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schnurboy

Vanilla Modkit Problem

Recommended Posts

schnurboy

@schnurboy

 

Create one global_mods.rpf and move all tuning parts here - it's gonna work too, tested with IVPack.

where to put this file ?

 

in the main directory ?

 

cause i have an "global mods" archive inside my selfmade DLC.

 

or do you mean something different, sorry i dont get it.

 

unbenanntpmphb.jpg

Edited by schnurboy

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ChOcOsKiZo

@schnurboy

 

Create one global_mods.rpf and move all tuning parts here - it's gonna work too, tested with IVPack.

cool find , i'm gonna try this too :pp

off topic : new darker nights are awesome in visualV :cookie:

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schnurboy

 

@schnurboy

 

Create one global_mods.rpf and move all tuning parts here - it's gonna work too, tested with IVPack.

cool find , i'm gonna try this too :pp

off topic : new darker nights are awesome in visualV :cookie:

 

show me how to do it :D i dont fucn get it.

 

 

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ChOcOsKiZo

 

@schnurboy

 

Create one global_mods.rpf and move all tuning parts here - it's gonna work too, tested with IVPack.

where to put this file ?

 

in the main directory ?

 

cause i have an "global mods" archive inside my selfmade DLC.

 

or do you mean something different, sorry i dont get it.

 

unbenanntpmphb.jpg

 

you take all tuning parts from every single tuning car mods.rpf (viper_mods , supra_mods etc etc ) and you put all this tuning parts in one and only rpf for tuning parts : tuning_mods.rpf

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schnurboy

but the carcols als carvariations with IDs and so are are still the same right ?

so its just for the "files" itself, but the modkits themselves are the same as before right ?
unbenanntl4ofs.jpg

Edited by schnurboy

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_CP_

Yep, just move all parts here.

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schnurboy

thx guys, works !!!!!!!!!!!!!! awesome :D

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Canelo_92

 

Hello. Since you seem knowledgable, I hoped you can help me with my problem. Since the new update my game won't start with my Mods folder, which has all modded cars inside. These are in the typical RPF files - x64e.rpf, update.rpf, etc. On the Ragepluginhook site, it was mentioned that the problem might be that the RPF files lo longer fit to the new game version. What can I do to play the modded cars again? Do I need to put them in the new RPF files manually, or is there a better way?

have you updatet you mods folder too ?

 

you have to copy the january2016 and the valentines folder into updates x64 dlcpacks.

 

and than you have to copy the whole update rpf folder to you mods folder again.

 

than, if you have any addon cars you have to update the dlclist file and maybe the gameconfig, if the max car number is reached.

 

if you have done that and its still now working it belongs to the rage plugin and you maybe give the scripthookv a try.

 

 

So that means if I modded my update.rpf with modded cars, I have to take the vanilla version and manually put in every modded car all over again?

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schnurboy

 

"So that means if I modded my update.rpf with modded cars, I have to take the vanilla version and manually put in every modded car all over again?"


yes, exaclty !!

 

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schnurboy

Yep, just move all parts here.

so this worked for a while now....

 

BUT you know what.

 

i added some civic tuning parts in the global.rpf - it crashes the game.

so i deleted all civic parts and put in 1 by 1 and starting the game everytime.

 

game crashed at 3 civic parts.

 

so i thought it has to be the civic parts.

but its not.

 

if i remove all viper or skyline parts, all civic parts are working fine.

 

so it HAS to be my limit of the number of tuning parts.

the game just cant handle more mb of tuningparts.

 

i searched the gameconfig but nothing works.

 

if will delete some vanilla tuning now, and test if all civic parts are working WITH all other parts of me.

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_CP_

Could you write names of these 3 crashing models?

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ChOcOsKiZo

 

Yep, just move all parts here.

so this worked for a while now....

 

BUT you know what.

 

i added some civic tuning parts in the global.rpf - it crashes the game.

so i deleted all civic parts and put in 1 by 1 and starting the game everytime.

 

game crashed at 3 civic parts.

 

so i thought it has to be the civic parts.

but its not.

 

if i remove all viper or skyline parts, all civic parts are working fine.

 

so it HAS to be my limit of the number of tuning parts.

the game just cant handle more mb of tuningparts.

 

i searched the gameconfig but nothing works.

 

if will delete some vanilla tuning now, and test if all civic parts are working WITH all other parts of me.

