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Realism Dispatch Enhanced (RDE)


Dilapidated

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Realism Dispatch Enhanced (RDE)

 

 

DOWNLOAD HERE: https://www.gta5-mods.com/misc/realism-dispatch-enhanced

Creator: Dilapidated
Co-Creator: mkeezay30
Co-Creator: Yard1
Co-Creator: BobJaneTMart
Co-Creator: Bilago
Co-Creator: SkylineGTRFreak
Co-Creator: BroCop
Co-Creator: EddIm

---The Realism Team---

Click here to watch an installation tutorial:



This mod is part of the GTA Realism series: (Content in RDE 2.1 is not currently in GTA Realism but will be soon!) https://www.gta5-mods.com/misc/gta-realism

This is the first series of many to come and is dedicated to those who simply want an incredible dispatch and not the whole GTA Realism mod.

RDE: Best lore-friendly models and textures, all compatible and in one easy to install package, coupled with enhanced AI and an extended dispatch system.

Textures/Models Included:
- Coast Guard Enhancement
- Military Enhancement Project
- SAHP SWAT
- LSSD SWAT
- NOOSE SWAT (Tactical Response Unit)
- SAHP Cars
- LSPD Gresley
- LSSD Interceptor
- LSSD Maverick
- SAHP Maverick
- National Guard Annihilator (unarmed)
- NOOSE Annihilator (unarmed)
- NOOSE Riot
- LSPD Detectives
- SAHP Gresley
- Female SAHP
- SAHP Bike Retexture
- LSSD Retexutres
- LSPD Car Retextures
- LSPD Maverick Retexture
- LSPD/LSSD Ped Retextures
- Female Park Ranger Ped Retexture
- LSPD Riot Retexture
- NOOSE SEB Cruiser/Granger
- NOOSE PIA Cruiser/Granger
- Military Replacements/Retextures: Boar (A-10), Rhino (M1A1 Abrams), Storm (F-22), Hunter (AH-64 Apache), Crusader (HUMMWV), and Crusader2 (HUMMWV Gunner)
INCLUDED BUT NOT FULLY IMPLEMENTED: submersible3 and RHIB (Models will have a more lore friendly name in the future once they are 100%)
Click here if you want to help us research the RHIB and submersible3 issues http://gtaforums.com/topic/832699-vehicle-type-editing/


FiveStareResponse Script Includes:
- 9 different vehicle response categories that decide the response at a 5 star wanted level (Can be customized in the INI or via the NEW XML)
[Water_General]
[Chopper_Heavy]
[Chopper_General]
[Tank]
[Plane_Heavy]
[Plane_General]
[Ground_Heavy]
[Ground_General]
[Water_Submersible] NEW!
- Juggernauts have been added to spice things up a bit. (Can also be customized in the INI)
- Working Insurgents gunners, Valk gunners, Valk cannon, Attack choppers: Savage, Hunter,
- Dog Fighting AI for Jets
- Ability to switch between Army/No Army options
- The ability to turn off all police/enemy blips NEW!

Script Requirements:
(MUST BE USED WITH THE OPTION 1. "ADDED MODELS" IN THE "1. MAIN FILE FOLDER)
1. Install latest version of ScriptHookV
2. Download and install Visual C++ Redistributable for Visual Studio 2015
3. Install the latest version of ScriptHookVDotNet

