HzanRsxa2959 Posted January 17, 2021 Share Posted January 17, 2021 (edited) Hey all. Been a while since I posted something here. Well, good for you, because I've been working on something! Have you ever seen a great mod that adds stuff, only to discover that its model and/or weapon IDs conflict with another great mod that adds stuff? Have you ever been plagued by the error 0x00534134 or 0x005B6B2F? Well, what if I said that I could prevent that from happening? What if I had found a way to automatically assign IDs to models and other entities on runtime? Well, you're in luck- because I have done exactly that. See for yourself: All the adapted mods below will not have any model/other entity ID conflicts whatsoever, whether with each other, or with another mod! The 'SAMP Objects' mod, by itself, adds from SA-MP to Single-Player 1435 objects for use in other mods, like a resource pack. Introducing: Description: AutoID is a MoonLoader script that aims to prevent model ID conflicts in mods that add models (peds, cars, objects, buildings etc.) and other entities (weapons, combos etc.), meaning that such mods will no longer have model ID conflicts with other mods. Moreover, AutoID prides itself in its save purification: any entity added to the game using AutoID will not be saved in the game, but saved using AutoID's custom save system! This means that most mods adapted to AutoID can be freely added to and removed from the game without fear of save corruption! Requirements: MoonLoader Mod Loader support for MoonLoader CLEO+ (for 2.0 and above). Video Tutorial: How to install AutoID 2.1 and above. Downloads: Note: This mod creates a folder named 'AutoID' in your game directory. It is not recommended to modify this folder without clear instructions for as long as you are using this mod. Also, a folder named 'AutoID' is created in the user files directory of the game. This folder contains data that is needed to manage entities adapted to AutoID that are saved in the game. If you're here because a mod needs AutoID to work, then download this: Spoiler Note: 2.0 and above requires the latest version of CLEO+. Also, read here how to install it. ShareMods: Spoiler 1.0 2.0 2.1 2.1.1 2.1.2 2.1.3 2.1.4 2.1.5 2.1.6 2.1.7 2.1.8 2.1.9 2.2 Google Drive: Spoiler 1.0 2.0 2.1 2.1.1 2.1.2 2.1.3 2.1.4 2.1.5 2.1.6 2.1.7 2.1.8 2.1.9 2.2 Adapted Mods: Here are some mods that I have adapted to AutoID:Note: I have explicit permission from the author of each of the following mod to distribute the modified version. Also, the archive of each mod contains a 'readme.txt' file with a link to the original download location of the mod. Spoiler Changes: Please read as the mods' requirements may have changed. Note: All mods listed below require AutoID; this should be obvious. Also, as they add entities, Open Limit Adjuster is probably required too (not required for 2.1 and above if fastman92 Limit Adjuster is installed). And while they can be installed manually, do note that these mods were adapted with Mod Loader in mind. Spoiler Cheat-Menu LUA 2.2 Portable: Spoiler Made it portable: Replaced mimgui with the portable version. All the files are now stored in the 'cheat-menu' folder in the same location as the 'cheat-menu.lua' file. The location of the 'Custom Skins' folder changes to 'modloader' folder if cheat-menu is installed outside Mod Loader. 'generated.ipl' (from the object spawner) is now created inside the cheat-menu folder. Disabled updates: The update function has been edited to print that updates are not supported. Also, updates are now disabled by default. In addition to updates, 'auto reload' and 'fast load images' options are also disabled by default. The object spawner has been adapted to AutoID. SAMP Objects: Spoiler Note: This mod is a bit heavy, taking about 5 seconds to load. Removed unused models: All the models and textures that were not defined in the IDE file have been removed. Removed dependency on default textures: All the models that previously used default game textures, now use textures from a single file named samphzan.txd. Los Santos City Hall: Spoiler Requires SAMP Objects (the one that is adapted to AutoID, from here), as well as a few default game objects. Repositioned the map above the LS City Hall; previously, it