Aebian Posted October 6, 2016 Share Posted October 6, 2016 Tired of editing multiple DLC archives or game files to change your police car? Want your mods in one archive to have everything handy instead of editing multiple dlcpacks?Create your own DLC! 1 - What do you need?OpenIV - http://openiv.com/Notepad ++ (or similar) - https://notepad-plus-plus.org/7-Zip (or similar) - http://7-zip.org/ScripthookV - http://www.dev-c.com/gtav/scripthookv/2 - Pre-required stepsInstall ScriptHookV.Install OpenIV aswell the OpenIV.ASI which adds the ability to load custom archives and adds support to the allmighty "mods" folder. (The installer should then create a mods folder already in your GTA install directory).Install Notepad++ if you don't have already and finally 7-Zip3 - Copying of default game filesWe need default files from the game so OpenIV can "virtually" replace them on runtime so that we can load our own mods without modifying base files.Copy the update.rpf from \Grand Theft Auto V\update\ to Grand Theft Auto V\mods\update\Then create this folder structure: \Grand Theft Auto V\mods\update\x64\dlcpacks\You just need the dlcpacks folder. I got more stuff installed thats why I have more files inside mostly on the screenshots...4 - Create the DLC archive and folder structureCreate a folder called PATCHDAY20NG in \Grand Theft Auto V\mods\update\x64\dlcpacks\ . The latest patch (as of 10/06/2016) is PATCHDAY12NG. So that we have "enough" room for further updates until R* uses 20 as DLC number.Once headed to \Grand Theft Auto V\mods\update\x64\dlcpacks\PATCHDAY20NG\ create a Rage Packaging File (RPF) as name enter dlc.Now you should have a dlc.rpf inside your PATCHDAY20NG where we put our mods and files (like carvations.meta, handling.meta, vehicles.meta and so one) inside.Now open the dlc.rpf with OpenIV and we will create the folder structure in there. You need to create some folders (note that I use the default R* structure):dlc.rpf\data\dlc.rpf\x64\dlc.rpf\x64\levels\dlc.rpf\x64\levels\gta5\dlc.rpf\x64\levels\gta5\vehiclemods\5 - Create dlc filessetup2.xml - This file is used so that the dlc will be recognized by GTA V and will be loaded on runtime. [create this file directly in the root of the dlc.rpf]<?xml version="1.0" encoding="UTF-8"?><SSetupData> <deviceName>dlc_PATCHDAY20NG</deviceName> <datFile>content.xml</datFile> <timeStamp>16/09/2016 13:37:00</timeStamp> <nameHash>PATCHDAY20NG</nameHash> <contentChangeSets /> <contentChangeSetGroups> <Item> <NameHash>GROUP_EARLY_ON</NameHash> <ContentChangeSets> <Item>CCS_PATCHDAY20_NG_INIT</Item> </ContentChangeSets> </Item> <Item> <NameHash>GROUP_TITLEUPDATE_STARTUP</NameHash> <ContentChangeSets /> </Item> <Item> <NameHash>GROUP_UPDATE_STREAMING</NameHash> <ContentChangeSets> <Item>CCS_PATCHDAY20_NG_STREAMING</Item> <Item>CCS_PATCHDAY20_NG_STREAMING_MAP</Item> </ContentChangeSets> </Item> <Item> <NameHash>GROUP_UPDATE_TEXT</NameHash> <ContentChangeSets> <Item>CCS_PATCHDAY20_NG_TEXT</Item> </ContentChangeSets> </Item> <Item> <NameHash>GROUP_UPDATE_DLC_PATCH</NameHash> <ContentChangeSets /> </Item> <Item> <NameHash>GROUP_UPDATE_DLC_METADATA</NameHash> <ContentChangeSets /> </Item> <Item> <NameHash>GROUP_UPDATE_WEAPON_PATCH</NameHash> <ContentChangeSets /> </Item> <Item> <NameHash>GROUP_POST_DLC_PATCH</NameHash> <ContentChangeSets /> </Item> <Item> <NameHash>GROUP_STARTUP</NameHash> <ContentChangeSets /> </Item> <Item> <NameHash>GROUP_ON_DEMAND</NameHash> <ContentChangeSets /> </Item> </contentChangeSetGroups> <startupScript /> <scriptCallstackSize value="0" /> <type>EXTRACONTENT_LEVEL_PACK</type> <order value="22" /> <minorOrder value="0" /> <isLevelPack value="true" /> <dependencyPackHash /> <requiredVersion /> <subPackCount value="0" /></SSetupData>----------content.xml - This file is used to define where the vehicles.rpf, carcols.meta, vehicles.meta, carvations.meta ect. is located. [create this file directly in the root of the dlc.rpf]<?xml version="1.0" encoding="UTF-8"?><CDataFileMgr__ContentsOfDataFileXml> <disabledFiles /> <includedXmlFiles /> <includedDataFiles /> <dataFiles> <Item> <filename>dlc_patchday20ng:/data/vehicles.meta</filename> <fileType>VEHICLE_METADATA_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="false" /> </Item> <Item> <filename>dlc_patchday20ng:/data/carcols.meta</filename> <fileType>CARCOLS_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_patchday20ng:/data/carvariations.meta</filename> <fileType>VEHICLE_VARIATION_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_patchday20ng:/data/dlctext.meta</filename> <fileType>TEXTFILE_METAFILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_patchday20ng:/data/handling.meta</filename> <fileType>HANDLING_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_patchDay20NG:/%PLATFORM%/levels/gta5/vehicles.