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Boywond

The Vanillaworks

Recommended Posts

Carrythxd

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

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WildBrick142

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

There is a bunch in between whatever-is-the-highest-in-Gunrunning and 256. There might be a few stray ID's too, but I'll have to check that.

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Carrythxd

 

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

There is a bunch in between whatever-is-the-highest-in-Gunrunning and 256. There might be a few stray ID's too, but I'll have to check that.

 

 

Alright. I'll take a look at those as well, hopefully I'll be able to find some IDs that work :p Thanks again for the info.

 

EDIT: Actually I think IVPack has used most of those IDs, atleast looking at its carvariations file most of the ones that are from Gunrunning highest to 256 are in use, damn.I guess I'll use the ones that are free and then just use the IDs from vehicles such as the Go Go Blista & Sprunk Buffalo like you mentioned.

Edited by Carrythxd

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Johnny362000

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point

 

101
120
111
129
139
149
165
169
184
200
203
218
229
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256

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Carrythxd

 

 

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point

 

 

101
120
111
129
139
149
165
169
184
200
203
218
229
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256

 

 

 

Nice, thank you! It seems like all the other IDs except for 149, 200, 203, 229 & 231 have been taken by IVPack, though. Oh well, I'll just use some of the vanilla V vehicle IDs for the rest of them.

Edited by Carrythxd

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Johnny362000

 

 

 

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point

 

 

101
120
111
129
139
149
165
169
184
200
203
218
229
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256

 

 

 

Nice, thank you! It seems like all the other IDs except for 149, 200, 203, 229 & 231 have been taken by IVPack, though. Oh well, I'll just use some of the vanilla V vehicle IDs for the rest of them.

 

You could remove some of the useless modkits like 999_placeholder_hydraulic_modkit in the lowriders2 folder to free up a few more of them

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WildBrick142

 

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

 

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Ah, okay. Thanks for the info! :p I assume there's no modkit IDs for this game that don't break any of the vanilla V vehicles?

 

Here's a list of all the IDs that do not belong to any vanilla vehicles (If I've made any mistakes here feel free to point them out)

There's 32 free IDs. Not a large amount if Rockstar wants to keep this game going much longer. Hopefully they hit the limit and are forced to increase/remove it at some point

 

 

101

120

111

129

139

149

165

169

184

200

203

218

229

238

239

240

241

242

243

244

245

246

247

248

249

250

251

252

253

254

255

256

 

 

139, 149, 165, and 218 are already in use, while 201 is unused (and missing on the list).

 

List with names:

 

 

 

