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schnurboy

Vanilla Modkit Problem

Recommended Posts

schnurboy

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.

 

hey,

 

sorry, for that i have no list but here is my current vehicle list.

all lights and coronas work.

 

i mentioned that scritping mistakes inside the carvariation meta make the lights buggy, i had that issue sometimes.

maybe you have a look at them ?

 

http://pastebin.com/p7gTLmUL

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felikkw

 

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.

 

hey,

 

sorry, for that i have no list but here is my current vehicle list.

all lights and coronas work.

 

i mentioned that scritping mistakes inside the carvariation meta make the lights buggy, i had that issue sometimes.

maybe you have a look at them ?

 

http://pastebin.com/p7gTLmUL

 

wow Thanks man, that is a lot of addon cars, i will try use your Lights ID, for now the modkit has no problem, only the lights, also may i ask you your gameconfig.xml (1.617.1), mine currently limited to only 42 cars, if i add more, game crashes.

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felikkw

i mean before i said have 60 cars, but i currently finished pack 1 and pack 2 (30 cars) and working on pack 3, so when i enable pack 3 (so total 45 cars) then the game crashes, i think its limited to about 42 cars. so i need your gameconfig.xml. by the way, thanks a lot for your vehicle list, its really help

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ChOcOsKiZo

i mean before i said have 60 cars, but i currently finished pack 1 and pack 2 (30 cars) and working on pack 3, so when i enable pack 3 (so total 45 cars) then the game crashes, i think its limited to about 42 cars. so i need your gameconfig.xml. by the way, thanks a lot for your vehicle list, its really help

Schnurboy is on legal copy version v1.0.678.1 so his gameconfig won't help you , cause you are on 1.617.1

 

if i'm not wrong didn't i already told you to put them all in the same dlc on facebook ? currently i have 75 cars in the same dlcc and no conflicts , and have you increase your values in gameconfig.xml (vehicle/handling/fragmenstore/extravehicles) ?

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felikkw

 

i mean before i said have 60 cars, but i currently finished pack 1 and pack 2 (30 cars) and working on pack 3, so when i enable pack 3 (so total 45 cars) then the game crashes, i think its limited to about 42 cars. so i need your gameconfig.xml. by the way, thanks a lot for your vehicle list, its really help

Schnurboy is on legal copy version v1.0.678.1 so his gameconfig won't help you , cause you are on 1.617.1

 

if i'm not wrong didn't i already told you to put them all in the same dlc on facebook ? currently i have 75 cars in the same dlcc and no conflicts , and have you increase your values in gameconfig.xml (vehicle/handling/fragmenstore/extravehicles) ?

oh I see, I used the gameconfig by aige when he released the mustang gt.

I think thats enough but idk,maybe I do something wrong.

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schnurboy

yeeees please try to put all cars in one bigger dlc.

my gameconfig looks like this:

- fragmentstore 10000
- vehicles 1000

- handling 1000

- memorymultiplier 1000

- maxvehiclemodelinfos 1000

- maxextravehicleinfos 1000

hope you understand my [M] and [L] thing in my vehicle list :D

i deleted these vanilla cars, cause they exist multiple times:

CAR DELETE EXIST
asea x64e patch1
banshee x64e patch1
benson x64e patch2
blista x64e patch1
boxville x64e patch3
boxville2 x64e patch3
boxville3 x64e patch3
buccaneer x64e,patch1 patch3
buffalo3 patch1 supgrade
bullet x64e patch3
i also deleted all mods.rpf in patch9, because they doubled.
if you do that you need to go into content.xml in the patch9 dlc because otherwise you game will say "corrupt gamedata"

delete all lines that have to do with mods.rpf

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felikkw

 

yeeees please try to put all cars in one bigger dlc.