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> <Item> <filename>dlc_patchDay20NG:/%PLATFORM%/levels/gta5/vehiclemods/vehmods.rpf</filename> <fileType>RPF_FILE</fileType> <overlay value="true" /> <disabled value="true" /> <persistent value="true" /> </Item> </dataFiles> <contentChangeSets> <Item> <changeSetName>CCS_PATCHDAY20_NG_STREAMING</changeSetName> <filesToDisable /> <filesToEnable> <Item>dlc_patchDay20NG:/data/handling.meta</Item> <Item>dlc_patchDay20NG:/data/vehicles.meta</Item> <Item>dlc_patchDay20NG:/data/carcols.meta</Item> <Item>dlc_patchDay20NG:/data/carvariations.meta</Item> <Item>dlc_patchDay20NG:/data/dlctext.meta</Item> <Item>dlc_patchDay20NG:/%PLATFORM%/levels/gta5/vehicles.rpf</Item> <Item>dlc_patchDay20NG:/%PLATFORM%/levels/gta5/vehiclemods/patchDay20NG_mods.rpf</Item> </filesToEnable> <txdToLoad /> <txdToUnload /> <residentResources /> <unregisterResources /> </Item> </contentChangeSets> <patchFiles /></CDataFileMgr__ContentsOfDataFileXml>----------Now move into dlc.rpf\data\ and add the carvations.meta, vehicles.meta and so on: <?xml version="1.0" encoding="UTF-8"?><CExtraTextMetaFile> <hasGlobalTextFile value="true"/> <hasAdditionalText value="false"/> <isTitleUpdate value="false"/></CExtraTextMetaFile> <?xml version="1.0" encoding="UTF-8"?><CVehicleModelInfo__InitDataList> <residentTxd>vehshare</residentTxd> <residentAnims /> </CVehicleModelInfo__InitDataList> <?xml version="1.0" encoding="UTF-8"?><CVehicleModelInfoVariation> <variationData> </variationData></CVehicleModelInfoVariation> <?xml version="1.0" encoding="UTF-8"?><CVehicleModelInfoVarGlobal> <Kits> </Kits> <Lights> </Lights></CVehicleModelInfoVarGlobal> <?xml version="1.0" encoding="UTF-8"?><CHandlingDataMgr> <HandlingData> </HandlingData></CHandlingDataMgr> ----------Now move into dlc.rpf\x64\levels\gta5 and create a Rage Packaging File: vehicles.rpfEnter the folder dlc.rpf\x64\levels\gta5\vehiclemods\ and create a vehiclemods.rpf inside there.Once that done you successfully created the files for your DLC to work properly! 6 - Tell GTA to load the custom dlc!Earlier we copied the update.rpf from \Grand Theft Auto V\update\ to Grand Theft Auto V\mods\update\. Now we can move on and edit files inside.We need to edit two files: dlclist.xml & extratitleupdatedata.meta. They are located in Grand Theft Auto V\mods\update\update.rpf\common\data\. 1.) extract the file and edit it. Add the following line to the <Paths> section: <item>dlcpacks:\patchday20ng\</item> 2.) Save the file and replace the one in Grand Theft Auto V\mods\update\update.rpf\common\data\As of 10/06/2016 it will look like this: 1.) extract the file and edit it. Add the following code to the Mount section: </Item> <Item type="SExtraTitleUpdateMount"> <deviceName>DLC_PATCHDAY20NG:/</deviceName> <path>update:/dlc_patch/PATCHDAY20NG/</path> </Item> 2.) Save the file and replace the one in Grand Theft Auto V\mods\update\update.rpf\common\data\As of 10/06/2016 it will look like this: 7 - add car mods and all that!Thats fairly simple. First download your car mod. It mostly will come with yhft and ytd filesIn my case I want to replace the police3 police cruiser. So the steps I do are the following:1.) extract .yft + .ytd files to a location you prefer.2.) import the files to the vehicles.rpf dlc.rpf\x64\levels\gta5\vehicles.rpf\3.) if required: add the vehicles.meta, handling.meta or similiar files to your meta files in dlc.rpf\data\4.) Once done close the dlc.rpf and start GTA V. You should see the changes instantly after the loading is done.8 - QuestionsDrop them below and I will try to answer them as soon as I can. GTA BELGIUM and FedorGlyba 2 Link to comment Share on other sites More sharing options...
frangershwing Posted October 12, 2018 Share Posted October 12, 2018 Thanks so much for this important information. I guess this is how addonpeds works! I asked them how the new peds were added, but they didn't tell what their programs rebuilds. This list of changes is probably how it does it. Thanks. Link to comment Share on other sites More sharing options...