0_default_modkit = 00_cvtgeabox_modkit = 10_hiend_modkit = 20_sport_modkit = 30_suv_modkit = 40_lowcar_modkit = 50_default_no_lower = 60_bike_modkit = 71_dubsta_modkit = 82_futo_modkit = 93_feltzer2_modkit = 104_akuma_modkit = 115_tailgater_modkit = 126_buffalo_modkit = 137_bodhi2_modkit = 148_cavalcade_modkit = 159_police3_modkit = 1610_barbarian_modkit = 1711_ninef2_modkit = 1812_daemon_modkit = 1913_ztype_modkit = 2014_double_modkit = 2115_baller_modkit = 2216_youga_modkit = 2317_asea_modkit = 2418_buccaneer_modkit = 2519_surge_modkit = 2620_ratloader_modkit = 2721_surano_modkit = 2822_jackal_modkit = 2923_dubsta2_modkit = 3024_phoenix_modkit = 3126_ninef_modkit = 3227_dominator_modkit = 3328_felon_modkit = 3429_penumbra_modkit = 3530_blista_modkit = 3631_elegy2_modkit = 3732_voltic_modkit = 3833_gresley_modkit = 3934_issi2_modkit = 4035_bjxl_modkit = 4136_landstalker_modkit = 4237_premier_modkit = 4338_ruiner_modkit = 4439_sultan_modkit = 4540_serrano_modkit = 4642_pcj_modkit = 4743_rebel_modkit = 4844_fusilade_modkit = 4945_sentinel_modkit = 5046_banshee_modkit = 5147_schafter2_modkit = 5248_khamelion_modkit = 5349_primo_modkit = 5450_prairie_modkit = 5551_comet2_modkit = 5652_vigero_modkit = 5753_schwarzer_modkit = 5854_sandking_modkit = 5955_sandking2_modkit = 6056_sentinel2_modkit = 6157_hotknife_modkit = 6258_bagger_modkit = 6359_manana_modkit = 6460_tornado_modkit = 6561_buffalo2_modkit = 6662_peyote_modkit = 6763_entityxf_modkit = 6864_coquette_modkit = 6966_cheetah_modkit = 7067_sabregt_modkit = 7168_oracle2_modkit = 7269_zion_modkit = 7370_zion2_modkit = 7471_intruder_modkit = 7572_carbonizzare_modkit = 7673_rapidgt_modkit = 7774_vacca_modkit = 7875_infernus_modkit = 7976_rapidgt2_modkit = 8077_bati2_modkit = 8178_sanchez_modkit = 8279_Stunt_modkit = 8380_Shamal_modkit = 8481_rumpo_modkit = 8582_polmav_modkit = 8683_bifta_modkit = 8784_kalahari_modkit = 8885_paradise_modkit = 8989_zentorno_modkit = 9087_massacaro_modkit = 9186_jester_modkit = 9288_turismor_modkit = 9390_huntley_modkit = 9491_alpha_modkit = 9596_thrust_modkit = 9697_rhapsody_modkit = 9798_warrener_modkit = 9899_blade_modkit = 99100_glendale_modkit = 100102_panto_modkit = 102103_dubsta3_modkit = 103104_pigalle_modkit = 104105_coquette2_modkit = 105106_swift_modkit = 106107_gburrito2_modkit = 107108_guardian_modkit = 108109_enduro_modkit = 109110_kuruma_modkit = 110112_voodoo_modkit = 112113_tornado5_modkit = 113114_primo2_modkit = 114115_moonbeam2_modkit = 115116_lurcher_modkit = 116117_chino2_modkit = 117118_btype2_modkit = 118119_virgo2_modkit = 119121_verlierer2_modkit = 121122_nightshade_modkit = 122123_schafter3_modkit = 123124_schafter4_modkit = 124125_mamba_modkit = 125126_schafter5_modkit = 126127_schafter6_modkit = 12725_tampa_modkit = 128130_sultanrs_modkit = 130131_banshee2_modkit = 131132_minivan2_modkit = 132133_bestia_modkit = 133134_811_modkit = 134135_prototipo_modkit = 135136_windsor2_modkit = 136137_seven70_modkit = 137138_fmj_modkit = 138139_reaper_modkit = 139140_brioso_modkit = 140141_omnis_modkit = 141142_lynx_modkit = 142143_tampa2_modkit = 143144_trophytruck_modkit = 144145_tropos_modkit = 145146_tyrus_modkit = 146147_faction3_modkit = 147148_btype3_modkit = 148149_marshall_modkit = 149150_buffalo3_modkit = 150151_dominator2_modkit = 151152_dukes_modkit = 152153_buccaneer_modkit = 153154_blista2_modkit = 154155_blista3_modkit = 155156_jester2_modkit = 156157_massacaro2_modkit = 157158_ratloader2_modkit = 158159_slamvan_modkit = 159160_osiris_modkit = 160161_t20_modkit = 161162_vindicator_modkit = 162163_brawler_modkit = 163164_virgo_modkit = 164165_chino_modkit = 165166_coquette3_modkit = 166167_windsor_modkit = 167168_feltzer3_modkit = 168111_faction2_modkit = 170171_slamvan3_modkit = 171172_sab2_modkit = 172173_gargoyle_modkit = 173174_bf400_modkit = 174175_cliffhanger_modkit = 175176_trophytruck2_modkit = 176177_rallytruck_modkit = 177178_le7b_modkit = 178179_sheava_modkit = 179180_zombiea_modkit = 180181_zombieb_modkit = 181182_avarus_modkit = 182183_defiler_modkit = 183185_nightblade_modkit = 185186_daemon2_modkit = 186187_ratbike_modkit = 187188_chimera_modkit = 188189_wolfsbane_modkit = 189190_vortex_modkit = 190191_hakuchou2_modkit = 191192_blazer4_modkit = 192193_manchez_modkit = 193194_sanctus_modkit = 194195_esskey_modkit = 195196_tornado6_modkit = 196197_faggio3_modkit = 197198_youga2_modkit = 198199_shotaro_modkit = 199202_fcr_modkit = 202204_fcr2_modkit = 204205_penetrator_modkit = 205206_nero_modkit = 206207_italigtb_modkit = 207208_italigtb2_modkit = 208209_diablous2_modkit = 209210_tempesta_modkit = 210211_elegy1_modkit = 211212_nero2_modkit = 212213_comet3_modkit = 213214_specter2_modkit = 214215_voltic2_modkit = 215216_specter_modkit = 216217_ruston_modkit = 217218_cheetah2_modkit = 218219_tampa3_modkit = 219220_ardent_modkit = 220221_infernus2_modkit = 221222_insurgent3_modkit = 222223_gp1_modkit = 223224_torero_modkit = 224225_turismo2_modkit = 225226_apc_modkit = 226227_halftrack_modkit = 227228_dune3_modkit = 228230_technical3_modkit = 230999_placeholderhydraulic_modkit = 999 (231, gg rockstar)232_oppressor_modkit = 232233_trsmall2_modkit = 233234_trailerlarge_modkit = 234235_nightshark_modkit = 235236_vagner_modkit = 236237_xa21_modkit = 237

 

 

Some of those are safe to scrap (and replace with default modkits) since they're empty and/or non-modpart livery-only modkits.

