’s asset converter before replacing the originals?

 

All .ytd, .ydr, .ydd, .yft & .ypt files from any Legacy mod must be converted from Gen8 (Legacy) to Gen9 (Enhanced) before using in Enhanced. Otherwise, your game will not run with them being present.

 

Also, addon vehicles currently aren’t working even after converting to Gen9 in my experience. I think this is due to not having updates yet for scripts such as Packfile Limit Adjuster, Heap Limit Adjuster & other requirements along with a Gameconfig for Enhanced, which were also required in Legacy to prevent crashes with adding addon vehicles to your game. This could be an entire other/new issue though, but there hasn’t been much done yet or talked about when it comes to addon vehicles, so I’m really not too sure.

 

Replacement vehicles work great though and RT/RTGI seems to also work fine with the models I have so far. Currently I have replaced the Gauntlet with a Dodge Challenger model & Franklin’s Buffalo with a Dodge Charger, I have also added their respective sound mods to go with them too & this has all worked perfectly with most of the other scripts and mods I’ve converted.

 

spacer.png

Edited by Royals
Added context & image
schnurboy
On 3/27/2025 at 8:19 PM, Royals said:

No worries!

 

Could you link said mod please? And have you converted the assets from the mod from Legacy to Enhanced using Codewalker’s asset converter before replacing the originals?

 

All .ytd, .ydr, .ydd, .yft & .ypt files from any Legacy mod must be converted from Gen8 (Legacy) to Gen9 (Enhanced) before using in Enhanced. Otherwise, your game will not run with them being present.

 

Also, addon vehicles currently aren’t working even after converting to Gen9 in my experience. I think this is due to not having updates yet for scripts such as Packfile Limit Adjuster, Heap Limit Adjuster & other requirements along with a Gameconfig for Enhanced, which were also required in Legacy to prevent crashes with adding addon vehicles to your game. This could be an entire other/new issue though, but there hasn’t been much done yet or talked about when it comes to addon vehicles, so I’m really not too sure.

 

Replacement vehicles work great though and RT/RTGI seems to also work fine with the models I have so far. Currently I have replaced the Gauntlet with a Dodge Challenger model & Franklin’s Buffalo with a Dodge Charger, I have also added their respective sound mods to go with them too & this has all worked perfectly with most of the other scripts and mods I’ve converted.

 

spacer.png

Here you go: https://www.patreon.com/posts/first-ever-real-124387032?l=it
As far as I understand it its smokeys Aventador converted to Gen 9
InterGTA has a youtube video online where he drives it ingame.

So when you talk about replacement vehicles, you just moved the buffalo2 files into mods/x64e for example and it just works?  Like the old days when Addon method wasnt a thing? :D
Need to try that out.

BUT if that works, why wont the patchday13ng from the Aventador work. Because if we talk replacing, it is just replacing, since the mod just replaces comet2, but comes with the full patchday13NG folder to put into mods\update\x64\dlcpacks

On 3/30/2025 at 12:10 AM, schnurboy said:

Here you go: https://www.patreon.com/posts/first-ever-real-124387032?l=it
As far as I understand it its smokeys Aventador converted to Gen 9
InterGTA has a youtube video online where he drives it ingame.

So when you talk about replacement vehicles, you just moved the buffalo2 files into mods/x64e for example and it just works?  Like the old days when Addon method wasnt a thing? :D
Need to try that out.

BUT if that works, why wont the patchday13ng from the Aventador work. Because if we talk replacing, it is just replacing, since the mod just replaces comet2, but comes with the full patchday13NG folder to put into mods\update\x64\dlcpacks

Are you using a custom gameconfig.xml? I recommend this one here. Just make sure you download the latest Enhanced release instead of the Legacy version.

 

Although I believe this comes back around and has something to do with allocated game memory/file size of whatever mod/models you are trying to use. I’ve replaced two vehicles with-semi decent models so far, along with using many mods I’ve converted over from Legacy already, currently the Gauntlet is swapped to a Challenger & the Buffalo S to a ZL1, whenever I try doing something like a full vehicle replacement instead of just models, with a really good and detailed model (including modkits, car colours etc.), as soon as I start adding more vehicle mods or adding/editing lines in any .meta files that go over the default game limit, the game won’t work & crashes just before entering story mode, or even produces these graphics/memory errors.

 

I had this error pop up whenever trying to enter the vehicle from this mod:

 

spacer.png

 

I also encountered this error trying to launch the game with this mod:

 

spacer.png

 

The game has worked fine with both of the models currently I use after some trial & error with the other models, but like I said before, I think there is currently a problem with the game being able to handle certain file types & drawables/textures that are too big in size without having updates for scripts like Packfile Limit Adjuster & Heap Limit Adjuster to work with Enhanced.

 

So for now, it may even get to a point where you are limited to the amount of and what replacement vehicles you can use until a solution is found for this.