 

my gameconfig looks like this:

 

- fragmentstore 10000

- vehicles 1000

- handling 1000

- memorymultiplier 1000

- maxvehiclemodelinfos 1000

- maxextravehicleinfos 1000

 

hope you understand my [M] and [L] thing in my vehicle list :D

 

i deleted these vanilla cars, cause they exist multiple times:

 

 

CAR DELETE EXIST

 

asea x64e patch1

banshee x64e patch1

benson x64e patch2

blista x64e patch1

boxville x64e patch3

boxville2 x64e patch3

boxville3 x64e patch3

buccaneer x64e,patch1 patch3

buffalo3 patch1 supgrade

bullet x64e patch3

 

 

i also deleted all mods.rpf in patch9, because they doubled.

if you do that you need to go into content.xml in the patch9 dlc because otherwise you game will say "corrupt gamedata"

 

delete all lines that have to do with mods.rpf

yeah, haha, of course I understand, and with your help now I have no problem anymore, hahahay. the modkits, lights, colors everything works fine, I even test all vanilla cars one by one, and only albany franken strange has weird and odd lights corona, not big problem.

 

all I do in gameconfig.xml is just increase the "fragment store" section, and voila, it works cool even I still divide the dlc (now just three, one for bike, and two other for cars) total 68 addon vehicles, and planning to add more.

 

thank to chocoshow up there, he told me how to make addon dlc from a replace mod, and thanks to you for the modkit & lights ID's. I hope tou don't mind if I ask help again. haha.

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raggazam

someone knows that ID number has the penumbra? need to adjust the lights, but to create new data lose modkit and want to keep the modkit

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_CP_

Nope.

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sebkulu

Hi huys,

 

Sorry for digging up an old thread, but I'm trying to do exactly the same thing as the creator of this thread, putting something like 200 cars in one RPF (with Tuning) and make'em simply spawn through popgroups :-)

So, the game won't crash because of bad tuning, or bad models in missions.

 

Now that the carcols is available, and that we can see that ID's for tuning are between 1 and 200 in the last pack (mpbikers), is it safe to say that we can use everything from, let's say 300, up to 900? :-)

Because I think I will get limited very soon considering the numbers of models having tuning...

 

Thanks!

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sebkulu

Hi!

 

Just to say, no, I tested some values, and strangely I found a lot of them are used by... we don't know exactly what...

I looked into each of the carcols of game (I'm using a XBOX ymt file version, so my main carcols.ymt is decrypted), and I haven't seen any ID kit going further than 199 in the last update (mpbiker)...

 

I'm trying another ones as I'm writing, but it seems that between the moment when this thread has begun and now, thnigs have a bit evolved...

Because now it would seem that some previously free ID's aren't free anymore... :/

 

Any chance of knowing what else is using values in that ID range?

Edited by sebkulu

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sebkulu

Hello,

 

I can confirm that when setting a modKit ID value, anything above 1500 cannot make my modKit to work :/

 

Right now, I'm using these modKits ID's which seem free and usable (boundaries included):

500 -> 511

990 -> 998

1000 -> 1011

1400

1501 -> 1501

 

And that's it!

I admit I did not test with 1 increment each time, but rather I did switch 50 over when I hit a conflict.

Example: when I did see that 1401 did not work, I tried 1402, but then if this do not work, then I try directly 1450, then 1500, then 1600, etc...

And, it seems that beyond 1500, there are no easy-findable free values anymore (at the contrary of what was written in this thread saying that you could get some free ID's from 1900 and on... :/)

 

Has someone some other free values that I could use in order to make my modKits work? :-)

 

Thanks.

 

Edit: That's crazy, the game uses modKits ID between 1 and 199, and still there are values out of that range that do NOT allow to define a modKit...

What else in the hell uses those ID's, and where can we see that information?

Edited by sebkulu

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sebkulu

I noticed interesting things, so to keep trace of them, and to share, I'm writing them down right here :)

 

So, It would seem that some "free" modKits ID, are indeed used by the game, but for other things.

Some values make the game crash at startup ; I tried 4 values at the same time, so I don't know which one of them caused this, here they are:

16382, 16384, 16385, 16386

I cannot say this is for sure, because I did not try it a second time to confirm, as I'm in a search for working free values, and not a search to make the game crash, but I could give it a second try.

