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IVPack for Grand Theft AutoV


_CP_
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Hey CP, what about adding a matte color tone to the beater Sabre? That way it wouldn't have many reflections, just like in a rusty car

Worn paint isn't supported by Zmodeler, you can thank Tracksuit McGee aka Oleg for that.

 

I think they might just mean setting all carcols/carvariations so that it only spawns with matte paint.

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Good idea, thanks.

HHnErXC.png


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Hey CP, what about adding a matte color tone to the beater Sabre? That way it wouldn't have many reflections, just like in a rusty car

Worn paint isn't supported by Zmodeler, you can thank Tracksuit McGee aka Oleg for that.

 

I think they might just mean setting all carcols/carvariations so that it only spawns with matte paint.

 

That's the only thing that'd work at the moment, good idea like _CP_ said.

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so... any feedback on the new car handling? is it as bad as you expected?

It's really, really good... But kinda mad that Hakumai is FWD (no more drifts ;_; ). Speaking of Hakumai there is strange bug, when you fit roll cage the seats have texture of the engine... I think that Killatomate messed some thing with parent/child (I can be wrong tho :p). You captured GTA handling really well... Edited by MGgames100
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Love the new Handling Killatomate.So far i haven`t noticed anything exept for the "floaty" Handling of the Vapid Interceptor.It`s hard to describe but it pretty much bounces up and down when jumping over small Obstacles just like the Police Version.I guess i red once somewhere that Rockstar Games messed up the Handling of this Car and it can`t really be fixed.

Or maybe it is just my Imagination.

BTW,i have a little Question.

Because i don`t want to remember always the exact Spawning Names for the IV Vehicles,can i save them in the "Added Car Menu" from sjaak`s Trainer?Think Killatomate made it when showing the Video of the new Handling

I guess i can put them in the "Added Car" Section of the Trainer.ini,right?

 

It looks like this and i guess all i have to do is removing "turismor" and replace it with the Names of the Cars i added to the Game,right?

 

//Added Cars //

[AddedCars]
Enable1=0
ModelName1=turismor
DisplayName1=Car 1

Edited by badchriss
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^ Yes, that works, but please try not to post so many lines from the config file. Two or three would've gotten your point across.

  • Like 2
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^ Yes, that works, but please try not to post so many lines from the config file. Two or three would've gotten your point across.

Whoops,sorry.

Seems like it doesn`t work after all.Saved the ini File and went in the Game to see if it works,but still nothing changed.Do i have to change anything else to make it work?

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Change the 0 to 1. Also make sure the model names are in all caps such as ADMIRAL.

 

Enable1=1

ModelName1=ADMIRAL

DisplayName1=Dundreary Admiral

Edited by CDemapp
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Change the 0 to 1. Also make sure the model names are in all caps such as ADMIRAL.

 

Enable1=1

ModelName1=ADMIRAL

DisplayName1=Dundreary Admiral

Model name doesn't matter, all of mine are lowercase and work fine.

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Little update - vehicles can be stored in garages now:
VyybGU8h.png

HHnErXC.png


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So here's a little bug report.

 

Admiral. Almost flawless model with only two minor issues: incorrect wheels size, so the original ones go into the ground a little and wheels from LSC are a bit smaller, and "smashed glass shards stay along the edges" feature missing.

 

8meL77W.jpgH5rNIl7.jpgakOtBrl.jpg

 

 

Angel. Unlike original bikes, for this one, in LSC I am able to purchase suspension upgrades. They don't change nothing, though. Also, it has the speedometer which floats in the air and is out of picture in FPV anyway.

 

RJ3TPnK.jpg3fUpLer.jpg

 

 

APC. It has very buggy suspension mode which rotates the whole axle. Plus, its center of mass seems to have gone deep down into the asphalt as it tilts forward when I accelerate and backward when I brake. Also it can enter LSC and when I drive out, its cannon breaks (as in "no longer shoots") and starts acting as if it was a boom, swinging left and right when I steer.

 

TZIEZkA.jpgVwCR2xy.jpgsi66eKZ.jpg

 

 

List will go on.

Edited by Claude Liberty
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Little update - vehicles can be stored in garages now:

VyybGU8h.png

They couldn't be before? :O

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@Claude Liberty

Admiral is pretty much fixed, LSC wheels models are slightly smaller than wheels attached to cars model.

Angel is fixed, one line was changed.

APC's handling is a mess, I hope Killatomate will bring his ideas to make that vehicle useful. I added flags which prevent APC to being modded, but it's ignored, weird.