And what happens if you create a 2nd global.rpf ? Once you reach the limit of the first one you start adding tuning parts in the second..? Edited by ChOcOsKiZo

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schnurboy

Could you write names of these 3 crashing models?

sorry, there are no crashing tuning parts or models.

 

Its just TO MUCH tuning part at all.

 

i deleted all the tuning parts in the banshee2_mods.rpf, and now ALL civic parts and everything is working fine.

 

 

@Choco i will test the other variant now !!

 

 

EDIT: it does NOT work with another global.rpf

 

it just what i think, that the "whole game" tuning part mb is reached.

 

i deleted the banshee mods again now, and its working again.

so this is what you have to do if you want to have MORE modkits with visible parts.

 

just delete the vanilla tuningparts out of the RPFs :D

Edited by schnurboy

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ChOcOsKiZo

 

Could you write names of these 3 crashing models?

sorry, there are no crashing tuning parts or models.

 

Its just TO MUCH tuning part at all.

 

i deleted all the tuning parts in the banshee2_mods.rpf, and now ALL civic parts and everything is working fine.

 

 

@Choco i will test the other variant now !!

 

 

EDIT: it does NOT work with another global.rpf

 

it just what i think, that the "whole game" tuning part mb is reached.

 

i deleted the banshee mods again now, and its working again.

so this is what you have to do if you want to have MORE modkits with visible parts.

 

just delete the vanilla tuningparts out of the RPFs :D

29 tuning_mods.rpf it's a lot , i only have 23 .

 

But i've just looked inside Kizacudo's dlc and he has 53 tuning_mods.rpf in his dlc , so i'm not sure if there is really a "tuning parts limit "

 

Here's the dlc , dl link in description

Edited by ChOcOsKiZo

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schnurboy

 

 

Could you write names of these 3 crashing models?

sorry, there are no crashing tuning parts or models.

 

Its just TO MUCH tuning part at all.

 

i deleted all the tuning parts in the banshee2_mods.rpf, and now ALL civic parts and everything is working fine.

 

 

@Choco i will test the other variant now !!

 

 

EDIT: it does NOT work with another global.rpf

 

it just what i think, that the "whole game" tuning part mb is reached.

 

i deleted the banshee mods again now, and its working again.

so this is what you have to do if you want to have MORE modkits with visible parts.

 

just delete the vanilla tuningparts out of the RPFs :D

29 tuning_mods.rpf it's a lot , i only have 23 .

 

But i've just looked inside Kizacudo's dlc and he has 53 tuning_mods.rpf in his dlc , so i'm not sure if there is really a "tuning parts limit "

 

Here's the dlc , dl link in description

 

 

i will download it and look inside the gameconfig, maybe take his gameconfig and try again.

 

or maybe he deleted some tuning parts from the vanilla cars like i did.

 

For example if you are deleting all lowrider mods and supermods, there would be enough space for 53 tuning kits like he got, because you dont have these HUGE amount of parts on a add on car from some modders i think.

 

 

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kayesem

Hello. Since you seem knowledgable, I hoped you can help me with my problem. Since the new update my game won't start with my Mods folder, which has all modded cars inside. These are in the typical RPF files - x64e.rpf, update.rpf, etc. On the Ragepluginhook site, it was mentioned that the problem might be that the RPF files lo longer fit to the new game version. What can I do to play the modded cars again? Do I need to put them in the new RPF files manually, or is there a better way?

 

Yeh it happened to everyone. They updated the update rpf, and to run you had to copy it to your mods folder, and update scripthookv to 1.0.617. I tried backing up modded files and reusing them, like dlc list and extra title update etc. but yeh, ended up just wasting time. Much easier to delete all mods and verify the game then start again with a new mods folder. Good chance to clean up junk mods and make it easier for next time this happens.

 

Also had crashes after this trying to install 12 mods in 4 dlc packs folders, which I thought was quite conservative. Solved by editing the game config xml.

 

Less is more. To each their own but i'm content with a handful of HQ cars. Every time you tune one it becomes a different car.

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ChOcOsKiZo

No problem:

 

lets quote this list anytime we found out new IDs that work and are not in conflict with the vanilla modkits

or let me know what IDs work and i will EDIT this list if possible.