was positioned above the Verdant Meadows Airstrip. Adapted to Property Template (requires CLEO+). Tools Shop: Spoiler Requires CLEO+ (no changes here; it previously did as well). Added new seller model. Renamed some files to more suitable names. Angel Island: Spoiler Gave more unique names to models and textures. Repositioned the map. Redid the collision. Modern Beach House: Spoiler Adapted to Property Template (requires CLEO+); will unlock after Desert (Yay Ka-Boom-Boom mission). You can have a snack from the fridge after buying the property. Gave more unique names to models. Added culling to disable rain and police cars inside house, and to disable rain under umbrella. Combined the two txd files into one. Halved the resolution of all textures. Optimized collisions. Added radar textures. Eiffel Tower: Spoiler Repositioned it. Gave more unique names to models. Dead Body Chalk Outline: Spoiler Replaced the CLEO script with an advanced version (requires CLEO+). Gave more unique names to models. Replaced the texture with traced ones from https://libertycity.net/files/gta-vice-city/18393-high-quality-particles-mod.html (with permission). Replaced the model with a graffiti model, which is more suitable. Added mipmaps to textures. Basically, I only used the idea of the original mod. Name Weapon Spawner: Spoiler Changed the weapon name character limit from 16 to 64. Pre-lighting Fixes Pack: Spoiler The two new objects that were added will no longer have any ID conflicts. Food Eating Fix: Spoiler The three new objects that were added will no longer have any ID conflicts. ShareMods: Spoiler Cheat-Menu LUA 2.2 Portable SAMP Objects Los Santos City Hall Tools Shop Angel Island Modern Beach House Eiffel Tower Dead Body Chalk Outline Name Weapon Spawner Pre-lighting Fixes Pack Food Eating Fix Google Drive: Spoiler Cheat-Menu LUA 2.2 Portable SAMP Objects Los Santos City Hall Tools Shop Angel Island Modern Beach House Eiffel Tower Dead Body Chalk Outline Name Weapon Spawner Pre-lighting Fixes Pack Food Eating Fix Now, the big question: How to Adapt mods to AutoID? If you need some help adapting mods (your own, preferably; unless you get permission- then it's fine) to AutoID, then download this: Spoiler ShareMods: Spoiler 1.0 Google Drive: Spoiler 1.0 Also, read this tutorial: Adapting Mods to AutoID How it Works: Curiosity, huh? Good. Well, see if you can keep up! Each model in the game is assigned an ID using IDE files that are loaded through gta.dat (yes, even Mod Loader works by merging the famous 'loader.txt' with gta.dat). Before the game is loaded, a model does not exist. That's obvious, no? The model isn't loaded because the game hasn't loaded. Well, what if the game's data files could be edited before the game loads to- I don't know- replace the duplicated model IDs? Would it work? Well, it surely does! But, since no models exist (or are loaded; there is no difference: a model only exists after it has been loaded), then how does AutoID know which model IDs are free? Well, AutoID reads the game's very own data files, and generates a list of IDs that are not defined (also works with Mod Loader). A pretty nifty system, if I do say so myself. Ok, now that we know which IDs are free, they are assigned like this: For each .auid file that AutoID finds (whether using manual installation or through Mod Loader), it assigns a free ID to it. Example: Suppose that your mod contains a file 'autoid.auid'. The first free ID (907 in the default game) gets assigned to it. This happens at every game launch, so if some time later ID 907 gets occupied by a mod not adapted to AutoID, then the next free ID (908 in the default game) will get assigned to it. Now that we know how IDs are assigned, how to use them? Well, that is is explained in the tutorial above. TL;DR: https://www.youtube.com/watch?v=JuKX7MvQYcc Afterword: I know that this is an inelegant implementation, but I have been working on it for about a month. I have fixed every bug that I could notice and as such, this mod is very stable. However, if anyone wants to improve this mod, or attempt a Mod Loader plugin version or Plugin-SDK version, then I give full permission. Furthermore, this is not a perfect solution; a better solution would be to discard the ID system altogether