Edited by Royals
schnurboy
On 3/29/2025 at 9:22 PM, Royals said:

Are you using a custom gameconfig.xml? I recommend this one here. Just make sure you download the latest Enhanced release instead of the Legacy version.

Hey man hows it going,

quick update. THIS particular gameconfig does not work for me at all. tried it last week.
I downloaded it again - making sure the enhanced version. if i put it (8038KB; original has 8025KB) i cant even start the game. it crashes after 3 seconds into loading.

 

but what i did at the weekend was getting this mod to work.
i just followed the little tutorial in the comments
 

Quote

Tutorial for enhanced: 
Download the Latest SP Version (5.6) and extract the OIV.
Open the OIV via winrar or similar and extract the dlc.rpf
Open Codewalker RPF Explorer and open the folder containing said dlc.rpf
open the rpf file then navigate to x64/levels/gta5 
extract the contents of each rpf file to it's own folder, preferably titled the same as the rpf. 
Now in Codewalker at the top click tools then Asset Converter and point it to the folder containing the extracted rpf folders
run the conversion
now copy the converted files from the output to their respective rpf archives inside dlc.rpf overwriting all files. 
Put the dlc.rpf in a folder with whatever name you want and copy that to dlcpacks and so on
You now have a working version for GTA 5 Enhanced.


works like a charm and the world is again more lively now with more props.
this combined with the visualV mod is a great experience of GTA5 enhanced - for what we can mod at the moment!!

 

EDIT: VisualV needs to be installed via openIV after copying the gta5.exe into the enhanced versions root folder for openiv to work.
if you try copying files from visualV manual install into rpfexplorer it throws an error about the XML schema not supported. i cant drag them into the locations in codewalker, need to use openiv<

 

EDIT2: Just converted the Gas stations and road textures vom NVE, works fine, no issues or errors yet. since the road textures have 2,6 GB dlc size maybe it isnt a heap or patchfilelimit error.
btw the mthfckr looks awesome at the moment. VisualV - VRemastered - NVE Gas Stations & Road Textures. Im gonna try the OYC Revuelto next, would be my first car, but i think it wont work.
 

234.PNG

Edited by schnurboy
On 4/2/2025 at 7:20 AM, schnurboy said:

Hey man hows it going,

quick update. THIS particular gameconfig does not work for me at all. tried it last week.
I downloaded it again - making sure the enhanced version. if i put it (8038KB; original has 8025KB) i cant even start the game. it crashes after 3 seconds into loading.

 

but what i did at the weekend was getting this mod to work.
i just followed the little tutorial in the comments
 


works like a charm and the world is again more lively now with more props.
this combined with the visualV mod is a great experience of GTA5 enhanced - for what we can mod at the moment!!

 

EDIT: VisualV needs to be installed via openIV after copying the gta5.exe into the enhanced versions root folder for openiv to work.
if you try copying files from visualV manual install into rpfexplorer it throws an error about the XML schema not supported. i cant drag them into the locations in codewalker, need to use openiv<

 

EDIT2: Just converted the Gas stations and road textures vom NVE, works fine, no issues or errors yet. since the road textures have 2,6 GB dlc size maybe it isnt a heap or patchfilelimit error.
btw the mthfckr looks awesome at the moment. VisualV - VRemastered - NVE Gas Stations & Road Textures. Im gonna try the OYC Revuelto next, would be my first car, but i think it wont work.
 

234.PNG

Apologies I forgot! For the Gameconfig, I ended up running into the same issue as you. What I did to fix it (which is a bit tedious lol, but worth it) is as follows:

 

  • Copy the default GTA V Enhanced gameconfig.xml to your mods folder
  • Slowly select & compare to the default Gameconfig, then copy & paste each section from the Enhanced Gameconfig you’ve downloaded into the default Gameconfig either using Notepad++ or OpenIV’s built-in text editor
  • Ensure there are no errors before saving the document (OpenIV will alert you if there are any before saving)
  • Launch your game and voila

 

I don’t know why this fixes it, I may have missed/forgot something from when I was copying everything over, I’m going to have to have another look to figure it out, but I feel like there may be a line missing, formatting issue or something left over from Legacy with the current/latest version of Gameconfig on 5Mods which is causing the crash. Because I do see a lot of other people in the comments are reporting the same issue.

 

I didn’t even think to try converting parts of NVE haha, took a bit but I’ve done the same as you and definitely agree that they look stunning in Enhanced. Can’t wait for Razed to release the official update.

Edited by Royals
Talibrations101
On 3/28/2025 at 3:19 AM, Royals said:

No worries!

 

Could you link said mod please? And have you converted the assets from the mod from Legacy to Enhanced using Codewalker’s asset converter before replacing the originals?

 

All .ytd, .ydr, .ydd, .yft & .ypt files from any Legacy mod must be converted from Gen8 (Legacy) to Gen9 (Enhanced) before using in Enhanced. Otherwise, your game will not run with them being present.