 

 

 

Working IDs:

 

3312

1500

1476

1406

1405

1404

1403

1402

1401

1400

1301

1262

1260

1259

1258

1257

1256

1255

1254

1253

1252

1251

1250

1023

1022

1021

1020

1019

1018

1017

1016

1015

1014

1013

1012

1011

1010

1009

1008

1007

1006

1005

1004

1003

1002

1001

999

998

997

996

995

994

993

992

991

990

 

Damn i can't find new working ids -_- i'm using number from 998 to 1023 ; all the other from this list bug the other vanilla cars carcols , and sometime it bugs some of my added cars carcols

 

I think i'm gonna start to add default modkit to some vanilla cars and use their id

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schnurboy

 

No problem:

 

lets quote this list anytime we found out new IDs that work and are not in conflict with the vanilla modkits

or let me know what IDs work and i will EDIT this list if possible.

 

 

 

Working IDs:

 

3312

1500

1476

1406

1405

1404

1403

1402

1401

1400

1301

1262

1260

1259

1258

1257

1256

1255

1254

1253

1252

1251

1250

1023

1022

1021

1020

1019

1018

1017

1016

1015

1014

1013

1012

1011

1010

1009

1008

1007

1006

1005

1004

1003

1002

1001

999

998

997

996

995

994

993

992

991

990

 

Damn i can't find new working ids -_- i'm using number from 998 to 1023 ; all the other from this list bug the other vanilla cars carcols , and sometime it bugs some of my added cars carcols

 

I think i'm gonna start to add default modkit to some vanilla cars and use their id

 

hey dude, do you have ALL vanilla modskits and tuning parts ?

 

 

i built in all my cars into mpjanuary2016 and deleted the sultanrs and the banshee2 and their tuning parts. i restructured the whole folder, so that i can add addon cars easy and dont have to go into dlclist or extratitleupdate and so on.

the game cant handle that amount of Megabytes of tuningparts i think and thats the reason for bugging. if you delete some mods_rpf it would work i think.

 

and if you want to set some cars to 0_default_modkit, theyre not using them parts anyways so you can delete them and have enough space for new cars.

 

i am using 888 and 982 - 1023 and 1250 1251 1476 and 1500 and everything works fine. (tested on blista2 and verlierer2)

 

http://abload.de/img/list29rxi.jpg

 

http://abload.de/img/structjqrft.jpg

 

 

 

 

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ChOcOsKiZo

 

 

 

No problem:

 

lets quote this list anytime we found out new IDs that work and are not in conflict with the vanilla modkits

or let me know what IDs work and i will EDIT this list if possible.

 

 

 

Working IDs:

 

3312

1500

1476

1406

1405

1404

1403

1402

1401

1400

1301

1262

1260

1259

1258

1257

1256

1255

1254

1253

1252

1251

1250

1023

1022

1021

1020

1019

1018

1017

1016

1015

1014

1013

1012

1011

1010

1009

1008

1007

1006

1005

1004

1003

1002

1001

999

998

997

996

995

994

993

992

991

990

 

Damn i can't find new working ids -_- i'm using number from 998 to 1023 ; all the other from this list bug the other vanilla cars carcols , and sometime it bugs some of my added cars carcols

 

I think i'm gonna start to add default modkit to some vanilla cars and use their id

 

hey dude, do you have ALL vanilla modskits and tuning parts ?

 

 

i built in all my cars into mpjanuary2016 and deleted the sultanrs and the banshee2 and their tuning parts. i restructured the whole folder, so that i can add addon cars easy and dont have to go into dlclist or extratitleupdate and so on.

the game cant handle that amount of Megabytes of tuningparts i think and thats the reason for bugging. if you delete some mods_rpf it would work i think.

 

and if you want to set some cars to 0_default_modkit, theyre not using them parts anyways so you can delete them and have enough space for new cars.

 

i am using 888 and 982 - 1023 and 1250 1251 1476 and 1500 and everything works fine. (tested on blista2 and verlierer2)

 

http://abload.de/img/list29rxi.jpg

 

http://abload.de/img/structjqrft.jpg

 

 

 

 

 

 

Yeah my game is complete , all my modded cars are in one big dlc , but i was lazy these last days and added another already made dlc (tknows) and just changed the modkit ids , it might be the problem , i will try to add these cars in my dlc and see what happens .

 

I don't want to add cars to original rockstar dlc because i just want to have to add only my dlc when another update will come .

Edited by ChOcOsKiZo

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ChOcOsKiZo

Problem solved by being less lazy and put everything in the same dlc . lol

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ChOcOsKiZo

 

-snip-

 

 

information :

 

I have a second dlc only for planes so no carcols.meta , no carvariation.meta and so no modkit_id , only handling.meta and vehicle.meta.