and use hashes like the HD GTAs, but also keep backwards compatibility in mind. If anyone is up to the task, I- and surely, many others- would do their best to give support. Credits: Spoiler AutoID, AutoIDGenerator: HzanRsxa2959 Adapted Mods: Spoiler Cheat-Menu: Grinch_ SAMP Objects: Clara Los Santos City Hall, Tools Shop, Name Weapon Spawner, Food Eating Fix: Junior_Djjr Angel Island: ZZPuma Modern Beach House: Diego4Fun Eiffel Tower: mrandres5555 Dead Body Chalk Outline: TrushinVlad, Flame Pre-lighting Fixes Pack: _RJSingh_, aftburner, d3jan Edited July 19, 2021 by HzanRsxa2959 StuntGames, Davve95, -Anti- and 9 others 12 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted January 19, 2021 Author Share Posted January 19, 2021 (edited) Cheat-Menu LUA 2.2 Portable: Added a 'search' function to Object Spawner to search AutoID objects by name. EDIT: Cheat-Menu LUA 2.2 Portable: Fixed the cheat menu crashing in some cases when not using AutoID. Objects spawned using the object spawner will no longer be saved with the game. EDIT 2: Cheat-Menu LUA 2.2 Portable: Objects spawned using the object spawner are no longer deleted when saving the game. Edited January 19, 2021 by HzanRsxa2959 Link to comment Share on other sites More sharing options...
H-G Posted January 19, 2021 Share Posted January 19, 2021 (edited) @HzanRsxa2959: Nice work, man, keep it up! Edited January 19, 2021 by Staunton Assassin HzanRsxa2959 and RyanDri3957V 1 1 H-G's Workshop https://gtaforums.com/topic/905964-h-gs-workshop/ Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted January 20, 2021 Author Share Posted January 20, 2021 Cheat-Menu LUA 2.2 Portable: Fixed the list of objects spawned using Object Spawner not being cleared when loading. This could make cheat-menu crash when trying to access such a non-existent object. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted January 25, 2021 Author Share Posted January 25, 2021 LS City Hall Interior: Adapted to the latest version of Property Template. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 21, 2021 Author Share Posted February 21, 2021 AutoID just received a gigantic update! Version 2.0 released! The mod now requires CLEO+. All entities added using AutoID will not be saved in the game anymore. This includes: cars (removing will have cars generators with the vehicle set their car model to random, and if the vehicle was saved in a garage, it will be removed), weapons (removing will remove the weapon from the player, and if the weapon was set as a gang weapon, it will be set to fist), fighting styles (removing will set the player's fighting style to default), pickups (removing will set the model ID of the pickup to 1239). All of this is managed by the AutoID.cs file. All the saved data for AutoID is stored in user files\AutoID\. The single 'AutoID.log' file has been divided into multiple log files, each with extensive information of a different function. All the log files are stored in game directory\AutoID\logs\. Now free IDs below 10 will be ignored, to make it compatible with Car Generators. Support to add new weapons! Uses the newly-added AutoID section "WPN:". Requires a configured fastman92 Limit Adjuster. Support to add new melee combos! Uses the newly-added AutoID section "MEL:". Requires a configured fastman92 Limit Adjuster. Support to add model special features! Uses the newly-added AutoID section "SPC:". Requires a configured fastman92 Limit Adjuster. Added AutoID section "TXT:". Generates a txt file with the same name as the .auid file, at the same directory as the .auid file. Added AutoID section "FIL: filename". Generates a file with the name filename, at the same directory as the .auid file. Due to the added ability of modifying fastman92 Limit Adjuster config files (adding weapons, melee combos, and model special features), an initialization system has been introduced. Now, on the first launch, AutoID will copy the files gtasa_weapon_config.dat, gtasa_melee_config.dat, model_special_features.dat to game directory\AutoID\data\_fastman92 limit adjuster\. The files in the original directory will be overwritten on each game launch. These are the files (in the AutoID directory) you should now modify in case of wanting to edit the default values. Any