 

77_bati2_modkit

78_sanchez_modkit

79_Stunt_modkit

80_Shamal_modkit

81_rumpo_modkit

82_polmav_modkit

106_swift_modkit

167_windsor_modkit

215_voltic2_modkit

999_placeholderhydraulic_modkit

So in addition to the above ID's, you can have 10 additional ID's without affecting the gameplay. You could also free up a bunch of Cunning Stunts vehicles if you could make the livery a part of the model rather than a modpart.

Edited by WildBrick142

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GA4397

 

 

 

KNOWN BUGS:

- Lampadati Tropos is no longer customizable for an unknown reason (possibly other vanilla DLC vehicles as well).

 

This is caused by the modkit ID's. Someone during the development thought it would be a great idea to limit the game to 256 unique ID's MAX and literally every single vehicle modkit in the pack conflicts with existing modkits as a result.

 

Basically if you go over 256, no matter the number, it'll end up rolling over to a number between and including 0-256. Setting the modkit ID to values like 900 or 9999 is literally pointless because it'll just roll over to 132 and 15, respectively. If you want to calculate to which number it'll roll over to, just keep subtracting 256 until you reach a number in between and including 0 and 256.

 

I've done this and checked in-game to make sure this is right, and this is what happened:

403_vwetruck_modkit - breaks itself: would have broken Roosevelt Valor (modkit ID: 148) but VWE has higher Order value than mpvalentines2 so technically the Roosevelt Valor breaks the trucks here.

720_comet4_modkit - breaks Itali GTB Custom (modkit ID: 208), Comet Retro AND Itali GTB Custom kill trainers/game

411_blistata_modkit - breaks Go Go Monkey Blista (modkit ID: 155)

406_domc_modkit - breaks Sprunk Buffalo (modkit ID: 150)

461_glendale2_modkit - breaks Penetrator (modkit ID: 205)

408_euros_modkit - breaks Dukes (modkit ID: 152)

410_futo3_modkit - breaks Blista Compact (modkit ID: 154)

721_es550_modkit - breaks Diabolus Custom (modkit ID: 209), ES550 kills trainers/game

460_flash_modkit - breaks FCR 1000 Custom (modkit ID: 204)

463_hizokuc_modkit - breaks Itali GTB (modkit ID: 207)

722_sultanrs2_modkit - breaks Tempesta (modkit ID: 210)

723_suranogt_modkit - breaks Elegy Retro Custom (modkit ID: 211), Elegy Retro Custom kills trainers/game

462_hellhound_modkit - breaks Nero (modkit ID: 206), Nero kills trainers/game

724_warr2_modkit - breaks Nero Custom (modkit ID: 212), Nero Custom kills trainers/game

With Tropos Rallye, the problem is that its actual modkit ID is 145, the pack changes it to 175 for some reason, which ends up conflicting with the Cliffhanger (also 175), and kills trainers/game whenever you spawn Tropos Rallye while the Cliffhanger has no modkit.

 

I don't know why the game is being selective about which vehicle/modkit kills the trainers/game, though. The only way to fix that is removing the add-on modkits (which would suck), or replacing existing/less used modkits like the Go Go Monkey Blista, Sprunk Buffalo, etc. (which would also suck but sacrifices have to be made), (edit) or using an unused id since there are a few.

 

Also 403_vwetruck_modkit is pointless since you can't modify trucks anyway so 0_default_modkit will do just fine, not to mention it will save up on modkit ID's a bit :p

 

 

Wow, thanks! At least we've got an answer to this

 

I guess, not even LS Custom nor Benny's can modify vanilla cars whose IDs are killed by add-on cars, is it right?

 

So, for now, the only workaround is manually selecting which cars we want to sacrifice, right? I hope emergency vehicles have bunch of unused IDs

 

Edited: My post was typed before WildBrick142 gave me an answer

Edited by GA4397

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_MK_

The Schyster Greenwood's front license plate is transparent from the back,if you guys can fix that.

Edited by _MK_

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MGgames100

Love your new signature, Da7k.

 

1239603_10151577171880636_495546682_n.jp

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Carrythxd

The Schyster Greenwood's front license plate is transparent from the back,if you guys can fix that.

 

I think the model is locked so only Dani02 can fix that.