 

I had 4 planes in it (Airbus A380 , Osprey , Spirit Stealth Bomber and Globemaster ) , size : 65 768 Ko

 

I added another plane (An-2) and the size jumped to : 142 478 Ko , even after rebuild but that's not the problem , ytd file is huge on this one .

 

Every plane spawn without any problem .

 

 

BUT....it altered carcols.meta from other vehicles , vanillas and added cars , i ended with a "functionnal" but blind upgrades menu in simple native trainer (see pic in spoiler )

 

 

78847420160228054349.png

Not my pic i screenshot it on youtube with my phone , sorry for bad quality

 

 

Carcols problems happened too when i was lazy and added a 3rd dlc (first:55 cars ; Second:3 planes ; and the lazy one 5cars )

for cars .

 

I replaced the plane dlc with the previous one and everything came back to normal .

 

So my guess is the more we had , the more it has to be in the same dlc .

 

 

Off topic :

@schnurboy is your fb down..? Wanted to contact you there but impossible :/

 

Edited by ChOcOsKiZo

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raggazam

My new id list: 750, 756, 888, 891, 893, 897, 898, 899, 905, 911, 912, 920, 952, 953, 954, 960, 965, 970, 971, 988, 998, 999, 1001, 1002, 1003, 1004, 1005, 1251, 1252, 1253, 1256, 1258, 1259, 1260, 1262, 1301, 1400, 1402, 1404, 1405, 1406, 1408, 1409.

 

Work in 573 Patch

 

and 45 cars use only handling, vehicle.meta and carvariations with this: 0_default_modkit

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ChOcOsKiZo

My new id list: 750, 756, 888, 891, 893, 897, 898, 899, 905, 911, 912, 920, 952, 953, 954, 960, 965, 970, 971, 988, 998, 999, 1001, 1002, 1003, 1004, 1005, 1251, 1252, 1253, 1256, 1258, 1259, 1260, 1262, 1301, 1400, 1402, 1404, 1405, 1406, 1408, 1409.

 

Work in 573 Patch

 

and 45 cars use only handling, vehicle.meta and carvariations with this: 0_default_modkit

Thanks Ganjahouse :monocle:

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_ReNNie_

hey guys, supppppp

 

On the ID part discussion, I've learned the hard way best to use 1200 and up and 1900 and up. I have used 700 range and 900 through 1000 range at first too but sometimes you run into occupied numbers halfway.

So now I have 1200 through 1275 in use for modkits. Then at 1276 ran into trouble where modkits wouldn't work so switched over to 1900 on advice from @Saunders420 and that goes again. So I'm taking it from there

 

 

I'm still on good old v350 as some might know. Currently on 300 added cars in 42 dlc's and 10 added peds in 4 dlc's.

 

But I've hit the proverbial wall at last... I can increase poolsizes even more but still:

when I add even one single more tuning part (yft) or carmodel (also yft) the game crashes at the second loading screen.

When I disable a dlc (prefix __), the game loads that specific tuning part or carmodel fine.

That's why I think why I've hit the wall in terms of adding. Also this gives me reason to believe the game does not discriminate between yft models from tuning parts and yft models from cars.

 

So, when I delete cars with lots of tuning parts maybe I get more headroom to add extra cars? Something to test over the weekend...

Also, as @kizacudo kindly pointed out, deleting carmodels from x64e and modkits in x64i that are in patchday1 as doubles could create some additional headroom?

Imma gonna test that too while I weed through my addon packs to delete many inferior mods.

 

Let's keep sharing methodology and tricks :)

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schnurboy

Hey Ren

so what i did to get me more "space" in tuning parts is just deleting vanilla modkits.

I built in 100 Cars with 600 tuning parts into mpjanuary2016
meanwhile i deleted the vanilla cars and modskits in exact this DLC.
so i have no sultanRS and banshee2 anymore, also none of their tuning kits.

this gave me more space for my tuning parts and so my game is not crashing anymore.
works on newest v678 version.

i also built in 2 cars now into mpvalentines2 and deleted everything that has to do with the btype3

overall i have 102 (100 mpajanuary, 2 mpvalentines2) cars at time and 621 tuning parts in mpjanuary.




i got an issue with the tuning IDs in my second DLC because i first built it in into christmas 2
if i set the IDs in carvariations to IDs i used in my other DLC they wont work.

but now in mpvalentines they work.

my issue was, that the mpchristmas2 has a second carcols in update.rpf dlc_patch session.

so fo the second DLC i chose a folder that does not exist a second time in the dlc_patch session.
this made my carvariations with the IDs from my first DLC work.