2.0 Screens Here: https://imgur.com/a/B9c4e
2.1 Screens Here: https://imgur.com/a/wCKSf

Includes all of your favorite items from our original GTA Realism mod and MORE:
1. Gunshots can be heard at 150 feet and may result in police being called, the less people around the better
2. All Minor Crimes must be witnessed and reported, unless witnessed by a cop they will need to be called in.
3. Cops called will search the area the crime happened, line of sight is now required, police will jump fences and enter properties so hide well
4. Lower wanted levels attract less police
5. Working female LSPD and LSSD peds.
6. Cops will no longer rush you when in combat, they are able to flank, but they will always look for cover if you are aiming at them, SWAT still have the ability to rush and so will the Army. This also applies to gang members, they will rush you as well but will wait longer to do so.
7. Cops in cover now pop their heads up less frequently to shoot
8. Police response times are more realistic.
9. Small crimes like reckless driving can be seen by peds within 75 feet, and may result in a 1 star wanted level
10. Stealth kills and less noisy kills like hitting someone with a car now have to either be seen or heard by a ped within 5-10 feet depending on the crime
11. All Accuracy levels have been lowered, the better the law enforcement (SWAT) the better the accuracy, if the AI is rolling, jumping, recently hurt, or firing from a wounded ground position their accuracy is much lower
12. Police no longer see incredibly high making hiding above them a better option for not being detected.
13. Animals cannot call police (Rockstar's oversight)
14. Enhanced evasion timers for both on foot and in vehicle
15. A 1 star wanted level will now only promote one squad car to investigate and is more realistic.
16. Cops, Gangs, and all peds will no longer have unlimited ammo.
17. SWAT and Army will use teargas
18. Completely new install method that is easy and painless
19. Overhauled popcycle and popgroups to include all the new units and all the DLC vehicles thats added. (Even the lowriders DLC vehicles have been added)
20. Scripting that allows proper responses depending the vehicle category you are in
21. Juggernauts have been added
22. Dog fighting AI for those who like jet fighting
23. Gameconfig.xml has been enhanced to allow even more models, peds, and misc improvements
24. Rotating blips for all enemy aircraft, tanks, insurgent gunners, etc.
25. All added vehicles include gxt2 files which allow them to show their correct names in game
26. More that I'm forgetting but will add soon!
27. Executives and Other Criminals DLC vehicles have been added to the popcycle
28. HUMMWV has been added into mix. It replaces the crusader. An armed HUMMWV has been added as crusader2
29. Dog fighting has been improved. You will now always been seen on radar whilst having a 5 star wanted level and flying over 200 feet.
30. Juggs are now more responsive and AI has been improved
31. Ghost cars have been fixed via scripting thanks to DZ.
32. NOOSE vehicles will now appear naturally in game in specific areas thanks to Eddlm and DZ.


More features coming soon!
1. More .YMT edits will be released once OpenIV supports it
2. New textures/model additions will be completed by Yard1, BroCop. and SkylineGTRFreak. More information on that in the future
3. New features will be added to the script and will be written by Bilago and Eddlm
4. Fully working weaponized boats with turrets. Attack submarines for underwater warfare. (Hardcoded but trying to find a work around... models are included as of 2.1 but do not work 100%)

Want to work with us?
If you have created a mod and would like to see it incorporated in Realism Dispatch Enhanced / GTA Realism or any of the other planned GTA Realism series then feel free to let us know and we'll try to work together.

Version 1.1: Added a No Army option, increased hidden evasion timers, added LSSD and LSPD SWAT mesa's, Officers now wear ballistics vest at three stars and higher, Police officers+SWAT+Army should all be able to use teargas on you. (I think that was included in 1.0 but it is for sure now)
NOTE: If you are coming from 1.0 to 1.1 the only file you will need to update is dispatch.meta in update\update.rpf\common\data

Version 1.2 New models include SAHP SWAT, SAHP Maverick, New SAHP car and SAHP bike textures (bike optional), New sheriff interceptor, New LSPD Granger, New NOOSE RIOT, New NOOSE TRU (SWAT), New Army Annihilator, and loads and loads of new optional textures to spice things up.
Installation has been overhauled to make things easier. And loads of readmes have been included so you're not left wondering what to do. We've even made sure to credit each and every person in the readmes and included links where possible. (A BIG thank you to all who contributed and took part in this) 1.2 now includes multiple different options for dispatch including options for added textures/no added textures, no army, and even a great dispatch made by Yard1, Loads of Optional textures have been included to suit everyones needs.
Now only SWAT and Army will use teargas. Other minor misc. code changes and enhancements .YMT tune edits by BobJaneTMart (Thanks again for permission to use these) .YMT popgroup file that includes all the added models to spawn. (Thanks to Yard1) Note: This needs a popcycle.meta file that includes police. We're in the process of making our own, stay tuned. HD SAHP male textures by BroCop are now standard. (working on support for female SAHP soon!) Credit to both BroCop and OfficerLund for permission to use textures/female model (female model coming soon)