changes to these files will require initialization: Upon launching the game, a dialog box will appear saying "New data has been initialized. The game will now exit. Please launch the game again." Follow the instructions. Now the file game directory\AutoID\logs\AutoID.log file contains the time it took for the game to launch, for benchmarking. There are also many other log files, each with useful information. The AutoID.ini file now has these additional sections: [IDsToNames] (model id = auid filename), [Weapons] (auid filename = weapon id), [WeaponsToNames] (weapon id = auid filename). The GXT key "AUTOID" now return the text "2.0". Use this to check the version. Links added to main post. Adapted Mods: Updated Cheat-Menu LUA 2.2 Portable: Now models with type other than Atomic (section "obj" in IDE file, e.g., "weap" indicating a weapon model) can be spawned. LS City Hall Interior: Renamed to Los Santos City Hall. Adapted to the latest version of Property Template. Added: Modern Beach House. Added: Eiffel Tower. Added: Dead Body Chalk Outline. Added: Name Weapon Spawner. An extensive tutorial is in order. Also, sorry for not finishing the current tutorial. I will do that shortly. Promise. Now, if only all of this could be combined into a neat little ASI plugin. I actually plan to do that, so if you know how to help me, I would appreciate it. fastman92 and -Anti- 2 Link to comment Share on other sites More sharing options...
fastman92 Posted February 21, 2021 Share Posted February 21, 2021 I don't know exactly how your project works. Seems ingenious though 👍 HzanRsxa2959 1 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 22, 2021 Author Share Posted February 22, 2021 (edited) 2 hours ago, fastman92 said: I don't know exactly how your project works. Seems ingenious though 👍 Thanks. I will write a tutorial in a few hours. Maybe there I will be able to give a more thorough explanation. On the other hand, the code is free for anyone to use (not recommended: after adding, adding and adding, it is a mess. Even though it works). I plan to port this mod to ASI once I sharpen my C++ skill enough. Edited February 22, 2021 by HzanRsxa2959 XG417 1 Link to comment Share on other sites More sharing options...
XG417 Posted February 22, 2021 Share Posted February 22, 2021 On 1/17/2021 at 1:31 PM, HzanRsxa2959 said: Furthermore, this is not a perfect solution; a better solution would be to discard the ID system altogether and use hashes like the HD GTAs, but also keep backwards compatibility in mind This particular line intrigues me. Do you think it's possible without ever toying around with the game engine itself? Because if it is, it'll be a game changer, literally HzanRsxa2959 1 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 22, 2021 Author Share Posted February 22, 2021 (edited) Well, my skill in C++ is not advanced enough to properly answer that question, but from what I understand right now: It probably does require some engine-level modifications, which isn't a problem; the problem is compatibility. Reading and writing data files is- at least to my knowledge- the safest method right now. EDIT: Updated some values for fastman92limitAdjuster_GTASA.ini. Please review them (step 3.1). Edited February 22, 2021 by HzanRsxa2959 Link to comment Share on other sites More sharing options...
XG417 Posted February 22, 2021 Share Posted February 22, 2021 (edited) This just came up while I was trying to install fastman92 Limit Adjuster: Even after configuring the values to what is mentioned in the Adapting Mods to AutoID post, the error persists. When I take out AutoID from Modloader, the game works fine. What could be the problem here? Did I miss something? (This was done in a completely fresh setup) Edited February 22, 2021 by XG417 HzanRsxa2959 and wwwwandrarijaz 2 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 22, 2021 Author Share Posted February 22, 2021 (edited) 1 hour ago, XG417 said: This just came up while I was trying to install fastman92 Limit Adjuster: Try installing MoonLoader inside Mod Loader. EDIT: Does anyone know any weapons mods that I can adapt to AutoID after getting the author's permission? Edited February 22, 2021 by HzanRsxa2959 Link to comment Share on other sites More sharing options...