Aebian Posted October 13, 2018 Author Share Posted October 13, 2018 (edited) No Problem. Oh and btw the images seems to be down. In case you need them also check out my blog-post about it: https://aebian.org/story/create-your-own-dlc-gta-v Until I have time to update them here also. Edited October 13, 2018 by Aebian Link to comment Share on other sites More sharing options...
Guest Posted November 5, 2018 Share Posted November 5, 2018 (edited) The <order value="??" /> setting in setup2.xml is also important, especially with vehicle modkit IDs, as earlier dlcpacks can override later ones if the order numbers are mismatched. mpbattle, which I believe was part of the After Hours dlc (I think) has an order value of 31, so it's worth starting several numbers after that. The patchday dlc packs order numbers seem to run with earlier numbers in some cases. I started my packs at 35 but R* seem to be getting close to that, so I might have to move them all up to start at 40. I used to have a file with all the packs and order numbers on it, if I find it I will post it for you. I mention this because I notice your setup2.xml is set to 22, which means there are several game dlcpacks that could supercede the contents. Vehicle.meta has two defined sections, <InitDatas /> and <txdRelationships /> Carcols.meta can also have a <Wheels /> section but I haven't seen it used in any addon cars so far. There's also vehiclelayouts.meta, that can be a bitch because it has up to 20 individual sections. Here's an empty file for you. Sorry, I tried to wrap it in a spoiler tag but it screwed the whole post, so I had to post it without. <?xml version="1.0" encoding="UTF-8"?> <CVehicleMetadataMgr> <AnimRateSets> </AnimRateSets> <ClipSetMaps> </ClipSetMaps> <VehicleCoverBoundOffsetInfos> </VehicleCoverBoundOffsetInfos> <BicycleInfos> </BicycleInfos> <POVTuningInfos> </POVTuningInfos> <EntryAnimVariations> </EntryAnimVariations> <VehicleExtraPointsInfos> </VehicleExtraPointsInfos> <DrivebyWeaponGroups> </DrivebyWeaponGroups> <VehicleDriveByAnimInfos> </VehicleDriveByAnimInfos> <VehicleDriveByInfos> </VehicleDriveByInfos> <VehicleSeatInfos> </VehicleSeatInfos> <VehicleSeatAnimInfos> </VehicleSeatAnimInfos> <VehicleEntryPointInfos> </VehicleEntryPointInfos> <VehicleEntryPointAnimInfos> </VehicleEntryPointAnimInfos> <VehicleExplosionInfos> </VehicleExplosionInfos> <VehicleLayoutInfos> </VehicleLayoutInfos> <VehicleScenarioLayoutInfos> </VehicleScenarioLayoutInfos> <SeatOverrideAnimInfos> </SeatOverrideAnimInfos> <InVehicleOverrideInfos> </InVehicleOverrideInfos> <FirstPersonDriveByLookAroundData> </FirstPersonDriveByLookAroundData> </CVehicleMetadataMgr> You also have an error in your content.xml because you have this line: <filename>dlc_patchDay20NG:/%PLATFORM%/levels/gta5/vehiclemods/vehmods.rpf</filename> but in the <filesToEnable> section, it says this: <Item>dlc_patchDay20NG:/%PLATFORM%/levels/gta5/vehiclemods/patchDay20NG_mods.rpf</Item> Those two values must match, or it will probably cause a crash because of the invalid file reference. But the rpf files that go in the vehiclemods folder are usually on a per car basis. So if you installed a Mustang, you would have a mustang_mods.rpf inside the vehiclemods folder. If you then installed a bmwm5, you would have a bmwm5_mods.rpf file in that folder. Each of those _mods rpf files has to be referenced in the content.xml file, 2 entries per _mods.rpf file. So you don't need a vehiclemods.rpf file inside that folder. @frangershwing If I remember correctly, addonpeds just updates an xml file, maybe in the Rockstar Games documents folder... hang on, let me check that in the pedselector source... It's in My Documents\Rockstar Games\GTA V\UserMods\ap_m.xml Edited November 5, 2018 by Guest Forums completely screwed up my post, I hate this forum software, it wastes so much of my time fixing things! Link to comment Share on other sites More sharing options...
frangershwing Posted December 1, 2018 Share Posted December 1, 2018 @LeeC2202 Thanks, I've created my first dlc.rpf to add new props - still learning, but it's not difficult. Link to comment Share on other sites More sharing options...
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