Version 2.0 Scripting that allows proper responses depending the vehicle category you are in. Completely new install that allows for the easiest install possible (DLC method), All new models and retextures of your favortie RDE vehicles/peds (All models are listed at the top of this description), revised dispatch.meta, Overhauled popcycle and popgroups to include all the new units and all the DLC vehicles thats added. (Even the lowriders DLC vehicles have been added), gameconfig.xml has been enhanced to allow even more models, peds, and misc improvements, All added vehicles now include gxt2 files which allow them to show their correct names in game

Version 2.1 Completely redone dispatch files, various presets to choose from
NOOSE SEP&PIA will now spawn in traffic in certain areas (SEP in Pillbox Hill, PIA in the port and LSIA)
Higher quality NOOSE SEP&PIA car and ped textures
Added unarmed HMMWVs (replacing crusader) and armed HMMWVs (added vehicle), armed HMMWVs are spawned by FiveStarResponse script
Added the SAHP Bravado Gresley PPV
More aggressive juggernauts, will now fire full auto
Planes have radars - player will always be seen when in air
Added AlexVonShep's BCSO mod as an optional addon (replaces LSSD with BCSO, highly recommended)
Added Alex_Ashford's Fat Cops (not spawning as of yet)
Updated popcycle
Updated FiveStarResponse script
Added GhostFix script to the archive
Other small bugfixes
Two BIG surprises are in the works..... if you want to test them they have actually been included but are not 100% working yet and as such have not been implemented fully. The two models are "submersible3" and "rhib" if you want to play around with them for now. The model names will have a more lore friendly name once we get them working 100%. A link has been provided in the description if you would like to help.

Credits: The Realism Team, Alex_Ashfold, AlexVonShep, Unmutual, Netman, Custo, Olanov, RM76, OfficerLund, Lt. Caine, LtMattJeter, DLer, and Abraxas

Permissions:
-We encourage you to develop your own custom dispatch.meta, INI, or XML for RDE then release it yourself on GTA5-Mods or LCPDFR.
(Just be sure to credit us and link to this page so your users can download the main files here)
-You MUST rename the INI to "FiveStarResponse_CustomTextHere.ini" to differentiate from our default INI if you release your own INI.
-DO NOT upload files from this mod outside of the two mentioned above without our ENTIRE team's approval.
Edited by Dilapidated
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  • 4 weeks later...

After playing with this mod for a few days, I've got to say that I definitely applaud the work that has gone into it. It's really cool to have all of the different vehicles and police models involved. I did feel that GTA V was more limited than all of the previous games in terms of the variety of what law enforcement comes after you, and this definitely improves on that.

 

I will say that, just with the default configuration, it makes things a lot harder. When doing long shootouts with the cops, even with all three protagonists, the cops were pretty overwhelming after only a few minutes. I usually died pretty quickly when I got five stars.... mostly because of the military gunners (not even sure what the vehicle is called tbh) and the Juggernauts. They seem to kill me if I even turn a corner where they are. It is pretty terrifying to see those red blips coming towards me on on the radar, lol. Again, I'm guessing I could turn off the military or the juggernauts in the config, but I just wanted to see the original vision behind this mod. It's nice... but it's tough. Any tactics for actually surviving the juggernauts or the gunners?

 

Furthermore, while the mod says that it reduces the time it takes to lose a wanted level, it really didn't seem like it did to me. I found myself waiting the same three or so minutes that you'd normally wait for a five star wanted level to disappear. I actually found myself waiting longer, since the cops were somehow able to spot me when I was completely underground.. No idea if it's a glitch in the mod, or something with the game. They were also all hovering completely over my location before they "spotted me", so I'm not sure how true the "cops go to your last known location" bit is.

 

Again, great mod, this is just my feedback.

Edited by Mince
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  • 4 weeks later...