 

I did try those values because at first I was looking for the data type used to contain modKits ID's values, and I wanted to test boundaries, that's why I'm around 16383 :)

And by the way, 16383 DO WORK.

The odd thing is you can input value higher than 16383 without having the game to crash. So I must conclude the data type may not be relevant here (I tried also the 32767 limit, but none of the value I input seemed to work, and I did input: 32766, 32767, 32768, 32769, 32770.

 

Edit:

I found 2 another insteresting things:

1. Strings are accepted (game does not crash) as value for modKit ID, but do not seem to enable tuning

2. Negative values are accepted (game does not crash) as value fot modKit ID, AND DO WORK

At the moment, I've just been able to use -1 as value (-2 and -3 don't enable tuning, so there must be a conflict again)

Edit2: Yay! Second negative working value spotted! It's -300

Note there could be more before, I admit having tested only -2, -3, -10, -100, -200, and -300 which works.

-301 is workin too!

Anyway, after these considerations, a little update of new free working ID's for GTA V 1.0.877 build (I do also include the ones already in use, so that makes a consistent list):

Negative Numbers:

-1

-300 -> -306

Positive Numbers:

470 -> 475

500 -> 511

990 -> 998

1000 -> 1011

1400

1501

1921

16280

16282 -> 16283

16383

I really begin to struggle here to find new free ID's, so if anyone in search of such ID's has come up with other working ones, please share :)

Edited by sebkulu

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DDoS

I dont know about you, but for me using 1667 id make my banshee2 modkit stop working. Can anybody comfirm this?

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sebkulu

Hi dude, I made the choice defining my Dlc as non persistent, so original game files take priority, so when I try to use a modkit ID already used by another car, I can directly see that it is the case because my car does doesn't have any tuning capabilities.

So if 1667 doesn't work by me, it probably means that, yes, ID is already in use... which is freaking strange considering the fact we can now read YMT files, and that tells us modkits ID's used are between 1 and 200...

Anyway, maybe one day I will understand how this works... maybe...

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TheDookie

I noticed interesting things, so to keep trace of them, and to share, I'm writing them down right here :)

 

So, It would seem that some "free" modKits ID, are indeed used by the game, but for other things.

Some values make the game crash at startup ; I tried 4 values at the same time, so I don't know which one of them caused this, here they are:

16382, 16384, 16385, 16386

I cannot say this is for sure, because I did not try it a second time to confirm, as I'm in a search for working free values, and not a search to make the game crash, but I could give it a second try.

 

I did try those values because at first I was looking for the data type used to contain modKits ID's values, and I wanted to test boundaries, that's why I'm around 16383 :)

And by the way, 16383 DO WORK.

The odd thing is you can input value higher than 16383 without having the game to crash. So I must conclude the data type may not be relevant here (I tried also the 32767 limit, but none of the value I input seemed to work, and I did input: 32766, 32767, 32768, 32769, 32770.

 

Edit:

I found 2 another insteresting things:

1. Strings are accepted (game does not crash) as value for modKit ID, but do not seem to enable tuning

2. Negative values are accepted (game does not crash) as value fot modKit ID, AND DO WORK

At the moment, I've just been able to use -1 as value (-2 and -3 don't enable tuning, so there must be a conflict again)

Edit2: Yay! Second negative working value spotted! It's -300

Note there could be more before, I admit having tested only -2, -3, -10, -100, -200, and -300 which works.

-301 is workin too!

Anyway, after these considerations, a little update of new free working ID's for GTA V 1.0.877 build (I do also include the ones already in use, so that makes a consistent list):

Negative Numbers:

-1

-300 -> -306

Positive Numbers:

470 -> 475

500 -> 511

990 -> 998

1000 -> 1011

1400

1501

1921

16280

16282 -> 16283

16383

I really begin to struggle here to find new free ID's, so if anyone in search of such ID's has come up with other working ones, please share :)

Thank you very much for continuing to update your progress despite no one replying. Wish I had found this a while ago, it is very helpful.

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sebkulu

You're welcome dude ;)

 

I am myself not currently playing GTA V anymore, but I come here from time to time to check if there's anything new on the modding scene :)

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