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General OpenIV Discussion and Announcements


GooD-NTS
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SilverRST

It's only ashame Oleg is wasting his time on investigating the static models. It would be much better to have an import/export filter for cars for now.

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Igor Bogdanoff

@Tomasak

Czech language, nice! I would like to play with that. How did they read custom files via ASI?

I dunno.

 

And try Mafia1&2 with CZ dubbing.

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Realblue1

If I understand their message enough (on Facebook), they got working custom czech translation + custom fonts via ASI

 

Does anyone have a clue how did they managed to do that?

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Claude_Lib

I think the same way as in Criminal Russia RAGE where the devs made a special ASI script with some redirects which forced the game to read files from the mod folder so none of the original files were modified.

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LinkAndZheka

I think the same way as in Criminal Russia RAGE where the devs made a special ASI script with some redirects which forced the game to read files from the mod folder so none of the original files were modified.

We need this type of modding. Much simpler than replacing files in archives and recompiling.

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Well, where are the developers to confirm if this is true or not?

This is true.

We are working on it right now, literally right now.

The release was planned on yesterday, but in the last moment, we discover some critical issue, so release is delayed for few days.

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@GooD-NTS
How many days? What exactly is done for this moment?

HHnErXC.png


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Well, where are the developers to confirm if this is true or not?

This is true.

We are working on it right now, literally right now.

The release was planned on yesterday, but in the last moment, we discover some critical issue, so release is delayed for few days.

What do you think about this Good NTS ?

 

Rockstar--

 

 

We have always appreciated the creative efforts of the PC modding community and we still fondly remember the awesome zombie invasion mod and original GTA map mod for GTAIV PC among many other classics. To be clear, the modding policy in our license has not changed and is the same as for GTAIV. Recent updates to GTAV PC had an unintended effect of making unplayable certain single player modifications. This was not intentional, no one has been banned for using single player modifications, and you should not worry about being banned or being relegated to the cheater pool just for using single player PC mods. Our primary focus is on protecting GTA Online against modifications that could give players an unfair advantage, disrupt gameplay, or cause griefing. It also bears mentioning that because game mods are by definition unauthorized, they may be broken by technical updates, cause instability, or affect your game in other unforeseen ways

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PißWasser

 

I think the same way as in Criminal Russia RAGE where the devs made a special ASI script with some redirects which forced the game to read files from the mod folder so none of the original files were modified.

We need this type of modding. Much simpler than replacing files in archives and recompiling.

 

 

It´s simpler, but it would probably make for performance drops when you´ve got a lot of mods installed

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It´s simpler, but it would probably make for performance drops when you´ve got a lot of mods installed

Probably yes, at least R* decided to patch necessary files in updates.rpf (thankfully), so mods could be installed there.

Edited by _CP_

HHnErXC.png


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LinkAndZheka

 

It´s simpler, but it would probably make for performance drops when you´ve got a lot of mods installed

Probably yes, at least R* decided to patch necessary files in updates.rpf (thankfully), so mods could be installed there.

 

That is good to here. So basically we combine all our mods into a patch file? Distributing mods and installing will be a breeze!

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Sagacity159

 

 

It´s simpler, but it would probably make for performance drops when you´ve got a lot of mods installed

Probably yes, at least R* decided to patch necessary files in updates.rpf (thankfully), so mods could be installed there.

 

That is good to here. So basically we combine all our mods into a patch file? Distributing mods and installing will be a breeze!

 

In theory. We don't know if and when file checks are made. It'd probably be better to have a mod that adds a file to the file load index to do this.

Edited by Sagacity159
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Claude_Lib

Probably off-topic, but is it possible to see if handling parameters are different between Old-Gen and Current-Gen/PC? Maybe instead of creating custom handling settings we could move the original values to the PC?

Edited by Claude Liberty
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wow now we (well openiv devs) are making really great progress! can't wait to see the awesome modding features released :cool:

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@GooD-NTS

How many days? What exactly is done for this moment?

Release will be this week.

You will be able to edit RPF archives, BUT it is required ASI to load it in game.

I will provide more details with release.

And btw, if you don't have GTAV backup it is best time to backup it now.

 

What do you think about this Good NTS ?

 

Rockstar--

 

 

We have always appreciated the creative efforts of the PC modding community and we still fondly remember the awesome zombie invasion mod and original GTA map mod for GTAIV PC among many other classics. To be clear, the modding policy in our license has not changed and is the same as for GTAIV. Recent updates to GTAV PC had an unintended effect of making unplayable certain single player modifications. This was not intentional, no one has been banned for using single player modifications, and you should not worry about being banned or being relegated to the cheater pool just for using single player PC mods. Our primary focus is on protecting GTA Online against modifications that could give players an unfair advantage, disrupt gameplay, or cause griefing. It also bears mentioning that because game mods are by definition unauthorized, they may be broken by technical updates, cause instability, or affect your game in other unforeseen ways

This is kinda bullsh*t. Especially this "had an unintended effect" or this "This was not intentional"

Because you can't "not intentional" change hashes for all natives, or you can't "not intentional" rewrite archive loading algorithm.