After playing with this mod for a few days, I've got to say that I definitely applaud the work that has gone into it. It's really cool to have all of the different vehicles and police models involved. I did feel that GTA V was more limited than all of the previous games in terms of the variety of what law enforcement comes after you, and this definitely improves on that.

 

I will say that, just with the default configuration, it makes things a lot harder. When doing long shootouts with the cops, even with all three protagonists, the cops were pretty overwhelming after only a few minutes. I usually died pretty quickly when I got five stars.... mostly because of the military gunners (not even sure what the vehicle is called tbh) and the Juggernauts. They seem to kill me if I even turn a corner where they are. It is pretty terrifying to see those red blips coming towards me on on the radar, lol. Again, I'm guessing I could turn off the military or the juggernauts in the config, but I just wanted to see the original vision behind this mod. It's nice... but it's tough. Any tactics for actually surviving the juggernauts or the gunners?

 

Furthermore, while the mod says that it reduces the time it takes to lose a wanted level, it really didn't seem like it did to me. I found myself waiting the same three or so minutes that you'd normally wait for a five star wanted level to disappear. I actually found myself waiting longer, since the cops were somehow able to spot me when I was completely underground.. No idea if it's a glitch in the mod, or something with the game. They were also all hovering completely over my location before they "spotted me", so I'm not sure how true the "cops go to your last known location" bit is.

 

Again, great mod, this is just my feedback.

 

Thanks for the feedback. We've been working on RDE 2.1 for a couple weeks now and hope to have it out soon! Hope you'll check it out :)

 

About the decay time of the wanted level. It varies on the amount of stars you currently have. Was this at a high wanted level or like a 1 or 2 star wanted level? Overall I think the wanted level times are a bit longer. We are looking for a good balance and may change some things in the future.

 

Interesting on the underground situation. Was that a one off kind of thing or did it happen a lot? Thanks again for your input!

Nice. I was hoping for an Update to the previous Version. :)

 

Glad you enjoyed it. We'll have another update out in the next few days! :)

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RDE 2.1 has been released! Enjoy :)

 

Alright finaly got that mod working and that's awesome ! loved the dogs fight :D

 

quick questions :

 

* What files do i need to remove to have back the vanilla tank ? the added one have way too much collision issue, that's unplayable ^^

 

* Will you consider add something like a prison mod ? 'https://www.gta5-mods.com/scripts/prison-mod" but more "complet" ?

 

* could you tweak the insurgent pick-up / armed karin / armed limo to be able to use their weapons while driving ? so like the valkyrie and the copilot weapon ? *_*

 

And the most important

 

*This mod look to increase a LOT the traffic population, while to look awesome, well, my game saddly start to stutter too much ( my CG dont look to be powerfull enough ) is it possible to know what to change to have back the vanilla traffic amount ?

I'll wait to know that, to keep use that excellent mod, because it create too much issue for me that traffic increase ^^

 

thanks !

 

EDIT : Any change you make the search light aviable for somes vehicles ? i saw in the game file that it look to be considered as weapons ( when i was looking to use that, https://www.gta5-mods.com/weapons/aim-anywherewithoutsuccess for the valkyrie - insurgent - karin )

Maybe it could be added as a weapon when using heli, with a toggle fire to turn it on/off ( or use the player accessory key ) so it could follow the player camera direction, would be very cool :)

( but dont know if its really possible tho )

Edited by wootwoots
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RDE 2.1 has been released! Enjoy :)

 

Alright finaly got that mod working and that's awesome ! loved the dogs fight :D

 

quick questions :

 

* What files do i need to remove to have back the vanilla tank ? the added one have way too much collision issue, that's unplayable ^^

 

* Will you consider add something like a prison mod ? 'https://www.gta5-mods.com/scripts/prison-mod" but more "complet" ?

 

* could you tweak the insurgent pick-up / armed karin / armed limo to be able to use their weapons while driving ? so like the valkyrie and the copilot weapon ? *_*

 

And the most important

 

*This mod look to increase a LOT the traffic population, while to look awesome, well, my game saddly start to stutter too much ( my CG dont look to be powerfull enough ) is it possible to know what to change to have back the vanilla traffic amount ?