 

Also, addon vehicles currently aren’t working even after converting to Gen9 in my experience. I think this is due to not having updates yet for scripts such as Packfile Limit Adjuster, Heap Limit Adjuster & other requirements along with a Gameconfig for Enhanced, which were also required in Legacy to prevent crashes with adding addon vehicles to your game. This could be an entire other/new issue though, but there hasn’t been much done yet or talked about when it comes to addon vehicles, so I’m really not too sure.

 

Replacement vehicles work great though and RT/RTGI seems to also work fine with the models I have so far. Currently I have replaced the Gauntlet with a Dodge Challenger model & Franklin’s Buffalo with a Dodge Charger, I have also added their respective sound mods to go with them too & this has all worked perfectly with most of the other scripts and mods I’ve converted.

 

spacer.png

 

I'm having an issue where the converted files do not work well with the Enhanced version of the game. I have converted a few mods to work with gen9 and added them into the game only for my game to become completely unstable and crash randomly. It seems only visual mods work 100% with the game atm and any conversions made to replace assets are a 50/50 chance at this point. Or maybe Enhanced only allows a limited number of mods before it becomes unstable. Anyone else having the same experience?

 

1gf08Im.jpeg

 

At least I had fun with John Wick before my game screwed up lmao

17 hours ago, Talibrations101 said:

 

I'm having an issue where the converted files do not work well with the Enhanced version of the game. I have converted a few mods to work with gen9 and added them into the game only for my game to become completely unstable and crash randomly. It seems only visual mods work 100% with the game atm and any conversions made to replace assets are a 50/50 chance at this point. Or maybe Enhanced only allows a limited number of mods before it becomes unstable. Anyone else having the same experience?

 

1gf08Im.jpeg

 

At least I had fun with John Wick before my game screwed up lmao

Just keep in mind that Codewalker’s asset converter is still a work in progress tool, it seems to work pretty well most of the time, but it has a chance of having issues converting certain files.

 

I think the issue you’re running into is similar or the same issue I had. I went into more detail about it up above, but I think it is due to not having some updates for dependencies such as Packfile Limit Adjuster & Heap Limit Adjuster, which were used in Legacy Edition when adding a lot of modded content to your game. Without it, you get crashes and errors.

schnurboy
On 4/4/2025 at 7:24 AM, Talibrations101 said:

 

I'm having an issue where the converted files do not work well with the Enhanced version of the game. I have converted a few mods to work with gen9 and added them into the game only for my game to become completely unstable and crash randomly. It seems only visual mods work 100% with the game atm and any conversions made to replace assets are a 50/50 chance at this point. Or maybe Enhanced only allows a limited number of mods before it becomes unstable. Anyone else having the same experience?

 

At least I had fun with John Wick before my game screwed up lmao


yeaaah i had that problem with the NVE_vegetation dlc.
the 3d models of trees are replaced with that mod and since vremastered adds ymaps and places trees where they werent in vanilla, some shadows and reflections are flickering.

so i deleted the NVE vegetation stuff.

just trying out the vremastered 6.0 update atm.

 

 

345555.png

74684.png

hbjklhjk.png

fggjfgh-min.png

Edited by schnurboy
Talibrations101
On 4/5/2025 at 11:28 PM, schnurboy said:


yeaaah i had that problem with the NVE_vegetation dlc.
the 3d models of trees are replaced with that mod and since vremastered adds ymaps and places trees where they werent in vanilla, some shadows and reflections are flickering.

so i deleted the NVE vegetation stuff.

just trying out the vremastered 6.0 update atm.

 

 

345555.png

74684.png

hbjklhjk.png

fggjfgh-min.png

 

I tried out ChromatiX for Enhanced but the new assets for trees and plants are just screwing up the shadows big time. Flickering and disappearing shadows all over the place, not to mention the massive drop in FPS. Curiously enough, it only happens in the presence of a few specific tree/plant assets especially around the Paleto Bay area. In the city and in Sandy Shores they all look fine. I wish there was an option to not use the new assets.

On 4/7/2025 at 6:40 AM, Talibrations101 said:

 

I tried out ChromatiX for Enhanced but the new assets for trees and plants are just screwing up the shadows big time. Flickering and disappearing shadows all over the place, not to mention the massive drop in FPS. Curiously enough, it only happens in the presence of a few specific tree/plant assets especially around the Paleto Bay area. In the city and in Sandy Shores they all look fine. I wish there was an option to not use the new assets.

I haven’t tried myself yet cause I’m still being lazy and using ChromatiX v0.2 (which has worked perfectly for me), but I’ve built the latest nightly version of Codewalker from GitHub, which in the commit history has seemed to have a lot changed/fixed with the asset converter, so it could hopefully potentially fix these issues for you. I am seeing a lot of people having the same problems online though, so it could be a new issue introduced with Enhanced Edition itself.

 

Also the latest version of CW’s asset converter also supports conversion of .RPF files now, so theres no need to unpack archives anymore before converting for Gen9.

  • 2 weeks later...

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