Edited by _CP_

HHnErXC.png


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Little update - vehicles can be stored in garages now:

VyybGU8h.png

They couldn't be before? :O

I managed to, all though they were prone to vanishing

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This mod definitely is promising. I like all of the stuff that has been added.

 

For the next version, I got a few requests.

1. Tug.

2. TBOGT Swift

3. Updated textures on the APC exterior.

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@nkjellman:There is no need for requesting Vehicles.Just head over to Page 1 and you will see why.They plan to release EVERY Vehicle from IV and it's DLCs.

Which Vehicles come first and which will be released later is up to the Moddershall Crew.

Also,requesting in this Thread only results in locking this Thread.

 

However..

 

Btw,I also found a little Bug in the APC: Seems like the Wheels have no Collision.I tried to roll over a Car and the APC and the Car only had "physical" Contact when the APC'S lower Shell hit the Car.

But I guess that's nothing you Guys can't fix.

  • Like 3
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Replace the lines [AddedCars] through DisplayName27 in the added cars section of the Simple Trainer (trainerv.ini) with this to add the IVPack cars to the Added Cars menu.

 

 

[AddedCars]

Enable1=1
ModelName1=admiral
DisplayName1=Admiral
Enable2=1
ModelName2=buccaneer3
DisplayName2=Buccaneer
Enable3=1
ModelName3=cheetah2
DisplayName3=Cheetah Classic
Enable4=1
ModelName4=coquette4
DisplayName4=Coquette
Enable5=1
ModelName5=contender
DisplayName5=Contender
Enable6=1
ModelName6=esperanto
DisplayName6=Esperanto
Enable7=1
ModelName7=feltzer
DisplayName7=Feltzer
Enable8=1
ModelName8=feroci
DisplayName8=Feroci
Enable9=1
ModelName9=hakumai
DisplayName9=Hakumai
Enable10=1
ModelName10=merit
DisplayName10=Merit
Enable11=1
ModelName11=taxi2
DisplayName11=Merit Taxi
Enable12=1
ModelName12=interceptor
DisplayName12=Interceptor
Enable13=1
ModelName13=pmp600
DisplayName13=PMP600
Enable14=1
ModelName14=pres
DisplayName14=Presidente
Enable15=1
ModelName15=phoenix2
DisplayName15=Phoenix 2
Enable16=1
ModelName16=rebla
DisplayName16=Rebla
Enable17=1
ModelName17=sabre
DisplayName17=Sabre
Enable18=1
ModelName18=sentinel3
DisplayName18=Sentinel
Enable19=1
ModelName19=schafter
DisplayName19=Schafter
Enable20=1
ModelName20=turismo2
DisplayName20=Turismo
Enable21=1
ModelName21=uranus
DisplayName21=Uranus
Enable22=1
ModelName22=vincent
DisplayName22=Vincent
Enable23=1
ModelName23=willard
DisplayName23=Willard
Enable24=1
ModelName24=yankee
DisplayName24=Yankee
Enable25=1
ModelName25=apc
DisplayName25=APC
Enable26=1
ModelName26=angel
DisplayName26=Angel
Enable27=1
ModelName27=freeway
DisplayName27=Freeway
Edited by CDemapp
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30c6qhc.png

@_CP_ I have the model of my Schyster Greenwood for IV (unreleased). It would fit perfectly in V and I was planning to convert it to it but my new PC will arrive in mid-January at least and also I don't have much experience (if any) modding GTA V as I have with IV. PM me if you want the model and check my thread for more images. Cheers and have a nice year!

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That Greenwood is awesome! Would fit right into SA since it was Sweet's car.

 

Maybe CP can use it as the bonus car in the next pack.

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Oh my god, that Greenwood is f*cking MINT.
_CP_, you gotta include it.

Edited by RM76
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Wow, going to install this one for sure, the Turismo ! My favourite from IV.

 

One Q though, is it absolutely necessary to update extratitleupdate.xml in update.rpf and content.xml in the DLC/pres folder?

 

Reason I ask is because I have my own title update for added cars, in which I don't use extratitleupdate at all, I just add the line in dclist.xml and have content.xml inside the DLC.rpf ?

 

Oh and:

 

@TheAdmiester

 

Going on about the added car and using a single DLC.rpf to have them all contained. I have a few cars, all of them with working modpacks in LSC, text display in GxT2 and so on. Some cars have working components in mod shop.

 

Except for one, and I can't get my head around why, the parts are recognized by the game (including text labels from GXT2) but when trying to apply them (say a spoiler for instance) I see nothing changing. Do you have any idea what I'm missing ?

Edited by sjaak327
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One Q though, is it absolutely necessary to update extratitleupdate.xml in update.rpf and content.xml in the DLC/pres folder?