I'll wait to know that, to keep use that excellent mod, because it create too much issue for me that traffic increase ^^

 

thanks !

 

EDIT : Any change you make the search light aviable for somes vehicles ? i saw in the game file that it look to be considered as weapons ( when i was looking to use that, https://www.gta5-mods.com/weapons/aim-anywherewithoutsuccess for the valkyrie - insurgent - karin )

Maybe it could be added as a weapon when using heli, with a toggle fire to turn it on/off ( or use the player accessory key ) so it could follow the player camera direction, would be very cool :)

( but dont know if its really possible tho )

 

Posting here incase others have the same questions....

 

1. Remove all rhino files in rdevehicles.rpf (update/x64/dlcpacks/rde/dlc.rpf/x64/levels/rdevehicles.rpf)

2. Would love to include a prison script in the future. Up next is an

arrest warrant script. No ETA on it but its in the works

3. Possibly but its not something we are working on actively and not

high on the to do list. Ill say maybe on this.

4. We are creating a lower traffic gameconfig file for low end in the

next release.

5. Search light was added as a weapon because police heli's need

those lines in order to use them to spot the player. Its why we added

the lights to the Army Annihilator... as far as the player being able

to use them that will most likely need to be scripted I presume.

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TomilovSenya

Hi. I made a Russian localisation of this modification.

How to install: put the "global.oxt" file to either "Grand Theft Auto V\update\x64\dlcpacks\rde\dlc.rpf\x64\data\lang\russiandlc.rpf" or "Grand Theft Auto V\mods\update\x64\dlcpacks\rde\dlc.rpf\x64\data\lang\russiandlc.rpf" (if you installed this mod via OVI Package Installer in the "mods" folder) with OpenIV.

Download it here: https://drive.google.com/file/d/0B2HGr172fEXnc3JZOU5ZN3FKOTQ/view?usp=sharing.

Author, I hope you will include my translation in the next version; also you can PM me when you decide to add some stuff in "global.gxt" file, I can translate it to Russian.

Edited by TomilovSenya
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Hi. I made a Russian localisation of this modification.

How to install: put the "global.oxt" file to either "Grand Theft Auto V\update\x64\dlcpacks\rde\dlc.rpf\x64\data\lang\russiandlc.rpf" or "Grand Theft Auto V\mods\update\x64\dlcpacks\rde\dlc.rpf\x64\data\lang\russiandlc.rpf" (if you installed this mod via OVI Package Installer in the "mods" folder) with OpenIV.

Download it here: https://drive.google.com/file/d/0B2HGr172fEXnc3JZOU5ZN3FKOTQ/view?usp=sharing.

Author, I hope you will include my translation in the next version; also you can PM me when you decide to add some stuff in "global.gxt" file, I can translate it to Russian.

 

Awesome work and thanks for doing this.

I'll be happy to include this file starting in RDE 2.3 and beyond.

Thanks again.

 

Also if anyone wants to convert these into other languages and post the files here feel free to do so. I have no problem with supporting it.

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Hi,

 

I have some issues with this mod, I downloaded and installed correctly with the Package Installer the full version with addons, but this mod only works on a clean mod folder, if I put other mods (car mods and those mods aren't related to military/police vehicles) I get an endless loading screen which won't let me get in the story mode, and I can't really understand why. Can you help me?

This also happens if I just install the mod without addons, just scripts.

 

Mods I'm trying to install:

 

Mercedes AMG 2016 -> Osiris
Skoda Octavia Estate -> Ingot
Renault Twingo -> Blista
Jaguar F-Type -> Surano
Range Rover Vogue -> Baller 2

 

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Hi,

 

I have some issues with this mod, I downloaded and installed correctly with the Package Installer the full version with addons, but this mod only works on a clean mod folder, if I put other mods (car mods and those mods aren't related to military/police vehicles) I get an endless loading screen which won't let me get in the story mode, and I can't really understand why. Can you help me?

This also happens if I just install the mod without addons, just scripts.