XG417 Posted February 22, 2021 Share Posted February 22, 2021 1 hour ago, HzanRsxa2959 said: Try installing MoonLoader inside Mod Loader. I don't think that's possible, though? Well, I tried it but MoonLoader didn't load. So I instead tried the opposite and installed AutoID outside ModLoader. Still nothing. 1 hour ago, HzanRsxa2959 said: Does anyone know any weapons mods that I can adapt to AutoID after getting the author's permission? Have you tried asking Slingshot753? He's got some neat Weaps HzanRsxa2959 and BazzemBoi 2 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 22, 2021 Author Share Posted February 22, 2021 8 minutes ago, XG417 said: I don't think that's possible, though? But I have MoonLoader installed inside Mod Loader since a long time ago. This is why I didn't notice this bug. Are you using 0.26.5-beta? I have update the link to 0.27.0-preview-3 (requires Visual C++ redistributable 2017; if you can't install that, go to the moonloader\lib folder and try deleting lfs.dll). Try installing that version inside Mod Loader. wwwwandrarijaz 1 Link to comment Share on other sites More sharing options...
XG417 Posted February 22, 2021 Share Posted February 22, 2021 Alright, I've gotten it to work. Game's up and running and I've successfully added two new vehicles into the game without issues. Maybe it was because I was using v0.26.5 that causes the errors. There's this minor issue where the game crashes upon exit (f92 error log stating that CLEO+ is somehow responsible) but it is a minor inconvenience. Thanks for the assist! I'll keep an eye out if any other problems pop up HzanRsxa2959 1 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 22, 2021 Author Share Posted February 22, 2021 @XG417 Glad to hear that! Here is a tutorial I created to help with installing AutoID 2.0: Spoiler Did you use the tutorial to add the new vehicles? Glad to see that people are quickly getting the hang of it. Will you let me take a look at the files, so that I can see if my tutorial did not miss any point? Feel free to ask any question, report bugs, and give suggestions! Link to comment Share on other sites More sharing options...
XG417 Posted February 22, 2021 Share Posted February 22, 2021 1 minute ago, HzanRsxa2959 said: Did you use the tutorial to add the new vehicles? Glad to see that people are quickly getting the hang of it. Will you let me take a look at the files, so that I can see if my tutorial did not miss any point? I'm actually watching your Tut videos right now lol So far I've added my vehicles through the standard method as detailed here, though I will soon try to adapt my vehicles to AutoID. If I'm successful, I'll snap a screenie of the files and post it here. HzanRsxa2959 1 Link to comment Share on other sites More sharing options...
fastman92 Posted February 22, 2021 Share Posted February 22, 2021 18 hours ago, XG417 said: This particular line intrigues me. Do you think it's possible without ever toying around with the game engine itself? Because if it is, it'll be a game changer, literally That's a very large change that would have to come within the scope of the FLA. Would be possible if I worked on it. I have no plan for this. HzanRsxa2959, RyanDri3957V and XG417 3 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 25, 2021 Author Share Posted February 25, 2021 (edited) Hey guys. Progress is going well on the new version. Just adding the final touches, and I am confused about the different limit adjusters. To keep compatibility, I have studied some limits and created this table: GAME | OLA | FLA =================================================================================================== anim / hier | ClumpModels | Hier Objects cars | VehicleModels | Vehicle Models objs | AtomicModels / DamageAtomicModels | IDE Objects Type 1 / IDE Objects Type 2 peds | PedModels | Ped Models tobj | TimeModels | Timed Objects weap | WeaponModels | Weapon Models object.dat | ??? | Object info entries COLFILE | ColModel | ColModels I would appreciate it if someone could confirm its accuracy as well as fill the missing values. EDIT: Any help, @ThirteenAG and @fastman92? Edited February 26, 2021 by HzanRsxa2959 RyanDri3957V and XG417 2 Link to comment Share on other sites More sharing options...