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ReDeYe69

Why that modkit ID thing is there? That don't make any sense

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MGgames100

Why that modkit ID thing is there? That don't make any sense

What doesn't make any sense?

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Gena170701

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

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ReDeYe69

 

Why that modkit ID thing is there? That don't make any sense

What doesn't make any sense?

 

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

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Boywond

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

 

Do you have any graphic mods installed? NaturalVision Remastered disables coronas for example.

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Gena170701

 

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

 

Do you have any graphic mods installed? NaturalVision Remastered disables coronas for example.

 

No, no graphic mods. Here's how it looks:

mxsJEVU.jpg

6Usr4Bl.jpgYou might think that the problem is in the closed headlights, but no, the AE86 with the closed headlights still shine:

jVS11U3.jpg

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MGgames100

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

It's most necessary part of tuning in this game...

It sets what part shows up, where, what collision it has, the name, weight value, name etc. Even vehicles that have just performance upgrades, have one, although they share them together.

They set it up like that, because they didn't expect that they would add that many vehicles via DLC. Same thing happened on YouTube when Gangnam Style reached billion views - view counter broke.

If Rockstar runs out of IDs they will most likely add more.

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Johnny362000

 

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

It's most necessary part of tuning in this game...

It sets what part shows up, where, what collision it has, the name, weight value, name etc. Even vehicles that have just performance upgrades, have one, although they share them together.

They set it up like that, because they didn't expect that they would add that many vehicles via DLC. Same thing happened on YouTube when Gangnam Style reached billion views - view counter broke.

If Rockstar runs out of IDs they will most likely add more.

 

The problem is that you'd think the modkit's name would suffice. When assigning a modkit to a car you don't just put in the ID, it's the whole name. It's probably a workaround/fix from early development that, like a lot of things in this game, was never meant to last this long

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MGgames100

The problem is that you'd think the modkit's name would suffice. When assigning a modkit to a car you don't just put in the ID, it's the whole name. It's probably a workaround/fix from early development that, like a lot of things in this game, was never meant to last this long

Yeah, I know. I'm just explaining how modkits work...

 

I hope that they'll implement better system for VI or at least add more ID's.

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Da7K

No, no graphic mods. Here's how it looks:

 

You might think that the problem is in the closed headlights, but no, the AE86 with the closed headlights still shine:

It's just gtawiseguy not configuring the data line and some part of the model properly, nothing we can do since the models are locked.

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ReDeYe69

 

modkit ID thing. I don't know how that works and is it necessary or not but if it's not, why we have that limit?

It's most necessary part of tuning in this game...

It sets what part shows up, where, what collision it has, the name, weight value, name etc. Even vehicles that have just performance upgrades, have one, although they share them together.

They set it up like that, because they didn't expect that they would add that many vehicles via DLC. Same thing happened on YouTube when Gangnam Style reached billion views - view counter broke.

If Rockstar runs out of IDs they will most likely add more.

 

I didn't know that, thanks for the reply mate

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MGgames100

I just noticed that I said that it sets up the name twice :v

 

I also forgot to mention that ID's are set up per modkit, per one vehicle, unless it's shared.

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Gena170701

 

Someone can help - how to fix non-working lights from cars from 6STR (Maybatsu Revolution, Imponte Ruiner 450, Karin Futo GT and others)? Headlights is on, but there is no light

 

Do you have any graphic mods installed? NaturalVision Remastered disables coronas for example.

 

Previously, the same problem was with Hellhound, but after installing Vanilla Extended Paсk they work. As far as I know, this problem with the 6STR vehicles is not just mine. Maybe me need to change something in the parameters?

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Kiyone_Alien_Cop

Spartan112 Dubsta Landaulet would be amazing in gta v with a functional roof.m3aKGpj0OZQ.jpg

Edited by Kiyone_Alien_Cop

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MGgames100

Spartan112 Dubsta Landaulet would be amazing in gta v with a functional roof.

You mean like working convertible?

That's not really possible, because roof animations are really specific.

Edited by MGgames100

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Kiyone_Alien_Cop

The animation of the ceiling to be used is that of the Tornado.

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MGgames100

The animation of the ceiling to be used is that of the Tornado.

What part of "animations are really specific" you don't understand?

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Kiyone_Alien_Cop

Better not, the ceiling should be extra part.


The interior screens can be taken from the Moonbeam Custom, the back can be taken from the Primo Custom, and could have internal extras like cups and cans.


We should ask permission to Spartan 112 for model conversion.

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Kiyone_Alien_Cop

 

The animation of the ceiling to be used is that of the Tornado.

What part of "animations are really specific" you don't understand?

 

Should have paid more attention, Sorry, man.

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