 

Mods I'm trying to install:

 

Mercedes AMG 2016 -> Osiris

Skoda Octavia Estate -> Ingot

Renault Twingo -> Blista

Jaguar F-Type -> Surano

Range Rover Vogue -> Baller 2

 

 

First off I'd recommend adding any vehicle replacements to RDE's dlc.rpf in x64 locate "rdevehicles.rpf" and add the files there (Yes... even if the files don't replace anything)

Secondly if you install option 2 without any addons the script will not work. It requires all the additional vehicles.

 

Hopefully this helps.

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Hi, thanks for your reply. I tryed and it doesn't work, same issue as before. Now I performed again a clean installation without other mods (but with all the needed things, scripthook etc) and I get the same issue which I didn't get before even when removing mods folder and performing a clean installation.

 

Can't really understand why, installation completes in a perfect way and all files are in its place.

Edited by scania970
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Hi, thanks for your reply. I tryed and it doesn't work, same issue as before. Now I performed again a clean installation without other mods (but with all the needed things, scripthook etc) and I get the same issue which I didn't get before even when removing mods folder and performing a clean installation.

 

Can't really understand why, installation completes in a perfect way and all files are in its place.

 

What does your OpenIV log show as the last few lines that loaded?

Is your game version cracked or legit?

Is your game fully updated with the new DLC? If so is it steam or retail?

When you install this mod are you installing it over any other mods you are using? For example dlclist.xml and gameconfig are required. (These are highly edited to allow for more vehicles, peds, to be added in game via additional pool memory as well as other misc edits)

Does the game work if you remove the scripts?

If so make sure you meet all the ScriptHookDotNet requirements.. also please post both your ScriptHookDotNet and ScriptHook logs here with a spoiler tag or on pastebin so I can review it.

 

I'll try my best to help anyway that I can :)

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Hi,

 

My game is legit and is the retail version. I just performed a clean installation of the mod with a completely mod-free game and it doesn't work, but if I remove the scripts folder like you said it works.

 

I'm pretty sure I have the right things installed, I used this Scripthook and this Scripthook.NET (both installed today, so it should be the latest version).

 

If I use the scripts folder, the game as I said goes into an endless loading with the black screen instead of the artwork:

 

HXKrMKu.jpg

 

 

Where are logs supposed to be? I don't have them in my installation folder. Maybe this is due to the fact that I have to close the game via Task Manager and it doesn't crashes?

 

Anyway just to add more info this is what I have in my folder:

xc9a.png

 

t6et.png

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Glad you posted those pics. I see your OpenIV log and your ScriptHookDotNet log. (They are the ones that have a notepad icon). I don't see the a ScirptHook log however so having said that, does your native trainer work? If so download a .NET script and see if it doesn't work. Small things like this will help us pinpoint the cauce.

Do you have Visual C++ Redistributable for Visual Studio 2015?

 

The good news is its just something stopping you from using scripts which usually can be fixed fairly easy. Try reinstalling both ScriptHooks again and double check all the requirements are installed for them. Let me know how it goes and good luck :)

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Hi,

 

Yes the native trainer works fine. I also downloaded another script and it worked, I used this one for this test.

 

The problem is that the two logs aren't updated. OpenIV log is from 12/1/16 while the Scripthook.NET log is from 14/1/16, it seems that they didn't update, but the small script I installed worked (without using your scripts) and the content added in your mod fas working perfectly ingame (New police cars, army vehicles and NPC).

 

This is the Scripthook.NET log I guess. Since it was too big I deleted some parts, I don't think they contained important information, hope I did well. And this is the OpeniIV one, but as I said there may be something wrong with those as they're not updated to my last game session, 30 minutes ago.

 

I also want to say that I've not been able to download the Visual C++ Redistributable for Visual Studio 2015 but since it worked well the first time I think that I already have it. I searched for it, but the Microsoft website tells me that the link is not avalaible anymore.

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  • 3 weeks later...

Hi,

 

Yes the native trainer works fine. I also downloaded another script and it worked, I used this one for this test.