fastman92 Posted February 26, 2021 Share Posted February 26, 2021 (edited) 17 hours ago, HzanRsxa2959 said: Hey guys. Progress is going well on the new version. Just adding the final touches, and I am confused about the different limit adjusters. To keep compatibility, I have studied some limits and created this table: GAME | OLA | FLA =================================================================================================== anim / hier | ClumpModels | Hier Objects cars | VehicleModels | Vehicle Models objs | AtomicModels / DamageAtomicModels | IDE Objects Type 1 / IDE Objects Type 2 peds | PedModels | Ped Models tobj | TimeModels | Timed Objects weap | WeaponModels | Weapon Models object.dat | ??? | Object info entries COLFILE | ColModel | ColModels I would appreciate it if someone could confirm its accuracy as well as fill the missing values. EDIT: Any help, @ThirteenAG and @fastman92? Seems good. You might also want to see the FLA documentation. Edited February 26, 2021 by fastman92 XG417, RyanDri3957V and HzanRsxa2959 3 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 26, 2021 Author Share Posted February 26, 2021 (edited) I will do that, thanks for the help. Everyone: I just discovered a nasty bug- when saving with a custom weapon, the other entities aren't saved (with AutoID's custom save system). I am trying to fix it; it's just that debugging with SCM is slow. EDIT: Fixed! It was caused by the wait command not being supported in CLEO+ events. Edited February 26, 2021 by HzanRsxa2959 XG417 1 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 26, 2021 Author Share Posted February 26, 2021 (edited) 2.1 Released! Note: fastman92 Limit Adjuster is not required, but highly recommended, as it will make no changes having it installed by itself; changes will be made by mods (changes made automatically by AutoID are only done so if necessary, and reverted when not needed). You can even install it inside Mod Loader! Added support for editing the fastman92limitAdjuster_GTASA.ini file. Now there is no need to configure fastman92 Limit Adjuster! Added loading and saving support for clothes. Now any clothes adapted to AutoID will not be saved in the game. Added entities (Peds, Vehicles, Objects, Weapons, Combos, Clothes) now automatically edit the fastman92limitAdjuster_GTASA.ini with appropriate values. (Taking care if Open Limit Adjuster is installed as well.) Added section "FLA:" with line format "key;value" to add to FLA ini values. Added section "FLB:" with line format "key" to enable FLA ini values. Added section "FLC:" with line format "key;value" to change FLA ini values. If the same value is changed more than once, then the highest value will be used. Note: In the above three sections, adding a "@" sign in the beginning of the line will make it only change it in the fastman92limitAdjuster_GTASA.ini if Open Limit Adjuster is not installed. "Count of killable model IDs" is changed to half of the model ID limit (modifiable by "FILE_TYPE_DFF", but requires FLA to be installed outside Mod Loader). Now the CLEO script is manually loaded from AutoID.lua directory\AutoID\AutoID.s. Below are the ini values for each added entity AutoID will change in fastman92limitAdjuster_GTASA.ini (note the "@" sign in the beginning of some lines): Spoiler Peds: #requires "_" to be the first character of the .auid file name FLA: @Ped Models;1 FLC: Pedgrp peds per group;210 Vehicles: #requires "^" to be the first character of the .auid file name FLA: @Vehicle Models;1 Number of standard lines;1 #requires "b" to be the second character of the .auid file name Number of bike lines;1 #requires "f" to be the second character of the .auid file name Number of flying lines;1 #requires "w" to be the second character of the .auid file name Number of boat lines;1 FLB: Accept any ID for car generator Make paintjobs work for any ID Apply handling.cfg patch Enable vehicle audio loader FLC: Cargrp cars per group;63 Vehicle colors;255 Objects: #requires "$", "'", "&", "%", "_", or "^" to not be the first character of the .auid file name FLA: #requires "&" to not be the third character of the .auid file name @ColModels;1 #requires "$", "'", "&", "%", "_", "^", "`", "+", or "-" to not be the first character of the .auid file name @IDE Objects Type 1;1 #requires "`" to be the first character of the .auid file name @IDE Objects