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god84

having problems with some mods

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god84

Hello all, 

 

Ive been away from GTA on PC for some time, and I recently got GTA V and have started installing mods. 

 

I have to say OPENIV makes it the easiest its been since the SA days ect.

 

However, I am having some issues with adding cars I have tried installing some that cause the game to crash the moment I click on story mode, so I go back through and delete them and the game loads fine. So I install a different car and it works fine, then I install another car and I get that same crash on story mode... but now its happening whichever car I install.

 

I have heard about the gaming config file needing to be different, however I have installed one from a car mod that has had this change but im still struggling.

 

Also, some of the car mods I have installed have really odd things in LSC, like I have a RX7 that when I click on respray it says livery1 but no respray option.

 

I also am struggling to get scripts to work, I tried to install the bennys SP mod and it just keeps coming up with errors.

 

any help would be fantastic.

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LeeC22
Posted (edited)

Here's some info.

 

Use a gameconfig file that has been created by a modder that creates them regularly.

 

Addon cars need to be combined into packs for the game to remain stable. You can have any number of cars in a pack, as long as the whole pack doesn't exceed 3.8GB in size.

 

Modded cars need a unique ModKitID for them to function correctly ModKitIDs run from 0 to 1023. As of version 1868, all IDs up to 414 are reserved for in-game cars, meaning any addon car must have an ID between 415 and 1023. Beware, a lot of car modders don't understand how ModKitIDs work, so they will have values like 515342536253 because they think that's a unique number... that's not how it works. Only numbers 0 to 1023 are valid, anything above that gets converted to that range. To see what the number really is, do this:

 

Open Windows calculator and go into Programmer Mode.

Enter the number you have been given, I'll use the one I typed as an example. 515342536253

Click And

Enter 1023 (which is a 10-bit binary number 1111111111)

Hit =

The number you see is the real number of that modkitid, in the case of 515342536253, it's 573

 

If the number you see falls into the reserved range, or is used by another addon, it won't work and you have to change it. The actual ModKitID is defined in Carcols.meta, like this:

<Item>
  <kitName>300_jester3_modkit</kitName>
  <id value="300" />           
  <kitType>MKT_SPECIAL</kitType>

The id value is the number you are interested in, change that number to one that isn't reserved for the normal cars and one that isn't also used by another car addon. Even though the same number exists in the kitName line, you don't need to change that... that is simply a unique name that is used by Carvariations.meta and as long as that name matches in both files, things will be fine.

 

Until you post error info from the scripthookdotnet log file, there's not much to go on with scripts.

Edited by LeeC22

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god84

oooh thanks for the info however I have installed cars and each have a modkit number so should I remove all those cars and just install car packs?

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LeeC22
1 minute ago, god84 said:

oooh thanks for the info however I have installed cars and each have a modkit number so should I remove all those cars and just install car packs?

Just combine them all into your own created addon pack and then use that instead of all the individual cars. That way you still get to use those cars but the game is more stable because they're all in a single pack.

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god84
On 6/8/2020 at 12:38 PM, LeeC22 said:

Just combine them all into your own created addon pack and then use that instead of all the individual cars. That way you still get to use those cars but the game is more stable because they're all in a single pack.

is that easy to do?

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LeeC22
Posted (edited)
14 hours ago, god84 said:

is that easy to do?

The first time you do it, no, it can be tricky to get a handle on but once you've done it a couple of times, you'll have no problems. It gets further complicated by the different ways modders build their addons but if you create your own pack template, it gets easier.

 

Here's a sample file I put together a few years ago, to try and help people understand how it all works.

https://drive.google.com/file/d/1hJn6AVTSf_eCBTwSh1rRlx3gpAj0quLv/view?usp=sharing

 

The pack isn't built with real data

addonpack1 - Empty is a completely empty template of all the basic files you need. See below about what this name represents.

Individual addons is a set of fake addons to simulate three individual addon cars

myaddonpack (data files) is all those addon cars merged into the data files, so you can see how it all fits together

myaddonpack is a complete (but not functional) dlc.rpf built from those data files, so you can see what the final pack should look like. I don't think it works in-game but it does open in OpenIV like any other addon pack.

 

So look at the individual addons to see what you would normally see, take note of all the main sections that are defined inside <item></item> tags.

Then look at the combined data files to see how those items are stacked inside each data file. Notice files like vehicles.meta that has two separate sections, InitDatas and txdRelationships, which must only contain the relevant data from the addon cars. If you put InitDatas items into the txdRelationships section, you'll probably get a crash. The most complicated file is vehiclelayouts.meta but if you approach it a section at a time, it will all make sense.

 

Inside a typical addon, you might find the data files in different directories to what they are in this addon pack but that doesn't matter. As long as you take the relevant parts out of those files and add them to the files in this data pack, it will all work. You can move the data around and as long as you tell the game where it should look for that data, all will be fine.

 

If you want to change the name from addonpack1, just look at where that name is used and change all instances of that name to your new name. The main places are the name of the addon pack folder and the various references in content.xml and setup2.xml

 

Start with just moving a single car into the addon pack, then make sure it works. Then add a second car, make sure they both work. If you can get both cars working, then you've pretty much cracked it and you're all set for bigger things.

 

Edit: I have just noticed that the addonpack1 in that file doesn't have the carcols.meta file, so here's another addonpack1 template pack with that included, this is what I use to build any packs https://drive.google.com/file/d/1rooEHccDygjs6oWd2eGT26OsK1mx2KxV/view?usp=sharing

 

Edit: One other thing I would recommend, is to use Notepad++ for any XML file editing. Install the XML tools plugin as well. With NP++, it will validate your XML and tell you when something is wrong when you save it, it won't tell you exactly where the error is but it at least lets you know that there is a problem without having to watch the game crash to find out. If you do use it, two very useful key-combos are ALT+0, which will collapse the whole XML down and then CTRL+Shift+2, which will open it up to the first level, which will make any misplaced <item>  tags easy to spot.

Edited by LeeC22

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god84

Wow thank you pal, this seems like I need to have a good crack at this, this weekend.

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