 

The problem is that the two logs aren't updated. OpenIV log is from 12/1/16 while the Scripthook.NET log is from 14/1/16, it seems that they didn't update, but the small script I installed worked (without using your scripts) and the content added in your mod fas working perfectly ingame (New police cars, army vehicles and NPC).

 

This is the Scripthook.NET log I guess. Since it was too big I deleted some parts, I don't think they contained important information, hope I did well. And this is the OpeniIV one, but as I said there may be something wrong with those as they're not updated to my last game session, 30 minutes ago.

 

I also want to say that I've not been able to download the Visual C++ Redistributable for Visual Studio 2015 but since it worked well the first time I think that I already have it. I searched for it, but the Microsoft website tells me that the link is not avalaible anymore.

I am so sorry for the late reply. My work schedule and college this semester has really taken a toll on me. Were you ever able to get this worked out?

Edited by Dilapidated
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  • 5 months later...

Hey guys,

 

Ive just made a clean installation of the game with no other mods than ScriptHookV and ScriptHookDotNet but the game keeps crashing when loading (the game runs but when i click story mode the game starts to load and it seems like it crashes when the game finish loading

 

I've done everything as per your instructions:

 

I used Open IV and installed the first recommended option on my mods folder

 

I used the Finance and Felony Patch that you Dilapidated provided on the GTA 5 Mods Forum and the game still crashes.

 

I installed Visual C++ Redistributable for Visual Studio 2015 x64 and x86

 

I'm not new with mods but i am lost with this one, i dont know what i could be doing wrong :(

 

Halp :(

 

 

Dilapidated

Edited by chronicrv
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Did you have an updated version of the game, or perhaps a legit one?

Yes. straight from Steam

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Did you have an updated version of the game, or perhaps a legit one?

Yes. straight from Steam

 

Well, the game just updated, so lets wait for an updated gameconfig from them and then we can see if things work better.

 

Honestly it could just be a bad installation.

Edited by zanesix
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Did you have an updated version of the game, or perhaps a legit one?

Yes. straight from Steam

 

Well, the game just updated, so lets wait for an updated gameconfig from them and then we can see if things work better.

 

Honestly it could just be a bad installation.

 

Welp i would expect it to be a good instalation since pretty much the only thing i did install the game from steam then add both scripthooks and then RDE which is via openIV.

 

Oh one thing i installed it on my mods folder could that be an issue for some reason? i would expect it to work still

 

Regards

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  • 2 months later...
GWM XxM4ESTRExX

Working on the jugg, it gonna take time, I need to weight paint all manually. I can't join objects due a bone heat problem (asymmetrical mesh). Already remapped UV's and it can be joined on one single mesh (to avoid clipping and some bugs) but i'll try it to make it like dozer model. (Stream). I'm going to test it, maybe it will have weight problems but i'll try to fix it. Glad to help on this awesome project.

 

 

dPSaCqi.png

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I just managed to install RDE without the game crashing, I followed all instr. and used the dlclist and gameconfig you provided in the LSPDFR download page

 

but still the police doesnt spawn when I increase wanted level. Any fix to this?

Edited by Jenia
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  • 4 months later...
stevenjeter1

@Dilapidated I believe the most recent DLC release "Tiny Cars" has broken the Game-Config File. Any ETA on an updated version?

Edited by stevenjeter1
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  • 2 months later...

Does someone know a mod that make IVpack and WorldOfVariety and RealismDispatchEnhanced compatible ?

Or a way to do it ?

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Dilapidated

 



The wait is finally over! RDE 3.1 will be released August 10th. We hope that you will enjoy what we have in store for you. 3.1 brings not only bugfixes, but also a huge number of new content, features, improvements and performance enhancements. We have worked hard to make sure RDE is even better than before!
We've heard from multiple sources that they wish for more transparency and communication from us going forward. Your voices have been heard!
The private RDE discord server will be going public on release day. This will be your opportunity to stay connected with our team and get special sneak peaks on what we have in store for the future.
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inkoalawetrust

Im thinking of writing a story based on this mod and i was wondering if you could link me a list of all the NPCs and vehicles and what they do.

(My computer can't play GTA so i can't do that myself.)

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