They trying to be cool in eyes of the community.

There is ways to protect GTA Online but not blocking modding. But they decide to go with easy way and try to prevent modding at all.

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Well, where are the developers to confirm if this is true or not?

This is true.

We are working on it right now, literally right now.

The release was planned on yesterday, but in the last moment, we discover some critical issue, so release is delayed for few days.

 

This is exciting news, any other new features will this upcoming update have? Will it be able to edit *.ymt and textures?

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SupremeVoid

 

Release will be this week.

You will be able to edit RPF archives, BUT it is required ASI to load it in game.

I will provide more details with release.

And btw, if you don't have GTAV backup it is best time to backup it now.

 

This is kinda bullsh*t. Especially this "had an unintended effect" or this "This was not intentional"

Because you can't "not intentional" change hashes for all natives, or you can't "not intentional" rewrite archive loading algorithm.

They trying to be cool in eyes of the community.

There is ways to protect GTA Online but not blocking modding. But they decide to go with easy way and try to prevent modding at all.

 

 

Really great to hear that, cant wait for it :D

Really appreciate your (and your teams) work behind this.

 

On the second thing: True. I really laughed when i read their statement. Saying that your are against modding but then want to state that these changes were not intended is pretty stupid.

 

@GooD-NTS : What can we edit in the .rpf archives so far? Only text files or more?

 

 

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TomilovSenya

Hey, Yuri! Can we at open .awcs? (Yes, it frequent question, but I'm really need an answer :D)

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Will it be able to edit *.ymt and textures?

No.

 

 

@GooD-NTS : What can we edit in the .rpf archives so far? Only text files or more?

If you asking about textures or modes - no.

 

 

Hey, Yuri! Can we at open .awcs? (Yes, it frequent question, but I'm really need an answer :D)

No, GTA V PC .AWC is not supported yet.
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Great work u are doing guys, i wish u all good luck in this journey.

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"This is kinda bullsh*t. Especially this "had an unintended effect" or this "This was not intentional"

Because you can't "not intentional" change hashes for all natives, or you can't "not intentional" rewrite archive loading algorithm.
They trying to be cool in eyes of the community.
There is ways to protect GTA Online but not blocking modding. But they decide to go with easy way and try to prevent modding at all."

 

 

We know GOOD, they changed it to block it in the beginning, thats their rights because we know that some kids will use mods on GTAonline like thousands of kids do on PS and XBOX online game, i really think that they are working on online protection, so they took advance from you as they want to be ready when mods will officialy come, if you know ways to protect ONLINE, tell them, am with you for that, no cheaters online, only ped/cars/maps mod granted.

Edited by nine30
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So no editing ymt and texture yet

 

What is ymt lol

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Marty McFly

If there will be an ASI script to ease modding anyways, how about the feature to reload certain RPF archives ingame? I am aware that you can't add an own reloader for every damn file but the number of RPF archives is moderate so if a global reloading would take too much time, reloading each one manually would still increase modding speed to a very big degree, especially for trial-and-error things like timecycle, handling and similiar files.

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So no editing ymt and texture yet

 

What is ymt lol

Something that you could've found out very easily using search. It's a compressed .meta file. According to SonOfUgly you could simply override them using a .meta since they're read the exact same way as a .meta file. In the original unpatched PS3 and 360 version popgroups and wantedtuning were .meta files instead of .ymt.

Edited by RM76
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So no editing ymt and texture yet

What is ymt lol

 

Something that you could've found out very easily using search. It's a compressed .meta file. According to SonOfUgly you could simply override them using a .meta since they're read the exact same way as a .meta file. In the original unpatched PS3 and 360 version popgroups and wantedtuning were .meta files instead of .ymt.

Whats the difference between unpatched meta files and new patched (ymt added?)

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If this video is true and the handling file has been modified successfully, this is a major step to GTA V modding! Looking forward to more info.

if this is considered advertising etc then i'll remove it

 

 

 

i can never get that darn youtube code to work

 

been helping alot with openiv it had a critical bug i discovered that caused only goodnts to be able to edit files if i did it and tried them the game would crash

Edited by ZZCOOL
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GooDNTS Are there any things I can translate to German yet?

If so, please just send me the files over via private message or post a link here :)

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So no editing ymt and texture yet

What is ymt lol

Something that you could've found out very easily using search. It's a compressed .meta file. According to SonOfUgly you could simply override them using a .meta since they're read the exact same way as a .meta file. In the original unpatched PS3 and 360 version popgroups and wantedtuning were .meta files instead of .ymt.

Whats the difference between unpatched meta files and new patched (ymt added?)

 

It's obvious. Go compare them.

GooDNTS Are there any things I can translate to German yet?

If so, please just send me the files over via private message or post a link here :)

You should stop pestering him.

Edited by RM76
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