Just creating a folder and renaming it to "mods" is not enough. You need to place the RPF files you modded inside the mods folder. Here are few examples.
Original Path Path in mods folder
@AHK1221 Hey, i tried importing and everything appears to be imported correctly. To test if it works correctly i just exported it withouth changing anything. Do i need to do something before exporting? . When i go into game the meshes are clipping all over the model ..... Can you help me?
@LeeC2202 thanks for that info. I went through my notepad that i wrote down all my modkit ids from my carpacks that i made to ensure i wouldnt use the same id numbers. I came up with 17 that are conflicting so I will only have to change 8 or 9 of them to new ids using the 8 bit number rule to get their real ids.
Edit. Also for anyone that has read my tutorial on how to fix tuning parts not working(carcols.ymt trick) and combined it with LeeC2202's trick of finding out your real modkit id numbers so that they dont conflict. You can also go under dlclist.xml and disable some of the dlcs this will make sure you have even more chances of your modkit id numbers working and allowing you to push past the 255 limit for addon cars with tuning parts to work. So far its safe to disable mphalloween, mpexecutive, mpspecialraces if you dont mind disabling the older super cars like lamborghini diablo and ferrari f40 from spawning into traffic, patchday6 and mpvalentines2 if you dont care about some of the cars and mpxmas_604490. Mpxmas_604490 has a nice sounding tampa muscle car sound. I ended up disabling that dlc by deleting the line from dlclist.xml and the car sound still applies and works when adding to a car via vehicles.meta.
Severity Code Description Project File Line Suppression State
Error CS5001 Program does not contain a static 'Main' method suitable for an entry point ModMenu c:\users\itroken\documents\visual studio 2015\Projects\ModMenu\ModMenu\CSC 1 Active
PLZ HELP ME
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@Cyron43 If it is of no benefit, I wouldn't worry about it. For those who need it, it will work, for those who don't, there are alternate solutions.
The modifiers are intended to be used with the KeyDown, so if you don't use that, it's nothing to worry about. You don't use it at all, I use it a lot, it's just the different ways people work and the different types of software they write.
I have done both app and game development for close to 36 years and in that time, I have had many instances where I need to press Shift then hold a key to do an action fast, or press Control then hold a key to do something slow. So because that relies on two keys being held, you never trigger a KeyUp event, so that event serves no purpose in that situation.
If I am solely doing a key-based app, that only registers key-presses, then I will only ever use KeyUp because it avoids repeats. It's all about being in the situation where a certain process is required and if you ever need a solution that requires keys being held, rather than pressed, you will then use KeyDown.