 

 

EDIT:

choco mentioned that the car files of banshee2 and sultan RS are doubled in patchday9.
same is for ALL lowrider modkits, the dubsta, phoenix, banshee2 and sultan rs modkits inside patchday9

just modiefy the content.xml, delete the lines with the modskits and than delete the modkits as themselfes.
This would get you a BIG amout of space for your own tuning parts i think.

Edited by schnurboy

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_ReNNie_

^ yup :)

 

Instead of deleting lines from content.xml I just emptied the modkits inside x64i itself (since it's the actuals models that the game wants to load that cost us room).

So all modkits that are in patchday1, patchday2ng and patchday3ng I've emptied out in x64i. In total I emptied out 22 modkits. And behold, still tuning for banshee, akuma, blista and so on and so forth works fine.

 

Then, I've succesfully deleted 109 cars from x64e that are present in patchday1ng, patchday2ng and/or patchday3ng.

Now I've still gotta delete doubles from within the patchday's ... the Blista e.g. is in all three patchday's present. And the game probably only loads the one from patchday3ng?

 

 

Imagine how much headroom you can gain if you follow this through on later patches too.... That frees up alot!!

Edited by _ReNNie_

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ChOcOsKiZo

Rename the thread to "Gta on Diet : How to gain space and fps "

 

I thought i was lazy but rockstar is worst than me , every update makes the game heavier for nothing , so many useless files left behind

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_ReNNie_

well I was way too optimistic

 

despite deleting all those models I still can't import more as addon's :(

apparently I had disabled a dlc with three cars which led to believe it worked

 

dammit

 

I want to get past 300

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_ReNNie_

My new id list: 750, 756, 888, 891, 893, 897, 898, 899, 905, 911, 912, 920, 952, 953, 954, 960, 965, 970, 971, 988, 998, 999, 1001, 1002, 1003, 1004, 1005, 1251, 1252, 1253, 1256, 1258, 1259, 1260, 1262, 1301, 1400, 1402, 1404, 1405, 1406, 1408, 1409.

 

Work in 573 Patch

 

and 45 cars use only handling, vehicle.meta and carvariations with this: 0_default_modkit

 

I've completely filled 1200 through 1278, but after that number no modkits working.

 

by tip of Saunder420 I used 1900 and up, but 1915 and 1916 won't work? 1919 does.

 

Onwards!!

Edited by _ReNNie_

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felikkw

Hey Ren

 

so what i did to get me more "space" in tuning parts is just deleting vanilla modkits.

 

I built in 100 Cars with 600 tuning parts into mpjanuary2016

meanwhile i deleted the vanilla cars and modskits in exact this DLC.

so i have no sultanRS and banshee2 anymore, also none of their tuning kits.

 

this gave me more space for my tuning parts and so my game is not crashing anymore.

works on newest v678 version.

 

i also built in 2 cars now into mpvalentines2 and deleted everything that has to do with the btype3

 

overall i have 102 (100 mpajanuary, 2 mpvalentines2) cars at time and 621 tuning parts in mpjanuary.

 

 

 

 

i got an issue with the tuning IDs in my second DLC because i first built it in into christmas 2

if i set the IDs in carvariations to IDs i used in my other DLC they wont work.

 

but now in mpvalentines they work.

 

my issue was, that the mpchristmas2 has a second carcols in update.rpf dlc_patch session.

 

so fo the second DLC i chose a folder that does not exist a second time in the dlc_patch session.

this made my carvariations with the IDs from my first DLC work.

 

 

EDIT:

 

choco mentioned that the car files of banshee2 and sultan RS are doubled in patchday9.

same is for ALL lowrider modkits, the dubsta, phoenix, banshee2 and sultan rs modkits inside patchday9

 

just modiefy the content.xml, delete the lines with the modskits and than delete the modkits as themselfes.

This would get you a BIG amout of space for your own tuning parts i think.

 

hey man, I read all of the post here, thanks to your modkit list, its all working with no problem, all car tuningparts now working, my cars is about 60 and I make it as dlc addon an split it into 15 for each pack.

 

but there is the biggest problem, its not the tuning parts, but the lights. almost half of my cars won't show the lights. maybe the id's conflicted or what, I don't know, but if you have a list of unused lights id, I would like to ask you.

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