 

Reason I ask is because I have my own title update for added cars, in which I don't use extratitleupdate at all, I just add the line in dclist.xml and have content.xml inside the DLC.rpf ?

You can manually update your files with needed changes. Just compare IVPack files with corresponding vanilla ones.

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Oh my God,that Greenwood is awesome.I really love those revamped and restyled HD styled GTA Cars.First the Cheetah Classic,now the Greenwood.What else is in the making?

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@TheAdmiester

 

Going on about the added car and using a single DLC.rpf to have them all contained. I have a few cars, all of them with working modpacks in LSC, text display in GxT2 and so on. Some cars have working components in mod shop.

 

Except for one, and I can't get my head around why, the parts are recognized by the game (including text labels from GXT2) but when trying to apply them (say a spoiler for instance) I see nothing changing. Do you have any idea what I'm missing ?

 

Usually that's one of two things:

 

1. You forgot to include the xxxx_mods.rpf for your car, or you haven't listed it in the DLC's content.xml file so the game won't see it.

 

2. Everything is loading fine but your tuning parts are using the wrong bone (ie. if you set a spoiler mod to apply to the chassis), in which case the model does load but it's in the wrong place and you don't see it.

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1. You forgot to include the xxxx_mods.rpf for your car, or you haven't listed it in the DLC's content.xml file so the game won't see it.

I discovered that there is no coercion to create rpf for each car, I did global_mods.rpf where are all my tuning parts for all tuneable cars and game is working fine.

HHnErXC.png


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@TheAdmiester

 

Going on about the added car and using a single DLC.rpf to have them all contained. I have a few cars, all of them with working modpacks in LSC, text display in GxT2 and so on. Some cars have working components in mod shop.

 

Except for one, and I can't get my head around why, the parts are recognized by the game (including text labels from GXT2) but when trying to apply them (say a spoiler for instance) I see nothing changing. Do you have any idea what I'm missing ?

Usually that's one of two things:

 

1. You forgot to include the xxxx_mods.rpf for your car, or you haven't listed it in the DLC's content.xml file so the game won't see it.

 

2. Everything is loading fine but your tuning parts are using the wrong bone (ie. if you set a spoiler mod to apply to the chassis), in which case the model does load but it's in the wrong place and you don't see it.

 

Thanks for answering, it's not 1) the mods.rpf is in the right place and is included in content.xml, just like all the other xxx_mods.rpf's. 2) hmm I'm using the mod's stuff as a straight copy :)

 

Oh and @_CP_ haha, I initally did the same, until this car didn't work, so I made a separate xxx_mods.prf but no dice.

 

Anyway, sorry for the off-topic, now going to see if I can get this to run.

Edited by sjaak327
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^ Another possibility is name matching with your carcols.meta file.

 

Example, if you were using a Mercedes E63 for example and a part was named "e63_wing1.yft", make sure it has that exact name when it's listed in carcols.meta. If it doesn't match, it will simply fail to load and the only effect will be that it removes the bone you set it to remove if any.

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^ Another possibility is name matching with your carcols.meta file.

 

Example, if you were using a Mercedes E63 for example and a part was named "e63_wing1.yft", make sure it has that exact name when it's listed in carcols.meta. If it doesn't match, it will simply fail to load and the only effect will be that it removes the bone you set it to remove if any.

They do match I believe, will check later, I copied the modkit definition straight from the original mod.

 

In any case, on topic, I have installed this mod and works fine. You might want to upload the mod kits definition for Horns, you are missing all the horns from MPLUXE to MPAPARTMENT.

 

I know it's sh*tty the way those horns needs to be defined in each and every modkit, but it is what it is I guess.

 

Edit: these models have missing horns:

 

buccaneer3

feltzer

feroci

interceptor

rebla

sentinel

schafter

uranus

 

 

 

the contender has nothing which means the modkit or assignment has not been done properly.

 

In any case, thank you guys very much, the orignal IV turismo in V, couldn't be happier :D

Edited by sjaak327
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Oh my God,that Greenwood is awesome.I really love those revamped and restyled HD styled GTA Cars.First the Cheetah Classic,now the Greenwood.What else is in the making?

Well I've did the LCS landstalker like 1 year ago but suddenly the model stopped recognizing the textures, making it unusable... 2a8izc2.png

Probably I'll remake it using the V landstalker when my new laptop arrives. I'm planning to do the VC Bobcat too, or a new mid-size pickup for V. Believe or not I could easily recreate a GTA V counterpart of the Volkswagen Amarok with mostly the 90% of the landstalker model, Cavalcade FXT and the Karin Rebel...

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