Type 2;1 #requires "+" to be the first character of the .auid file name @Timed Objects;1 #requires "-" to be the first character of the .auid file name @Hier Objects;1 #requires "." to be the second character of the .auid file name Object info entries;1 Weapons: #requires "&" to be the first character of the .auid file name FLA: @Weapon Models;1 FLB: Enable weapon type loader FLC: Weapon type loader, number of type IDs;255 Combos: #requires "%" to be the first character of the .auid file name FLB: Enable melee combo type loader FLC: Enable melee combo type loader;255 Clothes: #requires "'" to be the first character of the .auid file name FLA: Clothes directory;1 Fixed a bug where saving the game with the player having a weapon adapted to AutoID would prevent all other AutoID entities from being saved using AutoID's custom save system. Adapted Mods: SAMP Objects: Updated for use with AutoID 2.1. Modern Beach House: Updated for use with AutoID 2.1. Video tutorial on how to install AutoID 2.1 will be available shortly. Edited February 26, 2021 by HzanRsxa2959 -Anti- and fastman92 2 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 26, 2021 Author Share Posted February 26, 2021 (edited) How to install AutoID 2.1. EDIT: In the post above, I forgot to put some changes- see Adapted Mods. Edited February 26, 2021 by HzanRsxa2959 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 26, 2021 Author Share Posted February 26, 2021 Update 2.1.1: Added support for non-collision object (e.g. weapon) models (ColModels in FLA ini will not be increased). Use by setting the third character of the .auid file to "&". How to install AutoID 2.1 and above. Installation instructions are the same as 2.1. Only the .lua file has been modified; replace the "AutoID.lua" file with the one from this version for a quick update. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 26, 2021 Author Share Posted February 26, 2021 (edited) Update 2.1.2: Fixed a critical bug not increasing FLA standard handling lines for every handling type. How to install AutoID 2.1 and above. Installation instructions are the same as 2.1. Only the .lua file has been modified; replace the "AutoID.lua" file with the one from this version for a quick update. Edited February 26, 2021 by HzanRsxa2959 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 26, 2021 Author Share Posted February 26, 2021 Update 2.1.3: Fixed the AutoID sections "FLB:" and "FLC:" not working correctly. How to install AutoID 2.1 and above. Installation instructions are the same as 2.1. Only the .lua file has been modified; replace the "AutoID.lua" file with the one from this version for a quick update. I hope this is the last update. No promises, though. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted February 27, 2021 Author Share Posted February 27, 2021 (edited) Update 2.1.4 Updated script version. Added license for MoonAdditions. Chose and added the MIT license for AutoID. How to install AutoID 2.1 and above. Installation instructions are the same as 2.1. Delete the previous version of AutoID and install this one. This is the final version. From now on, I will only fix critical bugs. I will be getting a new HDD (soon, I hope), after which I will install Plugin-SDK and start working on a new version of AutoID: The next version, 3.0, will be in ASI. Edited February 27, 2021 by HzanRsxa2959 wwwwandrarijaz 1 Link to comment Share on other sites More sharing options...
Pedro2737 Posted February 28, 2021 Share Posted February 28, 2021 incompatible with the moonloader outside the modloader wwwwandrarijaz and HzanRsxa2959 2 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted March 1, 2021 Author Share Posted March 1, 2021 9 hours ago, Pedro2737 said: incompatible with the moonloader outside the modloader Yeah, that's a bug I'm certainly confused about. Well, currently, it's out of my debugging capabilities. If someone does find a solution, please post it here! wwwwandrarijaz 1 Link to comment Share on other sites More sharing options...
fastman92 Posted March 3, 2021 Share Posted March 3, 2021 Remember to leave the task of finding the free weapon ID up to the FLA: gta_sa_weapon_config.dat says: # A: int weaponTypeID, can be -1 to find first free ID HzanRsxa2959 1 Link to comment Share on other sites More sharing options...
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